babylon.module.d.ts 5.4 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /**
  11559. * An event triggered when the manager is disposed.
  11560. */
  11561. onDisposeObservable: Observable<SpriteManager>;
  11562. private _onDisposeObserver;
  11563. /**
  11564. * Callback called when the manager is disposed
  11565. */
  11566. onDispose: () => void;
  11567. private _capacity;
  11568. private _spriteTexture;
  11569. private _epsilon;
  11570. private _scene;
  11571. private _vertexData;
  11572. private _buffer;
  11573. private _vertexBuffers;
  11574. private _indexBuffer;
  11575. private _effectBase;
  11576. private _effectFog;
  11577. /**
  11578. * Gets or sets the spritesheet texture
  11579. */
  11580. texture: Texture;
  11581. /**
  11582. * Creates a new sprite manager
  11583. * @param name defines the manager's name
  11584. * @param imgUrl defines the sprite sheet url
  11585. * @param capacity defines the maximum allowed number of sprites
  11586. * @param cellSize defines the size of a sprite cell
  11587. * @param scene defines the hosting scene
  11588. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11589. * @param samplingMode defines the smapling mode to use with spritesheet
  11590. */
  11591. constructor(
  11592. /** defines the manager's name */
  11593. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  11594. private _appendSpriteVertex;
  11595. /**
  11596. * Intersects the sprites with a ray
  11597. * @param ray defines the ray to intersect with
  11598. * @param camera defines the current active camera
  11599. * @param predicate defines a predicate used to select candidate sprites
  11600. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11601. * @returns null if no hit or a PickingInfo
  11602. */
  11603. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11604. /**
  11605. * Render all child sprites
  11606. */
  11607. render(): void;
  11608. /**
  11609. * Release associated resources
  11610. */
  11611. dispose(): void;
  11612. }
  11613. }
  11614. declare module "babylonjs/Sprites/sprite" {
  11615. import { Vector3 } from "babylonjs/Maths/math.vector";
  11616. import { Nullable } from "babylonjs/types";
  11617. import { ActionManager } from "babylonjs/Actions/actionManager";
  11618. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11619. import { Color4 } from "babylonjs/Maths/math.color";
  11620. /**
  11621. * Class used to represent a sprite
  11622. * @see http://doc.babylonjs.com/babylon101/sprites
  11623. */
  11624. export class Sprite {
  11625. /** defines the name */
  11626. name: string;
  11627. /** Gets or sets the current world position */
  11628. position: Vector3;
  11629. /** Gets or sets the main color */
  11630. color: Color4;
  11631. /** Gets or sets the width */
  11632. width: number;
  11633. /** Gets or sets the height */
  11634. height: number;
  11635. /** Gets or sets rotation angle */
  11636. angle: number;
  11637. /** Gets or sets the cell index in the sprite sheet */
  11638. cellIndex: number;
  11639. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11640. invertU: number;
  11641. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11642. invertV: number;
  11643. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11644. disposeWhenFinishedAnimating: boolean;
  11645. /** Gets the list of attached animations */
  11646. animations: Animation[];
  11647. /** Gets or sets a boolean indicating if the sprite can be picked */
  11648. isPickable: boolean;
  11649. /**
  11650. * Gets or sets the associated action manager
  11651. */
  11652. actionManager: Nullable<ActionManager>;
  11653. private _animationStarted;
  11654. private _loopAnimation;
  11655. private _fromIndex;
  11656. private _toIndex;
  11657. private _delay;
  11658. private _direction;
  11659. private _manager;
  11660. private _time;
  11661. private _onAnimationEnd;
  11662. /**
  11663. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11664. */
  11665. isVisible: boolean;
  11666. /**
  11667. * Gets or sets the sprite size
  11668. */
  11669. size: number;
  11670. /**
  11671. * Creates a new Sprite
  11672. * @param name defines the name
  11673. * @param manager defines the manager
  11674. */
  11675. constructor(
  11676. /** defines the name */
  11677. name: string, manager: ISpriteManager);
  11678. /**
  11679. * Starts an animation
  11680. * @param from defines the initial key
  11681. * @param to defines the end key
  11682. * @param loop defines if the animation must loop
  11683. * @param delay defines the start delay (in ms)
  11684. * @param onAnimationEnd defines a callback to call when animation ends
  11685. */
  11686. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11687. /** Stops current animation (if any) */
  11688. stopAnimation(): void;
  11689. /** @hidden */
  11690. _animate(deltaTime: number): void;
  11691. /** Release associated resources */
  11692. dispose(): void;
  11693. }
  11694. }
  11695. declare module "babylonjs/Collisions/pickingInfo" {
  11696. import { Nullable } from "babylonjs/types";
  11697. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11698. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11699. import { Sprite } from "babylonjs/Sprites/sprite";
  11700. import { Ray } from "babylonjs/Culling/ray";
  11701. /**
  11702. * Information about the result of picking within a scene
  11703. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11704. */
  11705. export class PickingInfo {
  11706. /** @hidden */
  11707. _pickingUnavailable: boolean;
  11708. /**
  11709. * If the pick collided with an object
  11710. */
  11711. hit: boolean;
  11712. /**
  11713. * Distance away where the pick collided
  11714. */
  11715. distance: number;
  11716. /**
  11717. * The location of pick collision
  11718. */
  11719. pickedPoint: Nullable<Vector3>;
  11720. /**
  11721. * The mesh corresponding the the pick collision
  11722. */
  11723. pickedMesh: Nullable<AbstractMesh>;
  11724. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11725. bu: number;
  11726. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11727. bv: number;
  11728. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11729. faceId: number;
  11730. /** Id of the the submesh that was picked */
  11731. subMeshId: number;
  11732. /** If a sprite was picked, this will be the sprite the pick collided with */
  11733. pickedSprite: Nullable<Sprite>;
  11734. /**
  11735. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11736. */
  11737. originMesh: Nullable<AbstractMesh>;
  11738. /**
  11739. * The ray that was used to perform the picking.
  11740. */
  11741. ray: Nullable<Ray>;
  11742. /**
  11743. * Gets the normal correspodning to the face the pick collided with
  11744. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11745. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11746. * @returns The normal correspodning to the face the pick collided with
  11747. */
  11748. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11749. /**
  11750. * Gets the texture coordinates of where the pick occured
  11751. * @returns the vector containing the coordnates of the texture
  11752. */
  11753. getTextureCoordinates(): Nullable<Vector2>;
  11754. }
  11755. }
  11756. declare module "babylonjs/Events/pointerEvents" {
  11757. import { Nullable } from "babylonjs/types";
  11758. import { Vector2 } from "babylonjs/Maths/math.vector";
  11759. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11760. import { Ray } from "babylonjs/Culling/ray";
  11761. /**
  11762. * Gather the list of pointer event types as constants.
  11763. */
  11764. export class PointerEventTypes {
  11765. /**
  11766. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11767. */
  11768. static readonly POINTERDOWN: number;
  11769. /**
  11770. * The pointerup event is fired when a pointer is no longer active.
  11771. */
  11772. static readonly POINTERUP: number;
  11773. /**
  11774. * The pointermove event is fired when a pointer changes coordinates.
  11775. */
  11776. static readonly POINTERMOVE: number;
  11777. /**
  11778. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11779. */
  11780. static readonly POINTERWHEEL: number;
  11781. /**
  11782. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11783. */
  11784. static readonly POINTERPICK: number;
  11785. /**
  11786. * The pointertap event is fired when a the object has been touched and released without drag.
  11787. */
  11788. static readonly POINTERTAP: number;
  11789. /**
  11790. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11791. */
  11792. static readonly POINTERDOUBLETAP: number;
  11793. }
  11794. /**
  11795. * Base class of pointer info types.
  11796. */
  11797. export class PointerInfoBase {
  11798. /**
  11799. * Defines the type of event (PointerEventTypes)
  11800. */
  11801. type: number;
  11802. /**
  11803. * Defines the related dom event
  11804. */
  11805. event: PointerEvent | MouseWheelEvent;
  11806. /**
  11807. * Instantiates the base class of pointers info.
  11808. * @param type Defines the type of event (PointerEventTypes)
  11809. * @param event Defines the related dom event
  11810. */
  11811. constructor(
  11812. /**
  11813. * Defines the type of event (PointerEventTypes)
  11814. */
  11815. type: number,
  11816. /**
  11817. * Defines the related dom event
  11818. */
  11819. event: PointerEvent | MouseWheelEvent);
  11820. }
  11821. /**
  11822. * This class is used to store pointer related info for the onPrePointerObservable event.
  11823. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11824. */
  11825. export class PointerInfoPre extends PointerInfoBase {
  11826. /**
  11827. * Ray from a pointer if availible (eg. 6dof controller)
  11828. */
  11829. ray: Nullable<Ray>;
  11830. /**
  11831. * Defines the local position of the pointer on the canvas.
  11832. */
  11833. localPosition: Vector2;
  11834. /**
  11835. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11836. */
  11837. skipOnPointerObservable: boolean;
  11838. /**
  11839. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11840. * @param type Defines the type of event (PointerEventTypes)
  11841. * @param event Defines the related dom event
  11842. * @param localX Defines the local x coordinates of the pointer when the event occured
  11843. * @param localY Defines the local y coordinates of the pointer when the event occured
  11844. */
  11845. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11846. }
  11847. /**
  11848. * This type contains all the data related to a pointer event in Babylon.js.
  11849. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11850. */
  11851. export class PointerInfo extends PointerInfoBase {
  11852. /**
  11853. * Defines the picking info associated to the info (if any)\
  11854. */
  11855. pickInfo: Nullable<PickingInfo>;
  11856. /**
  11857. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11858. * @param type Defines the type of event (PointerEventTypes)
  11859. * @param event Defines the related dom event
  11860. * @param pickInfo Defines the picking info associated to the info (if any)\
  11861. */
  11862. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11863. /**
  11864. * Defines the picking info associated to the info (if any)\
  11865. */
  11866. pickInfo: Nullable<PickingInfo>);
  11867. }
  11868. /**
  11869. * Data relating to a touch event on the screen.
  11870. */
  11871. export interface PointerTouch {
  11872. /**
  11873. * X coordinate of touch.
  11874. */
  11875. x: number;
  11876. /**
  11877. * Y coordinate of touch.
  11878. */
  11879. y: number;
  11880. /**
  11881. * Id of touch. Unique for each finger.
  11882. */
  11883. pointerId: number;
  11884. /**
  11885. * Event type passed from DOM.
  11886. */
  11887. type: any;
  11888. }
  11889. }
  11890. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11891. import { Observable } from "babylonjs/Misc/observable";
  11892. import { Nullable } from "babylonjs/types";
  11893. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11894. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11895. /**
  11896. * Manage the mouse inputs to control the movement of a free camera.
  11897. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11898. */
  11899. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11900. /**
  11901. * Define if touch is enabled in the mouse input
  11902. */
  11903. touchEnabled: boolean;
  11904. /**
  11905. * Defines the camera the input is attached to.
  11906. */
  11907. camera: FreeCamera;
  11908. /**
  11909. * Defines the buttons associated with the input to handle camera move.
  11910. */
  11911. buttons: number[];
  11912. /**
  11913. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11914. */
  11915. angularSensibility: number;
  11916. private _pointerInput;
  11917. private _onMouseMove;
  11918. private _observer;
  11919. private previousPosition;
  11920. /**
  11921. * Observable for when a pointer move event occurs containing the move offset
  11922. */
  11923. onPointerMovedObservable: Observable<{
  11924. offsetX: number;
  11925. offsetY: number;
  11926. }>;
  11927. /**
  11928. * @hidden
  11929. * If the camera should be rotated automatically based on pointer movement
  11930. */
  11931. _allowCameraRotation: boolean;
  11932. /**
  11933. * Manage the mouse inputs to control the movement of a free camera.
  11934. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11935. * @param touchEnabled Defines if touch is enabled or not
  11936. */
  11937. constructor(
  11938. /**
  11939. * Define if touch is enabled in the mouse input
  11940. */
  11941. touchEnabled?: boolean);
  11942. /**
  11943. * Attach the input controls to a specific dom element to get the input from.
  11944. * @param element Defines the element the controls should be listened from
  11945. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11946. */
  11947. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11948. /**
  11949. * Called on JS contextmenu event.
  11950. * Override this method to provide functionality.
  11951. */
  11952. protected onContextMenu(evt: PointerEvent): void;
  11953. /**
  11954. * Detach the current controls from the specified dom element.
  11955. * @param element Defines the element to stop listening the inputs from
  11956. */
  11957. detachControl(element: Nullable<HTMLElement>): void;
  11958. /**
  11959. * Gets the class name of the current intput.
  11960. * @returns the class name
  11961. */
  11962. getClassName(): string;
  11963. /**
  11964. * Get the friendly name associated with the input class.
  11965. * @returns the input friendly name
  11966. */
  11967. getSimpleName(): string;
  11968. }
  11969. }
  11970. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11971. import { Nullable } from "babylonjs/types";
  11972. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11973. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11974. /**
  11975. * Manage the touch inputs to control the movement of a free camera.
  11976. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11977. */
  11978. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11979. /**
  11980. * Defines the camera the input is attached to.
  11981. */
  11982. camera: FreeCamera;
  11983. /**
  11984. * Defines the touch sensibility for rotation.
  11985. * The higher the faster.
  11986. */
  11987. touchAngularSensibility: number;
  11988. /**
  11989. * Defines the touch sensibility for move.
  11990. * The higher the faster.
  11991. */
  11992. touchMoveSensibility: number;
  11993. private _offsetX;
  11994. private _offsetY;
  11995. private _pointerPressed;
  11996. private _pointerInput;
  11997. private _observer;
  11998. private _onLostFocus;
  11999. /**
  12000. * Attach the input controls to a specific dom element to get the input from.
  12001. * @param element Defines the element the controls should be listened from
  12002. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12003. */
  12004. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12005. /**
  12006. * Detach the current controls from the specified dom element.
  12007. * @param element Defines the element to stop listening the inputs from
  12008. */
  12009. detachControl(element: Nullable<HTMLElement>): void;
  12010. /**
  12011. * Update the current camera state depending on the inputs that have been used this frame.
  12012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12013. */
  12014. checkInputs(): void;
  12015. /**
  12016. * Gets the class name of the current intput.
  12017. * @returns the class name
  12018. */
  12019. getClassName(): string;
  12020. /**
  12021. * Get the friendly name associated with the input class.
  12022. * @returns the input friendly name
  12023. */
  12024. getSimpleName(): string;
  12025. }
  12026. }
  12027. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12028. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12029. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12030. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12031. import { Nullable } from "babylonjs/types";
  12032. /**
  12033. * Default Inputs manager for the FreeCamera.
  12034. * It groups all the default supported inputs for ease of use.
  12035. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12036. */
  12037. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12038. /**
  12039. * @hidden
  12040. */
  12041. _mouseInput: Nullable<FreeCameraMouseInput>;
  12042. /**
  12043. * Instantiates a new FreeCameraInputsManager.
  12044. * @param camera Defines the camera the inputs belong to
  12045. */
  12046. constructor(camera: FreeCamera);
  12047. /**
  12048. * Add keyboard input support to the input manager.
  12049. * @returns the current input manager
  12050. */
  12051. addKeyboard(): FreeCameraInputsManager;
  12052. /**
  12053. * Add mouse input support to the input manager.
  12054. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12055. * @returns the current input manager
  12056. */
  12057. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12058. /**
  12059. * Removes the mouse input support from the manager
  12060. * @returns the current input manager
  12061. */
  12062. removeMouse(): FreeCameraInputsManager;
  12063. /**
  12064. * Add touch input support to the input manager.
  12065. * @returns the current input manager
  12066. */
  12067. addTouch(): FreeCameraInputsManager;
  12068. /**
  12069. * Remove all attached input methods from a camera
  12070. */
  12071. clear(): void;
  12072. }
  12073. }
  12074. declare module "babylonjs/Cameras/freeCamera" {
  12075. import { Vector3 } from "babylonjs/Maths/math.vector";
  12076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12077. import { Scene } from "babylonjs/scene";
  12078. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12079. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12080. /**
  12081. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12082. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12084. */
  12085. export class FreeCamera extends TargetCamera {
  12086. /**
  12087. * Define the collision ellipsoid of the camera.
  12088. * This is helpful to simulate a camera body like the player body around the camera
  12089. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12090. */
  12091. ellipsoid: Vector3;
  12092. /**
  12093. * Define an offset for the position of the ellipsoid around the camera.
  12094. * This can be helpful to determine the center of the body near the gravity center of the body
  12095. * instead of its head.
  12096. */
  12097. ellipsoidOffset: Vector3;
  12098. /**
  12099. * Enable or disable collisions of the camera with the rest of the scene objects.
  12100. */
  12101. checkCollisions: boolean;
  12102. /**
  12103. * Enable or disable gravity on the camera.
  12104. */
  12105. applyGravity: boolean;
  12106. /**
  12107. * Define the input manager associated to the camera.
  12108. */
  12109. inputs: FreeCameraInputsManager;
  12110. /**
  12111. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12112. * Higher values reduce sensitivity.
  12113. */
  12114. /**
  12115. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12116. * Higher values reduce sensitivity.
  12117. */
  12118. angularSensibility: number;
  12119. /**
  12120. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12121. */
  12122. keysUp: number[];
  12123. /**
  12124. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12125. */
  12126. keysDown: number[];
  12127. /**
  12128. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12129. */
  12130. keysLeft: number[];
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12133. */
  12134. keysRight: number[];
  12135. /**
  12136. * Event raised when the camera collide with a mesh in the scene.
  12137. */
  12138. onCollide: (collidedMesh: AbstractMesh) => void;
  12139. private _collider;
  12140. private _needMoveForGravity;
  12141. private _oldPosition;
  12142. private _diffPosition;
  12143. private _newPosition;
  12144. /** @hidden */
  12145. _localDirection: Vector3;
  12146. /** @hidden */
  12147. _transformedDirection: Vector3;
  12148. /**
  12149. * Instantiates a Free Camera.
  12150. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12151. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12152. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12153. * @param name Define the name of the camera in the scene
  12154. * @param position Define the start position of the camera in the scene
  12155. * @param scene Define the scene the camera belongs to
  12156. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12157. */
  12158. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12159. /**
  12160. * Attached controls to the current camera.
  12161. * @param element Defines the element the controls should be listened from
  12162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12163. */
  12164. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12165. /**
  12166. * Detach the current controls from the camera.
  12167. * The camera will stop reacting to inputs.
  12168. * @param element Defines the element to stop listening the inputs from
  12169. */
  12170. detachControl(element: HTMLElement): void;
  12171. private _collisionMask;
  12172. /**
  12173. * Define a collision mask to limit the list of object the camera can collide with
  12174. */
  12175. collisionMask: number;
  12176. /** @hidden */
  12177. _collideWithWorld(displacement: Vector3): void;
  12178. private _onCollisionPositionChange;
  12179. /** @hidden */
  12180. _checkInputs(): void;
  12181. /** @hidden */
  12182. _decideIfNeedsToMove(): boolean;
  12183. /** @hidden */
  12184. _updatePosition(): void;
  12185. /**
  12186. * Destroy the camera and release the current resources hold by it.
  12187. */
  12188. dispose(): void;
  12189. /**
  12190. * Gets the current object class name.
  12191. * @return the class name
  12192. */
  12193. getClassName(): string;
  12194. }
  12195. }
  12196. declare module "babylonjs/Gamepads/gamepad" {
  12197. import { Observable } from "babylonjs/Misc/observable";
  12198. /**
  12199. * Represents a gamepad control stick position
  12200. */
  12201. export class StickValues {
  12202. /**
  12203. * The x component of the control stick
  12204. */
  12205. x: number;
  12206. /**
  12207. * The y component of the control stick
  12208. */
  12209. y: number;
  12210. /**
  12211. * Initializes the gamepad x and y control stick values
  12212. * @param x The x component of the gamepad control stick value
  12213. * @param y The y component of the gamepad control stick value
  12214. */
  12215. constructor(
  12216. /**
  12217. * The x component of the control stick
  12218. */
  12219. x: number,
  12220. /**
  12221. * The y component of the control stick
  12222. */
  12223. y: number);
  12224. }
  12225. /**
  12226. * An interface which manages callbacks for gamepad button changes
  12227. */
  12228. export interface GamepadButtonChanges {
  12229. /**
  12230. * Called when a gamepad has been changed
  12231. */
  12232. changed: boolean;
  12233. /**
  12234. * Called when a gamepad press event has been triggered
  12235. */
  12236. pressChanged: boolean;
  12237. /**
  12238. * Called when a touch event has been triggered
  12239. */
  12240. touchChanged: boolean;
  12241. /**
  12242. * Called when a value has changed
  12243. */
  12244. valueChanged: boolean;
  12245. }
  12246. /**
  12247. * Represents a gamepad
  12248. */
  12249. export class Gamepad {
  12250. /**
  12251. * The id of the gamepad
  12252. */
  12253. id: string;
  12254. /**
  12255. * The index of the gamepad
  12256. */
  12257. index: number;
  12258. /**
  12259. * The browser gamepad
  12260. */
  12261. browserGamepad: any;
  12262. /**
  12263. * Specifies what type of gamepad this represents
  12264. */
  12265. type: number;
  12266. private _leftStick;
  12267. private _rightStick;
  12268. /** @hidden */
  12269. _isConnected: boolean;
  12270. private _leftStickAxisX;
  12271. private _leftStickAxisY;
  12272. private _rightStickAxisX;
  12273. private _rightStickAxisY;
  12274. /**
  12275. * Triggered when the left control stick has been changed
  12276. */
  12277. private _onleftstickchanged;
  12278. /**
  12279. * Triggered when the right control stick has been changed
  12280. */
  12281. private _onrightstickchanged;
  12282. /**
  12283. * Represents a gamepad controller
  12284. */
  12285. static GAMEPAD: number;
  12286. /**
  12287. * Represents a generic controller
  12288. */
  12289. static GENERIC: number;
  12290. /**
  12291. * Represents an XBox controller
  12292. */
  12293. static XBOX: number;
  12294. /**
  12295. * Represents a pose-enabled controller
  12296. */
  12297. static POSE_ENABLED: number;
  12298. /**
  12299. * Represents an Dual Shock controller
  12300. */
  12301. static DUALSHOCK: number;
  12302. /**
  12303. * Specifies whether the left control stick should be Y-inverted
  12304. */
  12305. protected _invertLeftStickY: boolean;
  12306. /**
  12307. * Specifies if the gamepad has been connected
  12308. */
  12309. readonly isConnected: boolean;
  12310. /**
  12311. * Initializes the gamepad
  12312. * @param id The id of the gamepad
  12313. * @param index The index of the gamepad
  12314. * @param browserGamepad The browser gamepad
  12315. * @param leftStickX The x component of the left joystick
  12316. * @param leftStickY The y component of the left joystick
  12317. * @param rightStickX The x component of the right joystick
  12318. * @param rightStickY The y component of the right joystick
  12319. */
  12320. constructor(
  12321. /**
  12322. * The id of the gamepad
  12323. */
  12324. id: string,
  12325. /**
  12326. * The index of the gamepad
  12327. */
  12328. index: number,
  12329. /**
  12330. * The browser gamepad
  12331. */
  12332. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12333. /**
  12334. * Callback triggered when the left joystick has changed
  12335. * @param callback
  12336. */
  12337. onleftstickchanged(callback: (values: StickValues) => void): void;
  12338. /**
  12339. * Callback triggered when the right joystick has changed
  12340. * @param callback
  12341. */
  12342. onrightstickchanged(callback: (values: StickValues) => void): void;
  12343. /**
  12344. * Gets the left joystick
  12345. */
  12346. /**
  12347. * Sets the left joystick values
  12348. */
  12349. leftStick: StickValues;
  12350. /**
  12351. * Gets the right joystick
  12352. */
  12353. /**
  12354. * Sets the right joystick value
  12355. */
  12356. rightStick: StickValues;
  12357. /**
  12358. * Updates the gamepad joystick positions
  12359. */
  12360. update(): void;
  12361. /**
  12362. * Disposes the gamepad
  12363. */
  12364. dispose(): void;
  12365. }
  12366. /**
  12367. * Represents a generic gamepad
  12368. */
  12369. export class GenericPad extends Gamepad {
  12370. private _buttons;
  12371. private _onbuttondown;
  12372. private _onbuttonup;
  12373. /**
  12374. * Observable triggered when a button has been pressed
  12375. */
  12376. onButtonDownObservable: Observable<number>;
  12377. /**
  12378. * Observable triggered when a button has been released
  12379. */
  12380. onButtonUpObservable: Observable<number>;
  12381. /**
  12382. * Callback triggered when a button has been pressed
  12383. * @param callback Called when a button has been pressed
  12384. */
  12385. onbuttondown(callback: (buttonPressed: number) => void): void;
  12386. /**
  12387. * Callback triggered when a button has been released
  12388. * @param callback Called when a button has been released
  12389. */
  12390. onbuttonup(callback: (buttonReleased: number) => void): void;
  12391. /**
  12392. * Initializes the generic gamepad
  12393. * @param id The id of the generic gamepad
  12394. * @param index The index of the generic gamepad
  12395. * @param browserGamepad The browser gamepad
  12396. */
  12397. constructor(id: string, index: number, browserGamepad: any);
  12398. private _setButtonValue;
  12399. /**
  12400. * Updates the generic gamepad
  12401. */
  12402. update(): void;
  12403. /**
  12404. * Disposes the generic gamepad
  12405. */
  12406. dispose(): void;
  12407. }
  12408. }
  12409. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12410. import { Nullable } from "babylonjs/types";
  12411. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12412. import { Scene } from "babylonjs/scene";
  12413. module "babylonjs/Engines/engine" {
  12414. interface Engine {
  12415. /**
  12416. * Creates a raw texture
  12417. * @param data defines the data to store in the texture
  12418. * @param width defines the width of the texture
  12419. * @param height defines the height of the texture
  12420. * @param format defines the format of the data
  12421. * @param generateMipMaps defines if the engine should generate the mip levels
  12422. * @param invertY defines if data must be stored with Y axis inverted
  12423. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12424. * @param compression defines the compression used (null by default)
  12425. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12426. * @returns the raw texture inside an InternalTexture
  12427. */
  12428. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12429. /**
  12430. * Update a raw texture
  12431. * @param texture defines the texture to update
  12432. * @param data defines the data to store in the texture
  12433. * @param format defines the format of the data
  12434. * @param invertY defines if data must be stored with Y axis inverted
  12435. */
  12436. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12437. /**
  12438. * Update a raw texture
  12439. * @param texture defines the texture to update
  12440. * @param data defines the data to store in the texture
  12441. * @param format defines the format of the data
  12442. * @param invertY defines if data must be stored with Y axis inverted
  12443. * @param compression defines the compression used (null by default)
  12444. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12445. */
  12446. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12447. /**
  12448. * Creates a new raw cube texture
  12449. * @param data defines the array of data to use to create each face
  12450. * @param size defines the size of the textures
  12451. * @param format defines the format of the data
  12452. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12453. * @param generateMipMaps defines if the engine should generate the mip levels
  12454. * @param invertY defines if data must be stored with Y axis inverted
  12455. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12456. * @param compression defines the compression used (null by default)
  12457. * @returns the cube texture as an InternalTexture
  12458. */
  12459. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12460. /**
  12461. * Update a raw cube texture
  12462. * @param texture defines the texture to udpdate
  12463. * @param data defines the data to store
  12464. * @param format defines the data format
  12465. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12466. * @param invertY defines if data must be stored with Y axis inverted
  12467. */
  12468. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12469. /**
  12470. * Update a raw cube texture
  12471. * @param texture defines the texture to udpdate
  12472. * @param data defines the data to store
  12473. * @param format defines the data format
  12474. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12475. * @param invertY defines if data must be stored with Y axis inverted
  12476. * @param compression defines the compression used (null by default)
  12477. */
  12478. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12479. /**
  12480. * Update a raw cube texture
  12481. * @param texture defines the texture to udpdate
  12482. * @param data defines the data to store
  12483. * @param format defines the data format
  12484. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12485. * @param invertY defines if data must be stored with Y axis inverted
  12486. * @param compression defines the compression used (null by default)
  12487. * @param level defines which level of the texture to update
  12488. */
  12489. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12490. /**
  12491. * Creates a new raw cube texture from a specified url
  12492. * @param url defines the url where the data is located
  12493. * @param scene defines the current scene
  12494. * @param size defines the size of the textures
  12495. * @param format defines the format of the data
  12496. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12497. * @param noMipmap defines if the engine should avoid generating the mip levels
  12498. * @param callback defines a callback used to extract texture data from loaded data
  12499. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12500. * @param onLoad defines a callback called when texture is loaded
  12501. * @param onError defines a callback called if there is an error
  12502. * @returns the cube texture as an InternalTexture
  12503. */
  12504. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12505. /**
  12506. * Creates a new raw cube texture from a specified url
  12507. * @param url defines the url where the data is located
  12508. * @param scene defines the current scene
  12509. * @param size defines the size of the textures
  12510. * @param format defines the format of the data
  12511. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12512. * @param noMipmap defines if the engine should avoid generating the mip levels
  12513. * @param callback defines a callback used to extract texture data from loaded data
  12514. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12515. * @param onLoad defines a callback called when texture is loaded
  12516. * @param onError defines a callback called if there is an error
  12517. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12518. * @param invertY defines if data must be stored with Y axis inverted
  12519. * @returns the cube texture as an InternalTexture
  12520. */
  12521. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12522. /**
  12523. * Creates a new raw 3D texture
  12524. * @param data defines the data used to create the texture
  12525. * @param width defines the width of the texture
  12526. * @param height defines the height of the texture
  12527. * @param depth defines the depth of the texture
  12528. * @param format defines the format of the texture
  12529. * @param generateMipMaps defines if the engine must generate mip levels
  12530. * @param invertY defines if data must be stored with Y axis inverted
  12531. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12532. * @param compression defines the compressed used (can be null)
  12533. * @param textureType defines the compressed used (can be null)
  12534. * @returns a new raw 3D texture (stored in an InternalTexture)
  12535. */
  12536. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12537. /**
  12538. * Update a raw 3D texture
  12539. * @param texture defines the texture to update
  12540. * @param data defines the data to store
  12541. * @param format defines the data format
  12542. * @param invertY defines if data must be stored with Y axis inverted
  12543. */
  12544. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12545. /**
  12546. * Update a raw 3D texture
  12547. * @param texture defines the texture to update
  12548. * @param data defines the data to store
  12549. * @param format defines the data format
  12550. * @param invertY defines if data must be stored with Y axis inverted
  12551. * @param compression defines the used compression (can be null)
  12552. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12553. */
  12554. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12555. }
  12556. }
  12557. }
  12558. declare module "babylonjs/Materials/Textures/rawTexture" {
  12559. import { Scene } from "babylonjs/scene";
  12560. import { Texture } from "babylonjs/Materials/Textures/texture";
  12561. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12562. /**
  12563. * Raw texture can help creating a texture directly from an array of data.
  12564. * This can be super useful if you either get the data from an uncompressed source or
  12565. * if you wish to create your texture pixel by pixel.
  12566. */
  12567. export class RawTexture extends Texture {
  12568. /**
  12569. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12570. */
  12571. format: number;
  12572. private _engine;
  12573. /**
  12574. * Instantiates a new RawTexture.
  12575. * Raw texture can help creating a texture directly from an array of data.
  12576. * This can be super useful if you either get the data from an uncompressed source or
  12577. * if you wish to create your texture pixel by pixel.
  12578. * @param data define the array of data to use to create the texture
  12579. * @param width define the width of the texture
  12580. * @param height define the height of the texture
  12581. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12582. * @param scene define the scene the texture belongs to
  12583. * @param generateMipMaps define whether mip maps should be generated or not
  12584. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12585. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12586. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12587. */
  12588. constructor(data: ArrayBufferView, width: number, height: number,
  12589. /**
  12590. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12591. */
  12592. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12593. /**
  12594. * Updates the texture underlying data.
  12595. * @param data Define the new data of the texture
  12596. */
  12597. update(data: ArrayBufferView): void;
  12598. /**
  12599. * Creates a luminance texture from some data.
  12600. * @param data Define the texture data
  12601. * @param width Define the width of the texture
  12602. * @param height Define the height of the texture
  12603. * @param scene Define the scene the texture belongs to
  12604. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12605. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12606. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12607. * @returns the luminance texture
  12608. */
  12609. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12610. /**
  12611. * Creates a luminance alpha texture from some data.
  12612. * @param data Define the texture data
  12613. * @param width Define the width of the texture
  12614. * @param height Define the height of the texture
  12615. * @param scene Define the scene the texture belongs to
  12616. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12617. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12618. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12619. * @returns the luminance alpha texture
  12620. */
  12621. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12622. /**
  12623. * Creates an alpha texture from some data.
  12624. * @param data Define the texture data
  12625. * @param width Define the width of the texture
  12626. * @param height Define the height of the texture
  12627. * @param scene Define the scene the texture belongs to
  12628. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12629. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12630. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12631. * @returns the alpha texture
  12632. */
  12633. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12634. /**
  12635. * Creates a RGB texture from some data.
  12636. * @param data Define the texture data
  12637. * @param width Define the width of the texture
  12638. * @param height Define the height of the texture
  12639. * @param scene Define the scene the texture belongs to
  12640. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12641. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12642. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12643. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12644. * @returns the RGB alpha texture
  12645. */
  12646. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12647. /**
  12648. * Creates a RGBA texture from some data.
  12649. * @param data Define the texture data
  12650. * @param width Define the width of the texture
  12651. * @param height Define the height of the texture
  12652. * @param scene Define the scene the texture belongs to
  12653. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12654. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12655. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12656. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12657. * @returns the RGBA texture
  12658. */
  12659. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12660. /**
  12661. * Creates a R texture from some data.
  12662. * @param data Define the texture data
  12663. * @param width Define the width of the texture
  12664. * @param height Define the height of the texture
  12665. * @param scene Define the scene the texture belongs to
  12666. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12667. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12668. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12669. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12670. * @returns the R texture
  12671. */
  12672. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12673. }
  12674. }
  12675. declare module "babylonjs/Maths/math.size" {
  12676. /**
  12677. * Interface for the size containing width and height
  12678. */
  12679. export interface ISize {
  12680. /**
  12681. * Width
  12682. */
  12683. width: number;
  12684. /**
  12685. * Heighht
  12686. */
  12687. height: number;
  12688. }
  12689. /**
  12690. * Size containing widht and height
  12691. */
  12692. export class Size implements ISize {
  12693. /**
  12694. * Width
  12695. */
  12696. width: number;
  12697. /**
  12698. * Height
  12699. */
  12700. height: number;
  12701. /**
  12702. * Creates a Size object from the given width and height (floats).
  12703. * @param width width of the new size
  12704. * @param height height of the new size
  12705. */
  12706. constructor(width: number, height: number);
  12707. /**
  12708. * Returns a string with the Size width and height
  12709. * @returns a string with the Size width and height
  12710. */
  12711. toString(): string;
  12712. /**
  12713. * "Size"
  12714. * @returns the string "Size"
  12715. */
  12716. getClassName(): string;
  12717. /**
  12718. * Returns the Size hash code.
  12719. * @returns a hash code for a unique width and height
  12720. */
  12721. getHashCode(): number;
  12722. /**
  12723. * Updates the current size from the given one.
  12724. * @param src the given size
  12725. */
  12726. copyFrom(src: Size): void;
  12727. /**
  12728. * Updates in place the current Size from the given floats.
  12729. * @param width width of the new size
  12730. * @param height height of the new size
  12731. * @returns the updated Size.
  12732. */
  12733. copyFromFloats(width: number, height: number): Size;
  12734. /**
  12735. * Updates in place the current Size from the given floats.
  12736. * @param width width to set
  12737. * @param height height to set
  12738. * @returns the updated Size.
  12739. */
  12740. set(width: number, height: number): Size;
  12741. /**
  12742. * Multiplies the width and height by numbers
  12743. * @param w factor to multiple the width by
  12744. * @param h factor to multiple the height by
  12745. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12746. */
  12747. multiplyByFloats(w: number, h: number): Size;
  12748. /**
  12749. * Clones the size
  12750. * @returns a new Size copied from the given one.
  12751. */
  12752. clone(): Size;
  12753. /**
  12754. * True if the current Size and the given one width and height are strictly equal.
  12755. * @param other the other size to compare against
  12756. * @returns True if the current Size and the given one width and height are strictly equal.
  12757. */
  12758. equals(other: Size): boolean;
  12759. /**
  12760. * The surface of the Size : width * height (float).
  12761. */
  12762. readonly surface: number;
  12763. /**
  12764. * Create a new size of zero
  12765. * @returns a new Size set to (0.0, 0.0)
  12766. */
  12767. static Zero(): Size;
  12768. /**
  12769. * Sums the width and height of two sizes
  12770. * @param otherSize size to add to this size
  12771. * @returns a new Size set as the addition result of the current Size and the given one.
  12772. */
  12773. add(otherSize: Size): Size;
  12774. /**
  12775. * Subtracts the width and height of two
  12776. * @param otherSize size to subtract to this size
  12777. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12778. */
  12779. subtract(otherSize: Size): Size;
  12780. /**
  12781. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12782. * @param start starting size to lerp between
  12783. * @param end end size to lerp between
  12784. * @param amount amount to lerp between the start and end values
  12785. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12786. */
  12787. static Lerp(start: Size, end: Size, amount: number): Size;
  12788. }
  12789. }
  12790. declare module "babylonjs/Animations/runtimeAnimation" {
  12791. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12792. import { Animatable } from "babylonjs/Animations/animatable";
  12793. import { Scene } from "babylonjs/scene";
  12794. /**
  12795. * Defines a runtime animation
  12796. */
  12797. export class RuntimeAnimation {
  12798. private _events;
  12799. /**
  12800. * The current frame of the runtime animation
  12801. */
  12802. private _currentFrame;
  12803. /**
  12804. * The animation used by the runtime animation
  12805. */
  12806. private _animation;
  12807. /**
  12808. * The target of the runtime animation
  12809. */
  12810. private _target;
  12811. /**
  12812. * The initiating animatable
  12813. */
  12814. private _host;
  12815. /**
  12816. * The original value of the runtime animation
  12817. */
  12818. private _originalValue;
  12819. /**
  12820. * The original blend value of the runtime animation
  12821. */
  12822. private _originalBlendValue;
  12823. /**
  12824. * The offsets cache of the runtime animation
  12825. */
  12826. private _offsetsCache;
  12827. /**
  12828. * The high limits cache of the runtime animation
  12829. */
  12830. private _highLimitsCache;
  12831. /**
  12832. * Specifies if the runtime animation has been stopped
  12833. */
  12834. private _stopped;
  12835. /**
  12836. * The blending factor of the runtime animation
  12837. */
  12838. private _blendingFactor;
  12839. /**
  12840. * The BabylonJS scene
  12841. */
  12842. private _scene;
  12843. /**
  12844. * The current value of the runtime animation
  12845. */
  12846. private _currentValue;
  12847. /** @hidden */
  12848. _animationState: _IAnimationState;
  12849. /**
  12850. * The active target of the runtime animation
  12851. */
  12852. private _activeTargets;
  12853. private _currentActiveTarget;
  12854. private _directTarget;
  12855. /**
  12856. * The target path of the runtime animation
  12857. */
  12858. private _targetPath;
  12859. /**
  12860. * The weight of the runtime animation
  12861. */
  12862. private _weight;
  12863. /**
  12864. * The ratio offset of the runtime animation
  12865. */
  12866. private _ratioOffset;
  12867. /**
  12868. * The previous delay of the runtime animation
  12869. */
  12870. private _previousDelay;
  12871. /**
  12872. * The previous ratio of the runtime animation
  12873. */
  12874. private _previousRatio;
  12875. private _enableBlending;
  12876. private _keys;
  12877. private _minFrame;
  12878. private _maxFrame;
  12879. private _minValue;
  12880. private _maxValue;
  12881. private _targetIsArray;
  12882. /**
  12883. * Gets the current frame of the runtime animation
  12884. */
  12885. readonly currentFrame: number;
  12886. /**
  12887. * Gets the weight of the runtime animation
  12888. */
  12889. readonly weight: number;
  12890. /**
  12891. * Gets the current value of the runtime animation
  12892. */
  12893. readonly currentValue: any;
  12894. /**
  12895. * Gets the target path of the runtime animation
  12896. */
  12897. readonly targetPath: string;
  12898. /**
  12899. * Gets the actual target of the runtime animation
  12900. */
  12901. readonly target: any;
  12902. /** @hidden */
  12903. _onLoop: () => void;
  12904. /**
  12905. * Create a new RuntimeAnimation object
  12906. * @param target defines the target of the animation
  12907. * @param animation defines the source animation object
  12908. * @param scene defines the hosting scene
  12909. * @param host defines the initiating Animatable
  12910. */
  12911. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12912. private _preparePath;
  12913. /**
  12914. * Gets the animation from the runtime animation
  12915. */
  12916. readonly animation: Animation;
  12917. /**
  12918. * Resets the runtime animation to the beginning
  12919. * @param restoreOriginal defines whether to restore the target property to the original value
  12920. */
  12921. reset(restoreOriginal?: boolean): void;
  12922. /**
  12923. * Specifies if the runtime animation is stopped
  12924. * @returns Boolean specifying if the runtime animation is stopped
  12925. */
  12926. isStopped(): boolean;
  12927. /**
  12928. * Disposes of the runtime animation
  12929. */
  12930. dispose(): void;
  12931. /**
  12932. * Apply the interpolated value to the target
  12933. * @param currentValue defines the value computed by the animation
  12934. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12935. */
  12936. setValue(currentValue: any, weight: number): void;
  12937. private _getOriginalValues;
  12938. private _setValue;
  12939. /**
  12940. * Gets the loop pmode of the runtime animation
  12941. * @returns Loop Mode
  12942. */
  12943. private _getCorrectLoopMode;
  12944. /**
  12945. * Move the current animation to a given frame
  12946. * @param frame defines the frame to move to
  12947. */
  12948. goToFrame(frame: number): void;
  12949. /**
  12950. * @hidden Internal use only
  12951. */
  12952. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12953. /**
  12954. * Execute the current animation
  12955. * @param delay defines the delay to add to the current frame
  12956. * @param from defines the lower bound of the animation range
  12957. * @param to defines the upper bound of the animation range
  12958. * @param loop defines if the current animation must loop
  12959. * @param speedRatio defines the current speed ratio
  12960. * @param weight defines the weight of the animation (default is -1 so no weight)
  12961. * @param onLoop optional callback called when animation loops
  12962. * @returns a boolean indicating if the animation is running
  12963. */
  12964. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12965. }
  12966. }
  12967. declare module "babylonjs/Animations/animatable" {
  12968. import { Animation } from "babylonjs/Animations/animation";
  12969. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12970. import { Nullable } from "babylonjs/types";
  12971. import { Observable } from "babylonjs/Misc/observable";
  12972. import { Scene } from "babylonjs/scene";
  12973. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12974. import { Node } from "babylonjs/node";
  12975. /**
  12976. * Class used to store an actual running animation
  12977. */
  12978. export class Animatable {
  12979. /** defines the target object */
  12980. target: any;
  12981. /** defines the starting frame number (default is 0) */
  12982. fromFrame: number;
  12983. /** defines the ending frame number (default is 100) */
  12984. toFrame: number;
  12985. /** defines if the animation must loop (default is false) */
  12986. loopAnimation: boolean;
  12987. /** defines a callback to call when animation ends if it is not looping */
  12988. onAnimationEnd?: (() => void) | null | undefined;
  12989. /** defines a callback to call when animation loops */
  12990. onAnimationLoop?: (() => void) | null | undefined;
  12991. private _localDelayOffset;
  12992. private _pausedDelay;
  12993. private _runtimeAnimations;
  12994. private _paused;
  12995. private _scene;
  12996. private _speedRatio;
  12997. private _weight;
  12998. private _syncRoot;
  12999. /**
  13000. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13001. * This will only apply for non looping animation (default is true)
  13002. */
  13003. disposeOnEnd: boolean;
  13004. /**
  13005. * Gets a boolean indicating if the animation has started
  13006. */
  13007. animationStarted: boolean;
  13008. /**
  13009. * Observer raised when the animation ends
  13010. */
  13011. onAnimationEndObservable: Observable<Animatable>;
  13012. /**
  13013. * Observer raised when the animation loops
  13014. */
  13015. onAnimationLoopObservable: Observable<Animatable>;
  13016. /**
  13017. * Gets the root Animatable used to synchronize and normalize animations
  13018. */
  13019. readonly syncRoot: Nullable<Animatable>;
  13020. /**
  13021. * Gets the current frame of the first RuntimeAnimation
  13022. * Used to synchronize Animatables
  13023. */
  13024. readonly masterFrame: number;
  13025. /**
  13026. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13027. */
  13028. weight: number;
  13029. /**
  13030. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13031. */
  13032. speedRatio: number;
  13033. /**
  13034. * Creates a new Animatable
  13035. * @param scene defines the hosting scene
  13036. * @param target defines the target object
  13037. * @param fromFrame defines the starting frame number (default is 0)
  13038. * @param toFrame defines the ending frame number (default is 100)
  13039. * @param loopAnimation defines if the animation must loop (default is false)
  13040. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13041. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13042. * @param animations defines a group of animation to add to the new Animatable
  13043. * @param onAnimationLoop defines a callback to call when animation loops
  13044. */
  13045. constructor(scene: Scene,
  13046. /** defines the target object */
  13047. target: any,
  13048. /** defines the starting frame number (default is 0) */
  13049. fromFrame?: number,
  13050. /** defines the ending frame number (default is 100) */
  13051. toFrame?: number,
  13052. /** defines if the animation must loop (default is false) */
  13053. loopAnimation?: boolean, speedRatio?: number,
  13054. /** defines a callback to call when animation ends if it is not looping */
  13055. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13056. /** defines a callback to call when animation loops */
  13057. onAnimationLoop?: (() => void) | null | undefined);
  13058. /**
  13059. * Synchronize and normalize current Animatable with a source Animatable
  13060. * This is useful when using animation weights and when animations are not of the same length
  13061. * @param root defines the root Animatable to synchronize with
  13062. * @returns the current Animatable
  13063. */
  13064. syncWith(root: Animatable): Animatable;
  13065. /**
  13066. * Gets the list of runtime animations
  13067. * @returns an array of RuntimeAnimation
  13068. */
  13069. getAnimations(): RuntimeAnimation[];
  13070. /**
  13071. * Adds more animations to the current animatable
  13072. * @param target defines the target of the animations
  13073. * @param animations defines the new animations to add
  13074. */
  13075. appendAnimations(target: any, animations: Animation[]): void;
  13076. /**
  13077. * Gets the source animation for a specific property
  13078. * @param property defines the propertyu to look for
  13079. * @returns null or the source animation for the given property
  13080. */
  13081. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13082. /**
  13083. * Gets the runtime animation for a specific property
  13084. * @param property defines the propertyu to look for
  13085. * @returns null or the runtime animation for the given property
  13086. */
  13087. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13088. /**
  13089. * Resets the animatable to its original state
  13090. */
  13091. reset(): void;
  13092. /**
  13093. * Allows the animatable to blend with current running animations
  13094. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13095. * @param blendingSpeed defines the blending speed to use
  13096. */
  13097. enableBlending(blendingSpeed: number): void;
  13098. /**
  13099. * Disable animation blending
  13100. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13101. */
  13102. disableBlending(): void;
  13103. /**
  13104. * Jump directly to a given frame
  13105. * @param frame defines the frame to jump to
  13106. */
  13107. goToFrame(frame: number): void;
  13108. /**
  13109. * Pause the animation
  13110. */
  13111. pause(): void;
  13112. /**
  13113. * Restart the animation
  13114. */
  13115. restart(): void;
  13116. private _raiseOnAnimationEnd;
  13117. /**
  13118. * Stop and delete the current animation
  13119. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13120. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13121. */
  13122. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13123. /**
  13124. * Wait asynchronously for the animation to end
  13125. * @returns a promise which will be fullfilled when the animation ends
  13126. */
  13127. waitAsync(): Promise<Animatable>;
  13128. /** @hidden */
  13129. _animate(delay: number): boolean;
  13130. }
  13131. module "babylonjs/scene" {
  13132. interface Scene {
  13133. /** @hidden */
  13134. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13135. /** @hidden */
  13136. _processLateAnimationBindingsForMatrices(holder: {
  13137. totalWeight: number;
  13138. animations: RuntimeAnimation[];
  13139. originalValue: Matrix;
  13140. }): any;
  13141. /** @hidden */
  13142. _processLateAnimationBindingsForQuaternions(holder: {
  13143. totalWeight: number;
  13144. animations: RuntimeAnimation[];
  13145. originalValue: Quaternion;
  13146. }, refQuaternion: Quaternion): Quaternion;
  13147. /** @hidden */
  13148. _processLateAnimationBindings(): void;
  13149. /**
  13150. * Will start the animation sequence of a given target
  13151. * @param target defines the target
  13152. * @param from defines from which frame should animation start
  13153. * @param to defines until which frame should animation run.
  13154. * @param weight defines the weight to apply to the animation (1.0 by default)
  13155. * @param loop defines if the animation loops
  13156. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13157. * @param onAnimationEnd defines the function to be executed when the animation ends
  13158. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13159. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13160. * @param onAnimationLoop defines the callback to call when an animation loops
  13161. * @returns the animatable object created for this animation
  13162. */
  13163. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13164. /**
  13165. * Will start the animation sequence of a given target
  13166. * @param target defines the target
  13167. * @param from defines from which frame should animation start
  13168. * @param to defines until which frame should animation run.
  13169. * @param loop defines if the animation loops
  13170. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13171. * @param onAnimationEnd defines the function to be executed when the animation ends
  13172. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13173. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13174. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13175. * @param onAnimationLoop defines the callback to call when an animation loops
  13176. * @returns the animatable object created for this animation
  13177. */
  13178. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13179. /**
  13180. * Will start the animation sequence of a given target and its hierarchy
  13181. * @param target defines the target
  13182. * @param 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.
  13183. * @param from defines from which frame should animation start
  13184. * @param to defines until which frame should animation run.
  13185. * @param loop defines if the animation loops
  13186. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13187. * @param onAnimationEnd defines the function to be executed when the animation ends
  13188. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13189. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13190. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13191. * @param onAnimationLoop defines the callback to call when an animation loops
  13192. * @returns the list of created animatables
  13193. */
  13194. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13195. /**
  13196. * Begin a new animation on a given node
  13197. * @param target defines the target where the animation will take place
  13198. * @param animations defines the list of animations to start
  13199. * @param from defines the initial value
  13200. * @param to defines the final value
  13201. * @param loop defines if you want animation to loop (off by default)
  13202. * @param speedRatio defines the speed ratio to apply to all animations
  13203. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13204. * @param onAnimationLoop defines the callback to call when an animation loops
  13205. * @returns the list of created animatables
  13206. */
  13207. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13208. /**
  13209. * Begin a new animation on a given node and its hierarchy
  13210. * @param target defines the root node where the animation will take place
  13211. * @param 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.
  13212. * @param animations defines the list of animations to start
  13213. * @param from defines the initial value
  13214. * @param to defines the final value
  13215. * @param loop defines if you want animation to loop (off by default)
  13216. * @param speedRatio defines the speed ratio to apply to all animations
  13217. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13218. * @param onAnimationLoop defines the callback to call when an animation loops
  13219. * @returns the list of animatables created for all nodes
  13220. */
  13221. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13222. /**
  13223. * Gets the animatable associated with a specific target
  13224. * @param target defines the target of the animatable
  13225. * @returns the required animatable if found
  13226. */
  13227. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13228. /**
  13229. * Gets all animatables associated with a given target
  13230. * @param target defines the target to look animatables for
  13231. * @returns an array of Animatables
  13232. */
  13233. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13234. /**
  13235. * Stops and removes all animations that have been applied to the scene
  13236. */
  13237. stopAllAnimations(): void;
  13238. }
  13239. }
  13240. module "babylonjs/Bones/bone" {
  13241. interface Bone {
  13242. /**
  13243. * Copy an animation range from another bone
  13244. * @param source defines the source bone
  13245. * @param rangeName defines the range name to copy
  13246. * @param frameOffset defines the frame offset
  13247. * @param rescaleAsRequired defines if rescaling must be applied if required
  13248. * @param skelDimensionsRatio defines the scaling ratio
  13249. * @returns true if operation was successful
  13250. */
  13251. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13252. }
  13253. }
  13254. }
  13255. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13256. /**
  13257. * Class used to override all child animations of a given target
  13258. */
  13259. export class AnimationPropertiesOverride {
  13260. /**
  13261. * Gets or sets a value indicating if animation blending must be used
  13262. */
  13263. enableBlending: boolean;
  13264. /**
  13265. * Gets or sets the blending speed to use when enableBlending is true
  13266. */
  13267. blendingSpeed: number;
  13268. /**
  13269. * Gets or sets the default loop mode to use
  13270. */
  13271. loopMode: number;
  13272. }
  13273. }
  13274. declare module "babylonjs/Bones/skeleton" {
  13275. import { Bone } from "babylonjs/Bones/bone";
  13276. import { Observable } from "babylonjs/Misc/observable";
  13277. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13278. import { Scene } from "babylonjs/scene";
  13279. import { Nullable } from "babylonjs/types";
  13280. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13281. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13282. import { Animatable } from "babylonjs/Animations/animatable";
  13283. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13284. import { Animation } from "babylonjs/Animations/animation";
  13285. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13286. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13287. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13288. /**
  13289. * Class used to handle skinning animations
  13290. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13291. */
  13292. export class Skeleton implements IAnimatable {
  13293. /** defines the skeleton name */
  13294. name: string;
  13295. /** defines the skeleton Id */
  13296. id: string;
  13297. /**
  13298. * Defines the list of child bones
  13299. */
  13300. bones: Bone[];
  13301. /**
  13302. * Defines an estimate of the dimension of the skeleton at rest
  13303. */
  13304. dimensionsAtRest: Vector3;
  13305. /**
  13306. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13307. */
  13308. needInitialSkinMatrix: boolean;
  13309. /**
  13310. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13311. */
  13312. overrideMesh: Nullable<AbstractMesh>;
  13313. /**
  13314. * Gets the list of animations attached to this skeleton
  13315. */
  13316. animations: Array<Animation>;
  13317. private _scene;
  13318. private _isDirty;
  13319. private _transformMatrices;
  13320. private _transformMatrixTexture;
  13321. private _meshesWithPoseMatrix;
  13322. private _animatables;
  13323. private _identity;
  13324. private _synchronizedWithMesh;
  13325. private _ranges;
  13326. private _lastAbsoluteTransformsUpdateId;
  13327. private _canUseTextureForBones;
  13328. private _uniqueId;
  13329. /** @hidden */
  13330. _numBonesWithLinkedTransformNode: number;
  13331. /** @hidden */
  13332. _hasWaitingData: Nullable<boolean>;
  13333. /**
  13334. * Specifies if the skeleton should be serialized
  13335. */
  13336. doNotSerialize: boolean;
  13337. private _useTextureToStoreBoneMatrices;
  13338. /**
  13339. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13340. * Please note that this option is not available if the hardware does not support it
  13341. */
  13342. useTextureToStoreBoneMatrices: boolean;
  13343. private _animationPropertiesOverride;
  13344. /**
  13345. * Gets or sets the animation properties override
  13346. */
  13347. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13348. /**
  13349. * List of inspectable custom properties (used by the Inspector)
  13350. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13351. */
  13352. inspectableCustomProperties: IInspectable[];
  13353. /**
  13354. * An observable triggered before computing the skeleton's matrices
  13355. */
  13356. onBeforeComputeObservable: Observable<Skeleton>;
  13357. /**
  13358. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13359. */
  13360. readonly isUsingTextureForMatrices: boolean;
  13361. /**
  13362. * Gets the unique ID of this skeleton
  13363. */
  13364. readonly uniqueId: number;
  13365. /**
  13366. * Creates a new skeleton
  13367. * @param name defines the skeleton name
  13368. * @param id defines the skeleton Id
  13369. * @param scene defines the hosting scene
  13370. */
  13371. constructor(
  13372. /** defines the skeleton name */
  13373. name: string,
  13374. /** defines the skeleton Id */
  13375. id: string, scene: Scene);
  13376. /**
  13377. * Gets the current object class name.
  13378. * @return the class name
  13379. */
  13380. getClassName(): string;
  13381. /**
  13382. * Returns an array containing the root bones
  13383. * @returns an array containing the root bones
  13384. */
  13385. getChildren(): Array<Bone>;
  13386. /**
  13387. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13388. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13389. * @returns a Float32Array containing matrices data
  13390. */
  13391. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13392. /**
  13393. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13394. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13395. * @returns a raw texture containing the data
  13396. */
  13397. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13398. /**
  13399. * Gets the current hosting scene
  13400. * @returns a scene object
  13401. */
  13402. getScene(): Scene;
  13403. /**
  13404. * Gets a string representing the current skeleton data
  13405. * @param fullDetails defines a boolean indicating if we want a verbose version
  13406. * @returns a string representing the current skeleton data
  13407. */
  13408. toString(fullDetails?: boolean): string;
  13409. /**
  13410. * Get bone's index searching by name
  13411. * @param name defines bone's name to search for
  13412. * @return the indice of the bone. Returns -1 if not found
  13413. */
  13414. getBoneIndexByName(name: string): number;
  13415. /**
  13416. * Creater a new animation range
  13417. * @param name defines the name of the range
  13418. * @param from defines the start key
  13419. * @param to defines the end key
  13420. */
  13421. createAnimationRange(name: string, from: number, to: number): void;
  13422. /**
  13423. * Delete a specific animation range
  13424. * @param name defines the name of the range
  13425. * @param deleteFrames defines if frames must be removed as well
  13426. */
  13427. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13428. /**
  13429. * Gets a specific animation range
  13430. * @param name defines the name of the range to look for
  13431. * @returns the requested animation range or null if not found
  13432. */
  13433. getAnimationRange(name: string): Nullable<AnimationRange>;
  13434. /**
  13435. * Gets the list of all animation ranges defined on this skeleton
  13436. * @returns an array
  13437. */
  13438. getAnimationRanges(): Nullable<AnimationRange>[];
  13439. /**
  13440. * Copy animation range from a source skeleton.
  13441. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13442. * @param source defines the source skeleton
  13443. * @param name defines the name of the range to copy
  13444. * @param rescaleAsRequired defines if rescaling must be applied if required
  13445. * @returns true if operation was successful
  13446. */
  13447. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13448. /**
  13449. * Forces the skeleton to go to rest pose
  13450. */
  13451. returnToRest(): void;
  13452. private _getHighestAnimationFrame;
  13453. /**
  13454. * Begin a specific animation range
  13455. * @param name defines the name of the range to start
  13456. * @param loop defines if looping must be turned on (false by default)
  13457. * @param speedRatio defines the speed ratio to apply (1 by default)
  13458. * @param onAnimationEnd defines a callback which will be called when animation will end
  13459. * @returns a new animatable
  13460. */
  13461. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13462. /** @hidden */
  13463. _markAsDirty(): void;
  13464. /** @hidden */
  13465. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13466. /** @hidden */
  13467. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13468. private _computeTransformMatrices;
  13469. /**
  13470. * Build all resources required to render a skeleton
  13471. */
  13472. prepare(): void;
  13473. /**
  13474. * Gets the list of animatables currently running for this skeleton
  13475. * @returns an array of animatables
  13476. */
  13477. getAnimatables(): IAnimatable[];
  13478. /**
  13479. * Clone the current skeleton
  13480. * @param name defines the name of the new skeleton
  13481. * @param id defines the id of the new skeleton
  13482. * @returns the new skeleton
  13483. */
  13484. clone(name: string, id: string): Skeleton;
  13485. /**
  13486. * Enable animation blending for this skeleton
  13487. * @param blendingSpeed defines the blending speed to apply
  13488. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13489. */
  13490. enableBlending(blendingSpeed?: number): void;
  13491. /**
  13492. * Releases all resources associated with the current skeleton
  13493. */
  13494. dispose(): void;
  13495. /**
  13496. * Serialize the skeleton in a JSON object
  13497. * @returns a JSON object
  13498. */
  13499. serialize(): any;
  13500. /**
  13501. * Creates a new skeleton from serialized data
  13502. * @param parsedSkeleton defines the serialized data
  13503. * @param scene defines the hosting scene
  13504. * @returns a new skeleton
  13505. */
  13506. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13507. /**
  13508. * Compute all node absolute transforms
  13509. * @param forceUpdate defines if computation must be done even if cache is up to date
  13510. */
  13511. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13512. /**
  13513. * Gets the root pose matrix
  13514. * @returns a matrix
  13515. */
  13516. getPoseMatrix(): Nullable<Matrix>;
  13517. /**
  13518. * Sorts bones per internal index
  13519. */
  13520. sortBones(): void;
  13521. private _sortBones;
  13522. }
  13523. }
  13524. declare module "babylonjs/Bones/bone" {
  13525. import { Skeleton } from "babylonjs/Bones/skeleton";
  13526. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13527. import { Nullable } from "babylonjs/types";
  13528. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13529. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13530. import { Node } from "babylonjs/node";
  13531. import { Space } from "babylonjs/Maths/math.axis";
  13532. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13533. /**
  13534. * Class used to store bone information
  13535. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13536. */
  13537. export class Bone extends Node {
  13538. /**
  13539. * defines the bone name
  13540. */
  13541. name: string;
  13542. private static _tmpVecs;
  13543. private static _tmpQuat;
  13544. private static _tmpMats;
  13545. /**
  13546. * Gets the list of child bones
  13547. */
  13548. children: Bone[];
  13549. /** Gets the animations associated with this bone */
  13550. animations: import("babylonjs/Animations/animation").Animation[];
  13551. /**
  13552. * Gets or sets bone length
  13553. */
  13554. length: number;
  13555. /**
  13556. * @hidden Internal only
  13557. * Set this value to map this bone to a different index in the transform matrices
  13558. * Set this value to -1 to exclude the bone from the transform matrices
  13559. */
  13560. _index: Nullable<number>;
  13561. private _skeleton;
  13562. private _localMatrix;
  13563. private _restPose;
  13564. private _baseMatrix;
  13565. private _absoluteTransform;
  13566. private _invertedAbsoluteTransform;
  13567. private _parent;
  13568. private _scalingDeterminant;
  13569. private _worldTransform;
  13570. private _localScaling;
  13571. private _localRotation;
  13572. private _localPosition;
  13573. private _needToDecompose;
  13574. private _needToCompose;
  13575. /** @hidden */
  13576. _linkedTransformNode: Nullable<TransformNode>;
  13577. /** @hidden */
  13578. _waitingTransformNodeId: Nullable<string>;
  13579. /** @hidden */
  13580. /** @hidden */
  13581. _matrix: Matrix;
  13582. /**
  13583. * Create a new bone
  13584. * @param name defines the bone name
  13585. * @param skeleton defines the parent skeleton
  13586. * @param parentBone defines the parent (can be null if the bone is the root)
  13587. * @param localMatrix defines the local matrix
  13588. * @param restPose defines the rest pose matrix
  13589. * @param baseMatrix defines the base matrix
  13590. * @param index defines index of the bone in the hiearchy
  13591. */
  13592. constructor(
  13593. /**
  13594. * defines the bone name
  13595. */
  13596. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13597. /**
  13598. * Gets the current object class name.
  13599. * @return the class name
  13600. */
  13601. getClassName(): string;
  13602. /**
  13603. * Gets the parent skeleton
  13604. * @returns a skeleton
  13605. */
  13606. getSkeleton(): Skeleton;
  13607. /**
  13608. * Gets parent bone
  13609. * @returns a bone or null if the bone is the root of the bone hierarchy
  13610. */
  13611. getParent(): Nullable<Bone>;
  13612. /**
  13613. * Returns an array containing the root bones
  13614. * @returns an array containing the root bones
  13615. */
  13616. getChildren(): Array<Bone>;
  13617. /**
  13618. * Sets the parent bone
  13619. * @param parent defines the parent (can be null if the bone is the root)
  13620. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13621. */
  13622. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13623. /**
  13624. * Gets the local matrix
  13625. * @returns a matrix
  13626. */
  13627. getLocalMatrix(): Matrix;
  13628. /**
  13629. * Gets the base matrix (initial matrix which remains unchanged)
  13630. * @returns a matrix
  13631. */
  13632. getBaseMatrix(): Matrix;
  13633. /**
  13634. * Gets the rest pose matrix
  13635. * @returns a matrix
  13636. */
  13637. getRestPose(): Matrix;
  13638. /**
  13639. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13640. */
  13641. getWorldMatrix(): Matrix;
  13642. /**
  13643. * Sets the local matrix to rest pose matrix
  13644. */
  13645. returnToRest(): void;
  13646. /**
  13647. * Gets the inverse of the absolute transform matrix.
  13648. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13649. * @returns a matrix
  13650. */
  13651. getInvertedAbsoluteTransform(): Matrix;
  13652. /**
  13653. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13654. * @returns a matrix
  13655. */
  13656. getAbsoluteTransform(): Matrix;
  13657. /**
  13658. * Links with the given transform node.
  13659. * The local matrix of this bone is copied from the transform node every frame.
  13660. * @param transformNode defines the transform node to link to
  13661. */
  13662. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13663. /**
  13664. * Gets the node used to drive the bone's transformation
  13665. * @returns a transform node or null
  13666. */
  13667. getTransformNode(): Nullable<TransformNode>;
  13668. /** Gets or sets current position (in local space) */
  13669. position: Vector3;
  13670. /** Gets or sets current rotation (in local space) */
  13671. rotation: Vector3;
  13672. /** Gets or sets current rotation quaternion (in local space) */
  13673. rotationQuaternion: Quaternion;
  13674. /** Gets or sets current scaling (in local space) */
  13675. scaling: Vector3;
  13676. /**
  13677. * Gets the animation properties override
  13678. */
  13679. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13680. private _decompose;
  13681. private _compose;
  13682. /**
  13683. * Update the base and local matrices
  13684. * @param matrix defines the new base or local matrix
  13685. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13686. * @param updateLocalMatrix defines if the local matrix should be updated
  13687. */
  13688. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13689. /** @hidden */
  13690. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13691. /**
  13692. * Flag the bone as dirty (Forcing it to update everything)
  13693. */
  13694. markAsDirty(): void;
  13695. /** @hidden */
  13696. _markAsDirtyAndCompose(): void;
  13697. private _markAsDirtyAndDecompose;
  13698. /**
  13699. * Translate the bone in local or world space
  13700. * @param vec The amount to translate the bone
  13701. * @param space The space that the translation is in
  13702. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13703. */
  13704. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13705. /**
  13706. * Set the postion of the bone in local or world space
  13707. * @param position The position to set the bone
  13708. * @param space The space that the position is in
  13709. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13710. */
  13711. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13712. /**
  13713. * Set the absolute position of the bone (world space)
  13714. * @param position The position to set the bone
  13715. * @param mesh The mesh that this bone is attached to
  13716. */
  13717. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13718. /**
  13719. * Scale the bone on the x, y and z axes (in local space)
  13720. * @param x The amount to scale the bone on the x axis
  13721. * @param y The amount to scale the bone on the y axis
  13722. * @param z The amount to scale the bone on the z axis
  13723. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13724. */
  13725. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13726. /**
  13727. * Set the bone scaling in local space
  13728. * @param scale defines the scaling vector
  13729. */
  13730. setScale(scale: Vector3): void;
  13731. /**
  13732. * Gets the current scaling in local space
  13733. * @returns the current scaling vector
  13734. */
  13735. getScale(): Vector3;
  13736. /**
  13737. * Gets the current scaling in local space and stores it in a target vector
  13738. * @param result defines the target vector
  13739. */
  13740. getScaleToRef(result: Vector3): void;
  13741. /**
  13742. * Set the yaw, pitch, and roll of the bone in local or world space
  13743. * @param yaw The rotation of the bone on the y axis
  13744. * @param pitch The rotation of the bone on the x axis
  13745. * @param roll The rotation of the bone on the z axis
  13746. * @param space The space that the axes of rotation are in
  13747. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13748. */
  13749. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13750. /**
  13751. * Add a rotation to the bone on an axis in local or world space
  13752. * @param axis The axis to rotate the bone on
  13753. * @param amount The amount to rotate the bone
  13754. * @param space The space that the axis is in
  13755. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13756. */
  13757. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13758. /**
  13759. * Set the rotation of the bone to a particular axis angle in local or world space
  13760. * @param axis The axis to rotate the bone on
  13761. * @param angle The angle that the bone should be rotated to
  13762. * @param space The space that the axis is in
  13763. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13764. */
  13765. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13766. /**
  13767. * Set the euler rotation of the bone in local of world space
  13768. * @param rotation The euler rotation that the bone should be set to
  13769. * @param space The space that the rotation is in
  13770. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13771. */
  13772. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13773. /**
  13774. * Set the quaternion rotation of the bone in local of world space
  13775. * @param quat The quaternion rotation that the bone should be set to
  13776. * @param space The space that the rotation is in
  13777. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13778. */
  13779. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13780. /**
  13781. * Set the rotation matrix of the bone in local of world space
  13782. * @param rotMat The rotation matrix that the bone should be set to
  13783. * @param space The space that the rotation is in
  13784. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13785. */
  13786. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13787. private _rotateWithMatrix;
  13788. private _getNegativeRotationToRef;
  13789. /**
  13790. * Get the position of the bone in local or world space
  13791. * @param space The space that the returned position is in
  13792. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13793. * @returns The position of the bone
  13794. */
  13795. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13796. /**
  13797. * Copy the position of the bone to a vector3 in local or world space
  13798. * @param space The space that the returned position is in
  13799. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13800. * @param result The vector3 to copy the position to
  13801. */
  13802. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13803. /**
  13804. * Get the absolute position of the bone (world space)
  13805. * @param mesh The mesh that this bone is attached to
  13806. * @returns The absolute position of the bone
  13807. */
  13808. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13809. /**
  13810. * Copy the absolute position of the bone (world space) to the result param
  13811. * @param mesh The mesh that this bone is attached to
  13812. * @param result The vector3 to copy the absolute position to
  13813. */
  13814. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13815. /**
  13816. * Compute the absolute transforms of this bone and its children
  13817. */
  13818. computeAbsoluteTransforms(): void;
  13819. /**
  13820. * Get the world direction from an axis that is in the local space of the bone
  13821. * @param localAxis The local direction that is used to compute the world direction
  13822. * @param mesh The mesh that this bone is attached to
  13823. * @returns The world direction
  13824. */
  13825. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13826. /**
  13827. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13828. * @param localAxis The local direction that is used to compute the world direction
  13829. * @param mesh The mesh that this bone is attached to
  13830. * @param result The vector3 that the world direction will be copied to
  13831. */
  13832. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13833. /**
  13834. * Get the euler rotation of the bone in local or world space
  13835. * @param space The space that the rotation should be in
  13836. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13837. * @returns The euler rotation
  13838. */
  13839. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13840. /**
  13841. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13842. * @param space The space that the rotation should be in
  13843. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13844. * @param result The vector3 that the rotation should be copied to
  13845. */
  13846. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13847. /**
  13848. * Get the quaternion rotation of the bone in either local or world space
  13849. * @param space The space that the rotation should be in
  13850. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13851. * @returns The quaternion rotation
  13852. */
  13853. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13854. /**
  13855. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13856. * @param space The space that the rotation should be in
  13857. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13858. * @param result The quaternion that the rotation should be copied to
  13859. */
  13860. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13861. /**
  13862. * Get the rotation matrix of the bone in local or world space
  13863. * @param space The space that the rotation should be in
  13864. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13865. * @returns The rotation matrix
  13866. */
  13867. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13868. /**
  13869. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13870. * @param space The space that the rotation should be in
  13871. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13872. * @param result The quaternion that the rotation should be copied to
  13873. */
  13874. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13875. /**
  13876. * Get the world position of a point that is in the local space of the bone
  13877. * @param position The local position
  13878. * @param mesh The mesh that this bone is attached to
  13879. * @returns The world position
  13880. */
  13881. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13882. /**
  13883. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13884. * @param position The local position
  13885. * @param mesh The mesh that this bone is attached to
  13886. * @param result The vector3 that the world position should be copied to
  13887. */
  13888. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13889. /**
  13890. * Get the local position of a point that is in world space
  13891. * @param position The world position
  13892. * @param mesh The mesh that this bone is attached to
  13893. * @returns The local position
  13894. */
  13895. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13896. /**
  13897. * Get the local position of a point that is in world space and copy it to the result param
  13898. * @param position The world position
  13899. * @param mesh The mesh that this bone is attached to
  13900. * @param result The vector3 that the local position should be copied to
  13901. */
  13902. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13903. }
  13904. }
  13905. declare module "babylonjs/Meshes/transformNode" {
  13906. import { DeepImmutable } from "babylonjs/types";
  13907. import { Observable } from "babylonjs/Misc/observable";
  13908. import { Nullable } from "babylonjs/types";
  13909. import { Camera } from "babylonjs/Cameras/camera";
  13910. import { Scene } from "babylonjs/scene";
  13911. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13912. import { Node } from "babylonjs/node";
  13913. import { Bone } from "babylonjs/Bones/bone";
  13914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13915. import { Space } from "babylonjs/Maths/math.axis";
  13916. /**
  13917. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  13918. * @see https://doc.babylonjs.com/how_to/transformnode
  13919. */
  13920. export class TransformNode extends Node {
  13921. /**
  13922. * Object will not rotate to face the camera
  13923. */
  13924. static BILLBOARDMODE_NONE: number;
  13925. /**
  13926. * Object will rotate to face the camera but only on the x axis
  13927. */
  13928. static BILLBOARDMODE_X: number;
  13929. /**
  13930. * Object will rotate to face the camera but only on the y axis
  13931. */
  13932. static BILLBOARDMODE_Y: number;
  13933. /**
  13934. * Object will rotate to face the camera but only on the z axis
  13935. */
  13936. static BILLBOARDMODE_Z: number;
  13937. /**
  13938. * Object will rotate to face the camera
  13939. */
  13940. static BILLBOARDMODE_ALL: number;
  13941. /**
  13942. * Object will rotate to face the camera's position instead of orientation
  13943. */
  13944. static BILLBOARDMODE_USE_POSITION: number;
  13945. private _forward;
  13946. private _forwardInverted;
  13947. private _up;
  13948. private _right;
  13949. private _rightInverted;
  13950. private _position;
  13951. private _rotation;
  13952. private _rotationQuaternion;
  13953. protected _scaling: Vector3;
  13954. protected _isDirty: boolean;
  13955. private _transformToBoneReferal;
  13956. private _isAbsoluteSynced;
  13957. private _billboardMode;
  13958. /**
  13959. * Gets or sets the billboard mode. Default is 0.
  13960. *
  13961. * | Value | Type | Description |
  13962. * | --- | --- | --- |
  13963. * | 0 | BILLBOARDMODE_NONE | |
  13964. * | 1 | BILLBOARDMODE_X | |
  13965. * | 2 | BILLBOARDMODE_Y | |
  13966. * | 4 | BILLBOARDMODE_Z | |
  13967. * | 7 | BILLBOARDMODE_ALL | |
  13968. *
  13969. */
  13970. billboardMode: number;
  13971. private _preserveParentRotationForBillboard;
  13972. /**
  13973. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13974. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13975. */
  13976. preserveParentRotationForBillboard: boolean;
  13977. /**
  13978. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  13979. */
  13980. scalingDeterminant: number;
  13981. private _infiniteDistance;
  13982. /**
  13983. * Gets or sets the distance of the object to max, often used by skybox
  13984. */
  13985. infiniteDistance: boolean;
  13986. /**
  13987. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13988. * By default the system will update normals to compensate
  13989. */
  13990. ignoreNonUniformScaling: boolean;
  13991. /**
  13992. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  13993. */
  13994. reIntegrateRotationIntoRotationQuaternion: boolean;
  13995. /** @hidden */
  13996. _poseMatrix: Nullable<Matrix>;
  13997. /** @hidden */
  13998. _localMatrix: Matrix;
  13999. private _usePivotMatrix;
  14000. private _absolutePosition;
  14001. private _absoluteScaling;
  14002. private _absoluteRotationQuaternion;
  14003. private _pivotMatrix;
  14004. private _pivotMatrixInverse;
  14005. protected _postMultiplyPivotMatrix: boolean;
  14006. protected _isWorldMatrixFrozen: boolean;
  14007. /** @hidden */
  14008. _indexInSceneTransformNodesArray: number;
  14009. /**
  14010. * An event triggered after the world matrix is updated
  14011. */
  14012. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14013. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14014. /**
  14015. * Gets a string identifying the name of the class
  14016. * @returns "TransformNode" string
  14017. */
  14018. getClassName(): string;
  14019. /**
  14020. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14021. */
  14022. position: Vector3;
  14023. /**
  14024. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14025. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14026. */
  14027. rotation: Vector3;
  14028. /**
  14029. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14030. */
  14031. scaling: Vector3;
  14032. /**
  14033. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14034. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14035. */
  14036. rotationQuaternion: Nullable<Quaternion>;
  14037. /**
  14038. * The forward direction of that transform in world space.
  14039. */
  14040. readonly forward: Vector3;
  14041. /**
  14042. * The up direction of that transform in world space.
  14043. */
  14044. readonly up: Vector3;
  14045. /**
  14046. * The right direction of that transform in world space.
  14047. */
  14048. readonly right: Vector3;
  14049. /**
  14050. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14051. * @param matrix the matrix to copy the pose from
  14052. * @returns this TransformNode.
  14053. */
  14054. updatePoseMatrix(matrix: Matrix): TransformNode;
  14055. /**
  14056. * Returns the mesh Pose matrix.
  14057. * @returns the pose matrix
  14058. */
  14059. getPoseMatrix(): Matrix;
  14060. /** @hidden */
  14061. _isSynchronized(): boolean;
  14062. /** @hidden */
  14063. _initCache(): void;
  14064. /**
  14065. * Flag the transform node as dirty (Forcing it to update everything)
  14066. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14067. * @returns this transform node
  14068. */
  14069. markAsDirty(property: string): TransformNode;
  14070. /**
  14071. * Returns the current mesh absolute position.
  14072. * Returns a Vector3.
  14073. */
  14074. readonly absolutePosition: Vector3;
  14075. /**
  14076. * Returns the current mesh absolute scaling.
  14077. * Returns a Vector3.
  14078. */
  14079. readonly absoluteScaling: Vector3;
  14080. /**
  14081. * Returns the current mesh absolute rotation.
  14082. * Returns a Quaternion.
  14083. */
  14084. readonly absoluteRotationQuaternion: Quaternion;
  14085. /**
  14086. * Sets a new matrix to apply before all other transformation
  14087. * @param matrix defines the transform matrix
  14088. * @returns the current TransformNode
  14089. */
  14090. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14091. /**
  14092. * Sets a new pivot matrix to the current node
  14093. * @param matrix defines the new pivot matrix to use
  14094. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14095. * @returns the current TransformNode
  14096. */
  14097. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14098. /**
  14099. * Returns the mesh pivot matrix.
  14100. * Default : Identity.
  14101. * @returns the matrix
  14102. */
  14103. getPivotMatrix(): Matrix;
  14104. /**
  14105. * Prevents the World matrix to be computed any longer.
  14106. * @returns the TransformNode.
  14107. */
  14108. freezeWorldMatrix(): TransformNode;
  14109. /**
  14110. * Allows back the World matrix computation.
  14111. * @returns the TransformNode.
  14112. */
  14113. unfreezeWorldMatrix(): this;
  14114. /**
  14115. * True if the World matrix has been frozen.
  14116. */
  14117. readonly isWorldMatrixFrozen: boolean;
  14118. /**
  14119. * Retuns the mesh absolute position in the World.
  14120. * @returns a Vector3.
  14121. */
  14122. getAbsolutePosition(): Vector3;
  14123. /**
  14124. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14125. * @param absolutePosition the absolute position to set
  14126. * @returns the TransformNode.
  14127. */
  14128. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14129. /**
  14130. * Sets the mesh position in its local space.
  14131. * @param vector3 the position to set in localspace
  14132. * @returns the TransformNode.
  14133. */
  14134. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14135. /**
  14136. * Returns the mesh position in the local space from the current World matrix values.
  14137. * @returns a new Vector3.
  14138. */
  14139. getPositionExpressedInLocalSpace(): Vector3;
  14140. /**
  14141. * Translates the mesh along the passed Vector3 in its local space.
  14142. * @param vector3 the distance to translate in localspace
  14143. * @returns the TransformNode.
  14144. */
  14145. locallyTranslate(vector3: Vector3): TransformNode;
  14146. private static _lookAtVectorCache;
  14147. /**
  14148. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14149. * @param targetPoint the position (must be in same space as current mesh) to look at
  14150. * @param yawCor optional yaw (y-axis) correction in radians
  14151. * @param pitchCor optional pitch (x-axis) correction in radians
  14152. * @param rollCor optional roll (z-axis) correction in radians
  14153. * @param space the choosen space of the target
  14154. * @returns the TransformNode.
  14155. */
  14156. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14157. /**
  14158. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14159. * This Vector3 is expressed in the World space.
  14160. * @param localAxis axis to rotate
  14161. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14162. */
  14163. getDirection(localAxis: Vector3): Vector3;
  14164. /**
  14165. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14166. * localAxis is expressed in the mesh local space.
  14167. * result is computed in the Wordl space from the mesh World matrix.
  14168. * @param localAxis axis to rotate
  14169. * @param result the resulting transformnode
  14170. * @returns this TransformNode.
  14171. */
  14172. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14173. /**
  14174. * Sets this transform node rotation to the given local axis.
  14175. * @param localAxis the axis in local space
  14176. * @param yawCor optional yaw (y-axis) correction in radians
  14177. * @param pitchCor optional pitch (x-axis) correction in radians
  14178. * @param rollCor optional roll (z-axis) correction in radians
  14179. * @returns this TransformNode
  14180. */
  14181. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14182. /**
  14183. * Sets a new pivot point to the current node
  14184. * @param point defines the new pivot point to use
  14185. * @param space defines if the point is in world or local space (local by default)
  14186. * @returns the current TransformNode
  14187. */
  14188. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14189. /**
  14190. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14191. * @returns the pivot point
  14192. */
  14193. getPivotPoint(): Vector3;
  14194. /**
  14195. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14196. * @param result the vector3 to store the result
  14197. * @returns this TransformNode.
  14198. */
  14199. getPivotPointToRef(result: Vector3): TransformNode;
  14200. /**
  14201. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14202. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14203. */
  14204. getAbsolutePivotPoint(): Vector3;
  14205. /**
  14206. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14207. * @param result vector3 to store the result
  14208. * @returns this TransformNode.
  14209. */
  14210. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14211. /**
  14212. * Defines the passed node as the parent of the current node.
  14213. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14214. * @see https://doc.babylonjs.com/how_to/parenting
  14215. * @param node the node ot set as the parent
  14216. * @returns this TransformNode.
  14217. */
  14218. setParent(node: Nullable<Node>): TransformNode;
  14219. private _nonUniformScaling;
  14220. /**
  14221. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14222. */
  14223. readonly nonUniformScaling: boolean;
  14224. /** @hidden */
  14225. _updateNonUniformScalingState(value: boolean): boolean;
  14226. /**
  14227. * Attach the current TransformNode to another TransformNode associated with a bone
  14228. * @param bone Bone affecting the TransformNode
  14229. * @param affectedTransformNode TransformNode associated with the bone
  14230. * @returns this object
  14231. */
  14232. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14233. /**
  14234. * Detach the transform node if its associated with a bone
  14235. * @returns this object
  14236. */
  14237. detachFromBone(): TransformNode;
  14238. private static _rotationAxisCache;
  14239. /**
  14240. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14241. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14242. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14243. * The passed axis is also normalized.
  14244. * @param axis the axis to rotate around
  14245. * @param amount the amount to rotate in radians
  14246. * @param space Space to rotate in (Default: local)
  14247. * @returns the TransformNode.
  14248. */
  14249. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14250. /**
  14251. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14252. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14253. * The passed axis is also normalized. .
  14254. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14255. * @param point the point to rotate around
  14256. * @param axis the axis to rotate around
  14257. * @param amount the amount to rotate in radians
  14258. * @returns the TransformNode
  14259. */
  14260. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14261. /**
  14262. * Translates the mesh along the axis vector for the passed distance in the given space.
  14263. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14264. * @param axis the axis to translate in
  14265. * @param distance the distance to translate
  14266. * @param space Space to rotate in (Default: local)
  14267. * @returns the TransformNode.
  14268. */
  14269. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14270. /**
  14271. * Adds a rotation step to the mesh current rotation.
  14272. * x, y, z are Euler angles expressed in radians.
  14273. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14274. * This means this rotation is made in the mesh local space only.
  14275. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14276. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14277. * ```javascript
  14278. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14279. * ```
  14280. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14281. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14282. * @param x Rotation to add
  14283. * @param y Rotation to add
  14284. * @param z Rotation to add
  14285. * @returns the TransformNode.
  14286. */
  14287. addRotation(x: number, y: number, z: number): TransformNode;
  14288. /**
  14289. * @hidden
  14290. */
  14291. protected _getEffectiveParent(): Nullable<Node>;
  14292. /**
  14293. * Computes the world matrix of the node
  14294. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14295. * @returns the world matrix
  14296. */
  14297. computeWorldMatrix(force?: boolean): Matrix;
  14298. protected _afterComputeWorldMatrix(): void;
  14299. /**
  14300. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14301. * @param func callback function to add
  14302. *
  14303. * @returns the TransformNode.
  14304. */
  14305. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14306. /**
  14307. * Removes a registered callback function.
  14308. * @param func callback function to remove
  14309. * @returns the TransformNode.
  14310. */
  14311. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14312. /**
  14313. * Gets the position of the current mesh in camera space
  14314. * @param camera defines the camera to use
  14315. * @returns a position
  14316. */
  14317. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14318. /**
  14319. * Returns the distance from the mesh to the active camera
  14320. * @param camera defines the camera to use
  14321. * @returns the distance
  14322. */
  14323. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14324. /**
  14325. * Clone the current transform node
  14326. * @param name Name of the new clone
  14327. * @param newParent New parent for the clone
  14328. * @param doNotCloneChildren Do not clone children hierarchy
  14329. * @returns the new transform node
  14330. */
  14331. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14332. /**
  14333. * Serializes the objects information.
  14334. * @param currentSerializationObject defines the object to serialize in
  14335. * @returns the serialized object
  14336. */
  14337. serialize(currentSerializationObject?: any): any;
  14338. /**
  14339. * Returns a new TransformNode object parsed from the source provided.
  14340. * @param parsedTransformNode is the source.
  14341. * @param scene the scne the object belongs to
  14342. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14343. * @returns a new TransformNode object parsed from the source provided.
  14344. */
  14345. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14346. /**
  14347. * Get all child-transformNodes of this node
  14348. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14349. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14350. * @returns an array of TransformNode
  14351. */
  14352. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14353. /**
  14354. * Releases resources associated with this transform node.
  14355. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14356. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14357. */
  14358. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14359. /**
  14360. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14361. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14362. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14363. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14364. * @returns the current mesh
  14365. */
  14366. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14367. private _syncAbsoluteScalingAndRotation;
  14368. }
  14369. }
  14370. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14371. import { Observable } from "babylonjs/Misc/observable";
  14372. import { Nullable } from "babylonjs/types";
  14373. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14374. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14375. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14376. import { Ray } from "babylonjs/Culling/ray";
  14377. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14378. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14379. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14380. /**
  14381. * Defines the types of pose enabled controllers that are supported
  14382. */
  14383. export enum PoseEnabledControllerType {
  14384. /**
  14385. * HTC Vive
  14386. */
  14387. VIVE = 0,
  14388. /**
  14389. * Oculus Rift
  14390. */
  14391. OCULUS = 1,
  14392. /**
  14393. * Windows mixed reality
  14394. */
  14395. WINDOWS = 2,
  14396. /**
  14397. * Samsung gear VR
  14398. */
  14399. GEAR_VR = 3,
  14400. /**
  14401. * Google Daydream
  14402. */
  14403. DAYDREAM = 4,
  14404. /**
  14405. * Generic
  14406. */
  14407. GENERIC = 5
  14408. }
  14409. /**
  14410. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14411. */
  14412. export interface MutableGamepadButton {
  14413. /**
  14414. * Value of the button/trigger
  14415. */
  14416. value: number;
  14417. /**
  14418. * If the button/trigger is currently touched
  14419. */
  14420. touched: boolean;
  14421. /**
  14422. * If the button/trigger is currently pressed
  14423. */
  14424. pressed: boolean;
  14425. }
  14426. /**
  14427. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14428. * @hidden
  14429. */
  14430. export interface ExtendedGamepadButton extends GamepadButton {
  14431. /**
  14432. * If the button/trigger is currently pressed
  14433. */
  14434. readonly pressed: boolean;
  14435. /**
  14436. * If the button/trigger is currently touched
  14437. */
  14438. readonly touched: boolean;
  14439. /**
  14440. * Value of the button/trigger
  14441. */
  14442. readonly value: number;
  14443. }
  14444. /** @hidden */
  14445. export interface _GamePadFactory {
  14446. /**
  14447. * Returns wether or not the current gamepad can be created for this type of controller.
  14448. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14449. * @returns true if it can be created, otherwise false
  14450. */
  14451. canCreate(gamepadInfo: any): boolean;
  14452. /**
  14453. * Creates a new instance of the Gamepad.
  14454. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14455. * @returns the new gamepad instance
  14456. */
  14457. create(gamepadInfo: any): Gamepad;
  14458. }
  14459. /**
  14460. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14461. */
  14462. export class PoseEnabledControllerHelper {
  14463. /** @hidden */
  14464. static _ControllerFactories: _GamePadFactory[];
  14465. /** @hidden */
  14466. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14467. /**
  14468. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14469. * @param vrGamepad the gamepad to initialized
  14470. * @returns a vr controller of the type the gamepad identified as
  14471. */
  14472. static InitiateController(vrGamepad: any): Gamepad;
  14473. }
  14474. /**
  14475. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14476. */
  14477. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14478. /**
  14479. * If the controller is used in a webXR session
  14480. */
  14481. isXR: boolean;
  14482. private _deviceRoomPosition;
  14483. private _deviceRoomRotationQuaternion;
  14484. /**
  14485. * The device position in babylon space
  14486. */
  14487. devicePosition: Vector3;
  14488. /**
  14489. * The device rotation in babylon space
  14490. */
  14491. deviceRotationQuaternion: Quaternion;
  14492. /**
  14493. * The scale factor of the device in babylon space
  14494. */
  14495. deviceScaleFactor: number;
  14496. /**
  14497. * (Likely devicePosition should be used instead) The device position in its room space
  14498. */
  14499. position: Vector3;
  14500. /**
  14501. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14502. */
  14503. rotationQuaternion: Quaternion;
  14504. /**
  14505. * The type of controller (Eg. Windows mixed reality)
  14506. */
  14507. controllerType: PoseEnabledControllerType;
  14508. protected _calculatedPosition: Vector3;
  14509. private _calculatedRotation;
  14510. /**
  14511. * The raw pose from the device
  14512. */
  14513. rawPose: DevicePose;
  14514. private _trackPosition;
  14515. private _maxRotationDistFromHeadset;
  14516. private _draggedRoomRotation;
  14517. /**
  14518. * @hidden
  14519. */
  14520. _disableTrackPosition(fixedPosition: Vector3): void;
  14521. /**
  14522. * Internal, the mesh attached to the controller
  14523. * @hidden
  14524. */
  14525. _mesh: Nullable<AbstractMesh>;
  14526. private _poseControlledCamera;
  14527. private _leftHandSystemQuaternion;
  14528. /**
  14529. * Internal, matrix used to convert room space to babylon space
  14530. * @hidden
  14531. */
  14532. _deviceToWorld: Matrix;
  14533. /**
  14534. * Node to be used when casting a ray from the controller
  14535. * @hidden
  14536. */
  14537. _pointingPoseNode: Nullable<TransformNode>;
  14538. /**
  14539. * Name of the child mesh that can be used to cast a ray from the controller
  14540. */
  14541. static readonly POINTING_POSE: string;
  14542. /**
  14543. * Creates a new PoseEnabledController from a gamepad
  14544. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14545. */
  14546. constructor(browserGamepad: any);
  14547. private _workingMatrix;
  14548. /**
  14549. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14550. */
  14551. update(): void;
  14552. /**
  14553. * Updates only the pose device and mesh without doing any button event checking
  14554. */
  14555. protected _updatePoseAndMesh(): void;
  14556. /**
  14557. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14558. * @param poseData raw pose fromthe device
  14559. */
  14560. updateFromDevice(poseData: DevicePose): void;
  14561. /**
  14562. * @hidden
  14563. */
  14564. _meshAttachedObservable: Observable<AbstractMesh>;
  14565. /**
  14566. * Attaches a mesh to the controller
  14567. * @param mesh the mesh to be attached
  14568. */
  14569. attachToMesh(mesh: AbstractMesh): void;
  14570. /**
  14571. * Attaches the controllers mesh to a camera
  14572. * @param camera the camera the mesh should be attached to
  14573. */
  14574. attachToPoseControlledCamera(camera: TargetCamera): void;
  14575. /**
  14576. * Disposes of the controller
  14577. */
  14578. dispose(): void;
  14579. /**
  14580. * The mesh that is attached to the controller
  14581. */
  14582. readonly mesh: Nullable<AbstractMesh>;
  14583. /**
  14584. * Gets the ray of the controller in the direction the controller is pointing
  14585. * @param length the length the resulting ray should be
  14586. * @returns a ray in the direction the controller is pointing
  14587. */
  14588. getForwardRay(length?: number): Ray;
  14589. }
  14590. }
  14591. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14592. import { Observable } from "babylonjs/Misc/observable";
  14593. import { Scene } from "babylonjs/scene";
  14594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14595. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14596. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14597. /**
  14598. * Defines the WebVRController object that represents controllers tracked in 3D space
  14599. */
  14600. export abstract class WebVRController extends PoseEnabledController {
  14601. /**
  14602. * Internal, the default controller model for the controller
  14603. */
  14604. protected _defaultModel: AbstractMesh;
  14605. /**
  14606. * Fired when the trigger state has changed
  14607. */
  14608. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14609. /**
  14610. * Fired when the main button state has changed
  14611. */
  14612. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14613. /**
  14614. * Fired when the secondary button state has changed
  14615. */
  14616. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14617. /**
  14618. * Fired when the pad state has changed
  14619. */
  14620. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14621. /**
  14622. * Fired when controllers stick values have changed
  14623. */
  14624. onPadValuesChangedObservable: Observable<StickValues>;
  14625. /**
  14626. * Array of button availible on the controller
  14627. */
  14628. protected _buttons: Array<MutableGamepadButton>;
  14629. private _onButtonStateChange;
  14630. /**
  14631. * Fired when a controller button's state has changed
  14632. * @param callback the callback containing the button that was modified
  14633. */
  14634. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14635. /**
  14636. * X and Y axis corresponding to the controllers joystick
  14637. */
  14638. pad: StickValues;
  14639. /**
  14640. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14641. */
  14642. hand: string;
  14643. /**
  14644. * The default controller model for the controller
  14645. */
  14646. readonly defaultModel: AbstractMesh;
  14647. /**
  14648. * Creates a new WebVRController from a gamepad
  14649. * @param vrGamepad the gamepad that the WebVRController should be created from
  14650. */
  14651. constructor(vrGamepad: any);
  14652. /**
  14653. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14654. */
  14655. update(): void;
  14656. /**
  14657. * Function to be called when a button is modified
  14658. */
  14659. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14660. /**
  14661. * Loads a mesh and attaches it to the controller
  14662. * @param scene the scene the mesh should be added to
  14663. * @param meshLoaded callback for when the mesh has been loaded
  14664. */
  14665. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14666. private _setButtonValue;
  14667. private _changes;
  14668. private _checkChanges;
  14669. /**
  14670. * Disposes of th webVRCOntroller
  14671. */
  14672. dispose(): void;
  14673. }
  14674. }
  14675. declare module "babylonjs/Lights/hemisphericLight" {
  14676. import { Nullable } from "babylonjs/types";
  14677. import { Scene } from "babylonjs/scene";
  14678. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14679. import { Color3 } from "babylonjs/Maths/math.color";
  14680. import { Effect } from "babylonjs/Materials/effect";
  14681. import { Light } from "babylonjs/Lights/light";
  14682. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14683. /**
  14684. * The HemisphericLight simulates the ambient environment light,
  14685. * so the passed direction is the light reflection direction, not the incoming direction.
  14686. */
  14687. export class HemisphericLight extends Light {
  14688. /**
  14689. * The groundColor is the light in the opposite direction to the one specified during creation.
  14690. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14691. */
  14692. groundColor: Color3;
  14693. /**
  14694. * The light reflection direction, not the incoming direction.
  14695. */
  14696. direction: Vector3;
  14697. /**
  14698. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14699. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14700. * The HemisphericLight can't cast shadows.
  14701. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14702. * @param name The friendly name of the light
  14703. * @param direction The direction of the light reflection
  14704. * @param scene The scene the light belongs to
  14705. */
  14706. constructor(name: string, direction: Vector3, scene: Scene);
  14707. protected _buildUniformLayout(): void;
  14708. /**
  14709. * Returns the string "HemisphericLight".
  14710. * @return The class name
  14711. */
  14712. getClassName(): string;
  14713. /**
  14714. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14715. * Returns the updated direction.
  14716. * @param target The target the direction should point to
  14717. * @return The computed direction
  14718. */
  14719. setDirectionToTarget(target: Vector3): Vector3;
  14720. /**
  14721. * Returns the shadow generator associated to the light.
  14722. * @returns Always null for hemispheric lights because it does not support shadows.
  14723. */
  14724. getShadowGenerator(): Nullable<IShadowGenerator>;
  14725. /**
  14726. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14727. * @param effect The effect to update
  14728. * @param lightIndex The index of the light in the effect to update
  14729. * @returns The hemispheric light
  14730. */
  14731. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14732. /**
  14733. * Computes the world matrix of the node
  14734. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14735. * @param useWasUpdatedFlag defines a reserved property
  14736. * @returns the world matrix
  14737. */
  14738. computeWorldMatrix(): Matrix;
  14739. /**
  14740. * Returns the integer 3.
  14741. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14742. */
  14743. getTypeID(): number;
  14744. /**
  14745. * Prepares the list of defines specific to the light type.
  14746. * @param defines the list of defines
  14747. * @param lightIndex defines the index of the light for the effect
  14748. */
  14749. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14750. }
  14751. }
  14752. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14753. /** @hidden */
  14754. export var vrMultiviewToSingleviewPixelShader: {
  14755. name: string;
  14756. shader: string;
  14757. };
  14758. }
  14759. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14760. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14761. import { Scene } from "babylonjs/scene";
  14762. /**
  14763. * Renders to multiple views with a single draw call
  14764. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14765. */
  14766. export class MultiviewRenderTarget extends RenderTargetTexture {
  14767. /**
  14768. * Creates a multiview render target
  14769. * @param scene scene used with the render target
  14770. * @param size the size of the render target (used for each view)
  14771. */
  14772. constructor(scene: Scene, size?: number | {
  14773. width: number;
  14774. height: number;
  14775. } | {
  14776. ratio: number;
  14777. });
  14778. /**
  14779. * @hidden
  14780. * @param faceIndex the face index, if its a cube texture
  14781. */
  14782. _bindFrameBuffer(faceIndex?: number): void;
  14783. /**
  14784. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14785. * @returns the view count
  14786. */
  14787. getViewCount(): number;
  14788. }
  14789. }
  14790. declare module "babylonjs/Maths/math.frustum" {
  14791. import { Matrix } from "babylonjs/Maths/math.vector";
  14792. import { DeepImmutable } from "babylonjs/types";
  14793. import { Plane } from "babylonjs/Maths/math.plane";
  14794. /**
  14795. * Reprasents a camera frustum
  14796. */
  14797. export class Frustum {
  14798. /**
  14799. * Gets the planes representing the frustum
  14800. * @param transform matrix to be applied to the returned planes
  14801. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14802. */
  14803. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14804. /**
  14805. * Gets the near frustum plane transformed by the transform matrix
  14806. * @param transform transformation matrix to be applied to the resulting frustum plane
  14807. * @param frustumPlane the resuling frustum plane
  14808. */
  14809. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14810. /**
  14811. * Gets the far frustum plane transformed by the transform matrix
  14812. * @param transform transformation matrix to be applied to the resulting frustum plane
  14813. * @param frustumPlane the resuling frustum plane
  14814. */
  14815. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14816. /**
  14817. * Gets the left frustum plane transformed by the transform matrix
  14818. * @param transform transformation matrix to be applied to the resulting frustum plane
  14819. * @param frustumPlane the resuling frustum plane
  14820. */
  14821. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14822. /**
  14823. * Gets the right frustum plane transformed by the transform matrix
  14824. * @param transform transformation matrix to be applied to the resulting frustum plane
  14825. * @param frustumPlane the resuling frustum plane
  14826. */
  14827. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14828. /**
  14829. * Gets the top frustum plane transformed by the transform matrix
  14830. * @param transform transformation matrix to be applied to the resulting frustum plane
  14831. * @param frustumPlane the resuling frustum plane
  14832. */
  14833. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14834. /**
  14835. * Gets the bottom frustum plane transformed by the transform matrix
  14836. * @param transform transformation matrix to be applied to the resulting frustum plane
  14837. * @param frustumPlane the resuling frustum plane
  14838. */
  14839. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14840. /**
  14841. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14842. * @param transform transformation matrix to be applied to the resulting frustum planes
  14843. * @param frustumPlanes the resuling frustum planes
  14844. */
  14845. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14846. }
  14847. }
  14848. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14849. import { Camera } from "babylonjs/Cameras/camera";
  14850. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14851. import { Nullable } from "babylonjs/types";
  14852. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14853. import { Matrix } from "babylonjs/Maths/math.vector";
  14854. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14855. module "babylonjs/Engines/engine" {
  14856. interface Engine {
  14857. /**
  14858. * Creates a new multiview render target
  14859. * @param width defines the width of the texture
  14860. * @param height defines the height of the texture
  14861. * @returns the created multiview texture
  14862. */
  14863. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14864. /**
  14865. * Binds a multiview framebuffer to be drawn to
  14866. * @param multiviewTexture texture to bind
  14867. */
  14868. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14869. }
  14870. }
  14871. module "babylonjs/Cameras/camera" {
  14872. interface Camera {
  14873. /**
  14874. * @hidden
  14875. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14876. */
  14877. _useMultiviewToSingleView: boolean;
  14878. /**
  14879. * @hidden
  14880. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14881. */
  14882. _multiviewTexture: Nullable<RenderTargetTexture>;
  14883. /**
  14884. * @hidden
  14885. * ensures the multiview texture of the camera exists and has the specified width/height
  14886. * @param width height to set on the multiview texture
  14887. * @param height width to set on the multiview texture
  14888. */
  14889. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14890. }
  14891. }
  14892. module "babylonjs/scene" {
  14893. interface Scene {
  14894. /** @hidden */
  14895. _transformMatrixR: Matrix;
  14896. /** @hidden */
  14897. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14898. /** @hidden */
  14899. _createMultiviewUbo(): void;
  14900. /** @hidden */
  14901. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14902. /** @hidden */
  14903. _renderMultiviewToSingleView(camera: Camera): void;
  14904. }
  14905. }
  14906. }
  14907. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14908. import { Camera } from "babylonjs/Cameras/camera";
  14909. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14910. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14911. import "babylonjs/Engines/Extensions/engine.multiview";
  14912. /**
  14913. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14914. * This will not be used for webXR as it supports displaying texture arrays directly
  14915. */
  14916. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14917. /**
  14918. * Initializes a VRMultiviewToSingleview
  14919. * @param name name of the post process
  14920. * @param camera camera to be applied to
  14921. * @param scaleFactor scaling factor to the size of the output texture
  14922. */
  14923. constructor(name: string, camera: Camera, scaleFactor: number);
  14924. }
  14925. }
  14926. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14927. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14928. import { Nullable } from "babylonjs/types";
  14929. import { Size } from "babylonjs/Maths/math.size";
  14930. import { Observable } from "babylonjs/Misc/observable";
  14931. module "babylonjs/Engines/engine" {
  14932. interface Engine {
  14933. /** @hidden */
  14934. _vrDisplay: any;
  14935. /** @hidden */
  14936. _vrSupported: boolean;
  14937. /** @hidden */
  14938. _oldSize: Size;
  14939. /** @hidden */
  14940. _oldHardwareScaleFactor: number;
  14941. /** @hidden */
  14942. _vrExclusivePointerMode: boolean;
  14943. /** @hidden */
  14944. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14945. /** @hidden */
  14946. _onVRDisplayPointerRestricted: () => void;
  14947. /** @hidden */
  14948. _onVRDisplayPointerUnrestricted: () => void;
  14949. /** @hidden */
  14950. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14951. /** @hidden */
  14952. _onVrDisplayDisconnect: Nullable<() => void>;
  14953. /** @hidden */
  14954. _onVrDisplayPresentChange: Nullable<() => void>;
  14955. /**
  14956. * Observable signaled when VR display mode changes
  14957. */
  14958. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14959. /**
  14960. * Observable signaled when VR request present is complete
  14961. */
  14962. onVRRequestPresentComplete: Observable<boolean>;
  14963. /**
  14964. * Observable signaled when VR request present starts
  14965. */
  14966. onVRRequestPresentStart: Observable<Engine>;
  14967. /**
  14968. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14969. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14970. */
  14971. isInVRExclusivePointerMode: boolean;
  14972. /**
  14973. * Gets a boolean indicating if a webVR device was detected
  14974. * @returns true if a webVR device was detected
  14975. */
  14976. isVRDevicePresent(): boolean;
  14977. /**
  14978. * Gets the current webVR device
  14979. * @returns the current webVR device (or null)
  14980. */
  14981. getVRDevice(): any;
  14982. /**
  14983. * Initializes a webVR display and starts listening to display change events
  14984. * The onVRDisplayChangedObservable will be notified upon these changes
  14985. * @returns A promise containing a VRDisplay and if vr is supported
  14986. */
  14987. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14988. /** @hidden */
  14989. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14990. /**
  14991. * Call this function to switch to webVR mode
  14992. * Will do nothing if webVR is not supported or if there is no webVR device
  14993. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14994. */
  14995. enableVR(): void;
  14996. /** @hidden */
  14997. _onVRFullScreenTriggered(): void;
  14998. }
  14999. }
  15000. }
  15001. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15002. import { Nullable } from "babylonjs/types";
  15003. import { Observable } from "babylonjs/Misc/observable";
  15004. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15005. import { Scene } from "babylonjs/scene";
  15006. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15007. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15008. import { Node } from "babylonjs/node";
  15009. import { Ray } from "babylonjs/Culling/ray";
  15010. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15011. import "babylonjs/Engines/Extensions/engine.webVR";
  15012. /**
  15013. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15014. * IMPORTANT!! The data is right-hand data.
  15015. * @export
  15016. * @interface DevicePose
  15017. */
  15018. export interface DevicePose {
  15019. /**
  15020. * The position of the device, values in array are [x,y,z].
  15021. */
  15022. readonly position: Nullable<Float32Array>;
  15023. /**
  15024. * The linearVelocity of the device, values in array are [x,y,z].
  15025. */
  15026. readonly linearVelocity: Nullable<Float32Array>;
  15027. /**
  15028. * The linearAcceleration of the device, values in array are [x,y,z].
  15029. */
  15030. readonly linearAcceleration: Nullable<Float32Array>;
  15031. /**
  15032. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15033. */
  15034. readonly orientation: Nullable<Float32Array>;
  15035. /**
  15036. * The angularVelocity of the device, values in array are [x,y,z].
  15037. */
  15038. readonly angularVelocity: Nullable<Float32Array>;
  15039. /**
  15040. * The angularAcceleration of the device, values in array are [x,y,z].
  15041. */
  15042. readonly angularAcceleration: Nullable<Float32Array>;
  15043. }
  15044. /**
  15045. * Interface representing a pose controlled object in Babylon.
  15046. * A pose controlled object has both regular pose values as well as pose values
  15047. * from an external device such as a VR head mounted display
  15048. */
  15049. export interface PoseControlled {
  15050. /**
  15051. * The position of the object in babylon space.
  15052. */
  15053. position: Vector3;
  15054. /**
  15055. * The rotation quaternion of the object in babylon space.
  15056. */
  15057. rotationQuaternion: Quaternion;
  15058. /**
  15059. * The position of the device in babylon space.
  15060. */
  15061. devicePosition?: Vector3;
  15062. /**
  15063. * The rotation quaternion of the device in babylon space.
  15064. */
  15065. deviceRotationQuaternion: Quaternion;
  15066. /**
  15067. * The raw pose coming from the device.
  15068. */
  15069. rawPose: Nullable<DevicePose>;
  15070. /**
  15071. * The scale of the device to be used when translating from device space to babylon space.
  15072. */
  15073. deviceScaleFactor: number;
  15074. /**
  15075. * Updates the poseControlled values based on the input device pose.
  15076. * @param poseData the pose data to update the object with
  15077. */
  15078. updateFromDevice(poseData: DevicePose): void;
  15079. }
  15080. /**
  15081. * Set of options to customize the webVRCamera
  15082. */
  15083. export interface WebVROptions {
  15084. /**
  15085. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15086. */
  15087. trackPosition?: boolean;
  15088. /**
  15089. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15090. */
  15091. positionScale?: number;
  15092. /**
  15093. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15094. */
  15095. displayName?: string;
  15096. /**
  15097. * Should the native controller meshes be initialized. (default: true)
  15098. */
  15099. controllerMeshes?: boolean;
  15100. /**
  15101. * Creating a default HemiLight only on controllers. (default: true)
  15102. */
  15103. defaultLightingOnControllers?: boolean;
  15104. /**
  15105. * If you don't want to use the default VR button of the helper. (default: false)
  15106. */
  15107. useCustomVRButton?: boolean;
  15108. /**
  15109. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15110. */
  15111. customVRButton?: HTMLButtonElement;
  15112. /**
  15113. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15114. */
  15115. rayLength?: number;
  15116. /**
  15117. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15118. */
  15119. defaultHeight?: number;
  15120. /**
  15121. * If multiview should be used if availible (default: false)
  15122. */
  15123. useMultiview?: boolean;
  15124. }
  15125. /**
  15126. * This represents a WebVR camera.
  15127. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15128. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15129. */
  15130. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15131. private webVROptions;
  15132. /**
  15133. * @hidden
  15134. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15135. */
  15136. _vrDevice: any;
  15137. /**
  15138. * The rawPose of the vrDevice.
  15139. */
  15140. rawPose: Nullable<DevicePose>;
  15141. private _onVREnabled;
  15142. private _specsVersion;
  15143. private _attached;
  15144. private _frameData;
  15145. protected _descendants: Array<Node>;
  15146. private _deviceRoomPosition;
  15147. /** @hidden */
  15148. _deviceRoomRotationQuaternion: Quaternion;
  15149. private _standingMatrix;
  15150. /**
  15151. * Represents device position in babylon space.
  15152. */
  15153. devicePosition: Vector3;
  15154. /**
  15155. * Represents device rotation in babylon space.
  15156. */
  15157. deviceRotationQuaternion: Quaternion;
  15158. /**
  15159. * The scale of the device to be used when translating from device space to babylon space.
  15160. */
  15161. deviceScaleFactor: number;
  15162. private _deviceToWorld;
  15163. private _worldToDevice;
  15164. /**
  15165. * References to the webVR controllers for the vrDevice.
  15166. */
  15167. controllers: Array<WebVRController>;
  15168. /**
  15169. * Emits an event when a controller is attached.
  15170. */
  15171. onControllersAttachedObservable: Observable<WebVRController[]>;
  15172. /**
  15173. * Emits an event when a controller's mesh has been loaded;
  15174. */
  15175. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15176. /**
  15177. * Emits an event when the HMD's pose has been updated.
  15178. */
  15179. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15180. private _poseSet;
  15181. /**
  15182. * If the rig cameras be used as parent instead of this camera.
  15183. */
  15184. rigParenting: boolean;
  15185. private _lightOnControllers;
  15186. private _defaultHeight?;
  15187. /**
  15188. * Instantiates a WebVRFreeCamera.
  15189. * @param name The name of the WebVRFreeCamera
  15190. * @param position The starting anchor position for the camera
  15191. * @param scene The scene the camera belongs to
  15192. * @param webVROptions a set of customizable options for the webVRCamera
  15193. */
  15194. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15195. /**
  15196. * Gets the device distance from the ground in meters.
  15197. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15198. */
  15199. deviceDistanceToRoomGround(): number;
  15200. /**
  15201. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15202. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15203. */
  15204. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15205. /**
  15206. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15207. * @returns A promise with a boolean set to if the standing matrix is supported.
  15208. */
  15209. useStandingMatrixAsync(): Promise<boolean>;
  15210. /**
  15211. * Disposes the camera
  15212. */
  15213. dispose(): void;
  15214. /**
  15215. * Gets a vrController by name.
  15216. * @param name The name of the controller to retreive
  15217. * @returns the controller matching the name specified or null if not found
  15218. */
  15219. getControllerByName(name: string): Nullable<WebVRController>;
  15220. private _leftController;
  15221. /**
  15222. * The controller corresponding to the users left hand.
  15223. */
  15224. readonly leftController: Nullable<WebVRController>;
  15225. private _rightController;
  15226. /**
  15227. * The controller corresponding to the users right hand.
  15228. */
  15229. readonly rightController: Nullable<WebVRController>;
  15230. /**
  15231. * Casts a ray forward from the vrCamera's gaze.
  15232. * @param length Length of the ray (default: 100)
  15233. * @returns the ray corresponding to the gaze
  15234. */
  15235. getForwardRay(length?: number): Ray;
  15236. /**
  15237. * @hidden
  15238. * Updates the camera based on device's frame data
  15239. */
  15240. _checkInputs(): void;
  15241. /**
  15242. * Updates the poseControlled values based on the input device pose.
  15243. * @param poseData Pose coming from the device
  15244. */
  15245. updateFromDevice(poseData: DevicePose): void;
  15246. private _htmlElementAttached;
  15247. private _detachIfAttached;
  15248. /**
  15249. * WebVR's attach control will start broadcasting frames to the device.
  15250. * Note that in certain browsers (chrome for example) this function must be called
  15251. * within a user-interaction callback. Example:
  15252. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15253. *
  15254. * @param element html element to attach the vrDevice to
  15255. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15256. */
  15257. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15258. /**
  15259. * Detaches the camera from the html element and disables VR
  15260. *
  15261. * @param element html element to detach from
  15262. */
  15263. detachControl(element: HTMLElement): void;
  15264. /**
  15265. * @returns the name of this class
  15266. */
  15267. getClassName(): string;
  15268. /**
  15269. * Calls resetPose on the vrDisplay
  15270. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15271. */
  15272. resetToCurrentRotation(): void;
  15273. /**
  15274. * @hidden
  15275. * Updates the rig cameras (left and right eye)
  15276. */
  15277. _updateRigCameras(): void;
  15278. private _workingVector;
  15279. private _oneVector;
  15280. private _workingMatrix;
  15281. private updateCacheCalled;
  15282. private _correctPositionIfNotTrackPosition;
  15283. /**
  15284. * @hidden
  15285. * Updates the cached values of the camera
  15286. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15287. */
  15288. _updateCache(ignoreParentClass?: boolean): void;
  15289. /**
  15290. * @hidden
  15291. * Get current device position in babylon world
  15292. */
  15293. _computeDevicePosition(): void;
  15294. /**
  15295. * Updates the current device position and rotation in the babylon world
  15296. */
  15297. update(): void;
  15298. /**
  15299. * @hidden
  15300. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15301. * @returns an identity matrix
  15302. */
  15303. _getViewMatrix(): Matrix;
  15304. private _tmpMatrix;
  15305. /**
  15306. * This function is called by the two RIG cameras.
  15307. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15308. * @hidden
  15309. */
  15310. _getWebVRViewMatrix(): Matrix;
  15311. /** @hidden */
  15312. _getWebVRProjectionMatrix(): Matrix;
  15313. private _onGamepadConnectedObserver;
  15314. private _onGamepadDisconnectedObserver;
  15315. private _updateCacheWhenTrackingDisabledObserver;
  15316. /**
  15317. * Initializes the controllers and their meshes
  15318. */
  15319. initControllers(): void;
  15320. }
  15321. }
  15322. declare module "babylonjs/PostProcesses/postProcess" {
  15323. import { Nullable } from "babylonjs/types";
  15324. import { SmartArray } from "babylonjs/Misc/smartArray";
  15325. import { Observable } from "babylonjs/Misc/observable";
  15326. import { Vector2 } from "babylonjs/Maths/math.vector";
  15327. import { Camera } from "babylonjs/Cameras/camera";
  15328. import { Effect } from "babylonjs/Materials/effect";
  15329. import "babylonjs/Shaders/postprocess.vertex";
  15330. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15331. import { Engine } from "babylonjs/Engines/engine";
  15332. import { Color4 } from "babylonjs/Maths/math.color";
  15333. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15334. /**
  15335. * Size options for a post process
  15336. */
  15337. export type PostProcessOptions = {
  15338. width: number;
  15339. height: number;
  15340. };
  15341. /**
  15342. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15343. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15344. */
  15345. export class PostProcess {
  15346. /** Name of the PostProcess. */
  15347. name: string;
  15348. /**
  15349. * Gets or sets the unique id of the post process
  15350. */
  15351. uniqueId: number;
  15352. /**
  15353. * Width of the texture to apply the post process on
  15354. */
  15355. width: number;
  15356. /**
  15357. * Height of the texture to apply the post process on
  15358. */
  15359. height: number;
  15360. /**
  15361. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15362. * @hidden
  15363. */
  15364. _outputTexture: Nullable<InternalTexture>;
  15365. /**
  15366. * Sampling mode used by the shader
  15367. * See https://doc.babylonjs.com/classes/3.1/texture
  15368. */
  15369. renderTargetSamplingMode: number;
  15370. /**
  15371. * Clear color to use when screen clearing
  15372. */
  15373. clearColor: Color4;
  15374. /**
  15375. * If the buffer needs to be cleared before applying the post process. (default: true)
  15376. * Should be set to false if shader will overwrite all previous pixels.
  15377. */
  15378. autoClear: boolean;
  15379. /**
  15380. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15381. */
  15382. alphaMode: number;
  15383. /**
  15384. * Sets the setAlphaBlendConstants of the babylon engine
  15385. */
  15386. alphaConstants: Color4;
  15387. /**
  15388. * Animations to be used for the post processing
  15389. */
  15390. animations: import("babylonjs/Animations/animation").Animation[];
  15391. /**
  15392. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15393. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15394. */
  15395. enablePixelPerfectMode: boolean;
  15396. /**
  15397. * Force the postprocess to be applied without taking in account viewport
  15398. */
  15399. forceFullscreenViewport: boolean;
  15400. /**
  15401. * List of inspectable custom properties (used by the Inspector)
  15402. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15403. */
  15404. inspectableCustomProperties: IInspectable[];
  15405. /**
  15406. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15407. *
  15408. * | Value | Type | Description |
  15409. * | ----- | ----------------------------------- | ----------- |
  15410. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15411. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15412. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15413. *
  15414. */
  15415. scaleMode: number;
  15416. /**
  15417. * Force textures to be a power of two (default: false)
  15418. */
  15419. alwaysForcePOT: boolean;
  15420. private _samples;
  15421. /**
  15422. * Number of sample textures (default: 1)
  15423. */
  15424. samples: number;
  15425. /**
  15426. * Modify the scale of the post process to be the same as the viewport (default: false)
  15427. */
  15428. adaptScaleToCurrentViewport: boolean;
  15429. private _camera;
  15430. private _scene;
  15431. private _engine;
  15432. private _options;
  15433. private _reusable;
  15434. private _textureType;
  15435. /**
  15436. * Smart array of input and output textures for the post process.
  15437. * @hidden
  15438. */
  15439. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15440. /**
  15441. * The index in _textures that corresponds to the output texture.
  15442. * @hidden
  15443. */
  15444. _currentRenderTextureInd: number;
  15445. private _effect;
  15446. private _samplers;
  15447. private _fragmentUrl;
  15448. private _vertexUrl;
  15449. private _parameters;
  15450. private _scaleRatio;
  15451. protected _indexParameters: any;
  15452. private _shareOutputWithPostProcess;
  15453. private _texelSize;
  15454. private _forcedOutputTexture;
  15455. /**
  15456. * Returns the fragment url or shader name used in the post process.
  15457. * @returns the fragment url or name in the shader store.
  15458. */
  15459. getEffectName(): string;
  15460. /**
  15461. * An event triggered when the postprocess is activated.
  15462. */
  15463. onActivateObservable: Observable<Camera>;
  15464. private _onActivateObserver;
  15465. /**
  15466. * A function that is added to the onActivateObservable
  15467. */
  15468. onActivate: Nullable<(camera: Camera) => void>;
  15469. /**
  15470. * An event triggered when the postprocess changes its size.
  15471. */
  15472. onSizeChangedObservable: Observable<PostProcess>;
  15473. private _onSizeChangedObserver;
  15474. /**
  15475. * A function that is added to the onSizeChangedObservable
  15476. */
  15477. onSizeChanged: (postProcess: PostProcess) => void;
  15478. /**
  15479. * An event triggered when the postprocess applies its effect.
  15480. */
  15481. onApplyObservable: Observable<Effect>;
  15482. private _onApplyObserver;
  15483. /**
  15484. * A function that is added to the onApplyObservable
  15485. */
  15486. onApply: (effect: Effect) => void;
  15487. /**
  15488. * An event triggered before rendering the postprocess
  15489. */
  15490. onBeforeRenderObservable: Observable<Effect>;
  15491. private _onBeforeRenderObserver;
  15492. /**
  15493. * A function that is added to the onBeforeRenderObservable
  15494. */
  15495. onBeforeRender: (effect: Effect) => void;
  15496. /**
  15497. * An event triggered after rendering the postprocess
  15498. */
  15499. onAfterRenderObservable: Observable<Effect>;
  15500. private _onAfterRenderObserver;
  15501. /**
  15502. * A function that is added to the onAfterRenderObservable
  15503. */
  15504. onAfterRender: (efect: Effect) => void;
  15505. /**
  15506. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15507. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15508. */
  15509. inputTexture: InternalTexture;
  15510. /**
  15511. * Gets the camera which post process is applied to.
  15512. * @returns The camera the post process is applied to.
  15513. */
  15514. getCamera(): Camera;
  15515. /**
  15516. * Gets the texel size of the postprocess.
  15517. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15518. */
  15519. readonly texelSize: Vector2;
  15520. /**
  15521. * Creates a new instance PostProcess
  15522. * @param name The name of the PostProcess.
  15523. * @param fragmentUrl The url of the fragment shader to be used.
  15524. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15525. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15526. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15527. * @param camera The camera to apply the render pass to.
  15528. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15529. * @param engine The engine which the post process will be applied. (default: current engine)
  15530. * @param reusable If the post process can be reused on the same frame. (default: false)
  15531. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15532. * @param textureType Type of textures used when performing the post process. (default: 0)
  15533. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15534. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15535. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15536. */
  15537. constructor(
  15538. /** Name of the PostProcess. */
  15539. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15540. /**
  15541. * Gets a string idenfifying the name of the class
  15542. * @returns "PostProcess" string
  15543. */
  15544. getClassName(): string;
  15545. /**
  15546. * Gets the engine which this post process belongs to.
  15547. * @returns The engine the post process was enabled with.
  15548. */
  15549. getEngine(): Engine;
  15550. /**
  15551. * The effect that is created when initializing the post process.
  15552. * @returns The created effect corresponding the the postprocess.
  15553. */
  15554. getEffect(): Effect;
  15555. /**
  15556. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15557. * @param postProcess The post process to share the output with.
  15558. * @returns This post process.
  15559. */
  15560. shareOutputWith(postProcess: PostProcess): PostProcess;
  15561. /**
  15562. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15563. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15564. */
  15565. useOwnOutput(): void;
  15566. /**
  15567. * Updates the effect with the current post process compile time values and recompiles the shader.
  15568. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15569. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15570. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15571. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15572. * @param onCompiled Called when the shader has been compiled.
  15573. * @param onError Called if there is an error when compiling a shader.
  15574. */
  15575. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15576. /**
  15577. * The post process is reusable if it can be used multiple times within one frame.
  15578. * @returns If the post process is reusable
  15579. */
  15580. isReusable(): boolean;
  15581. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15582. markTextureDirty(): void;
  15583. /**
  15584. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15585. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15586. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15587. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15588. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15589. * @returns The target texture that was bound to be written to.
  15590. */
  15591. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15592. /**
  15593. * If the post process is supported.
  15594. */
  15595. readonly isSupported: boolean;
  15596. /**
  15597. * The aspect ratio of the output texture.
  15598. */
  15599. readonly aspectRatio: number;
  15600. /**
  15601. * Get a value indicating if the post-process is ready to be used
  15602. * @returns true if the post-process is ready (shader is compiled)
  15603. */
  15604. isReady(): boolean;
  15605. /**
  15606. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15607. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15608. */
  15609. apply(): Nullable<Effect>;
  15610. private _disposeTextures;
  15611. /**
  15612. * Disposes the post process.
  15613. * @param camera The camera to dispose the post process on.
  15614. */
  15615. dispose(camera?: Camera): void;
  15616. }
  15617. }
  15618. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15619. /** @hidden */
  15620. export var kernelBlurVaryingDeclaration: {
  15621. name: string;
  15622. shader: string;
  15623. };
  15624. }
  15625. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15626. /** @hidden */
  15627. export var kernelBlurFragment: {
  15628. name: string;
  15629. shader: string;
  15630. };
  15631. }
  15632. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15633. /** @hidden */
  15634. export var kernelBlurFragment2: {
  15635. name: string;
  15636. shader: string;
  15637. };
  15638. }
  15639. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15640. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15641. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15642. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15643. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15644. /** @hidden */
  15645. export var kernelBlurPixelShader: {
  15646. name: string;
  15647. shader: string;
  15648. };
  15649. }
  15650. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15651. /** @hidden */
  15652. export var kernelBlurVertex: {
  15653. name: string;
  15654. shader: string;
  15655. };
  15656. }
  15657. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15658. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15659. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15660. /** @hidden */
  15661. export var kernelBlurVertexShader: {
  15662. name: string;
  15663. shader: string;
  15664. };
  15665. }
  15666. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15667. import { Vector2 } from "babylonjs/Maths/math.vector";
  15668. import { Nullable } from "babylonjs/types";
  15669. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15670. import { Camera } from "babylonjs/Cameras/camera";
  15671. import { Effect } from "babylonjs/Materials/effect";
  15672. import { Engine } from "babylonjs/Engines/engine";
  15673. import "babylonjs/Shaders/kernelBlur.fragment";
  15674. import "babylonjs/Shaders/kernelBlur.vertex";
  15675. /**
  15676. * The Blur Post Process which blurs an image based on a kernel and direction.
  15677. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15678. */
  15679. export class BlurPostProcess extends PostProcess {
  15680. /** The direction in which to blur the image. */
  15681. direction: Vector2;
  15682. private blockCompilation;
  15683. protected _kernel: number;
  15684. protected _idealKernel: number;
  15685. protected _packedFloat: boolean;
  15686. private _staticDefines;
  15687. /**
  15688. * Sets the length in pixels of the blur sample region
  15689. */
  15690. /**
  15691. * Gets the length in pixels of the blur sample region
  15692. */
  15693. kernel: number;
  15694. /**
  15695. * Sets wether or not the blur needs to unpack/repack floats
  15696. */
  15697. /**
  15698. * Gets wether or not the blur is unpacking/repacking floats
  15699. */
  15700. packedFloat: boolean;
  15701. /**
  15702. * Creates a new instance BlurPostProcess
  15703. * @param name The name of the effect.
  15704. * @param direction The direction in which to blur the image.
  15705. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15706. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15707. * @param camera The camera to apply the render pass to.
  15708. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15709. * @param engine The engine which the post process will be applied. (default: current engine)
  15710. * @param reusable If the post process can be reused on the same frame. (default: false)
  15711. * @param textureType Type of textures used when performing the post process. (default: 0)
  15712. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15713. */
  15714. constructor(name: string,
  15715. /** The direction in which to blur the image. */
  15716. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15717. /**
  15718. * Updates the effect with the current post process compile time values and recompiles the shader.
  15719. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15720. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15721. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15722. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15723. * @param onCompiled Called when the shader has been compiled.
  15724. * @param onError Called if there is an error when compiling a shader.
  15725. */
  15726. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15727. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15728. /**
  15729. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15730. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15731. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15732. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15733. * The gaps between physical kernels are compensated for in the weighting of the samples
  15734. * @param idealKernel Ideal blur kernel.
  15735. * @return Nearest best kernel.
  15736. */
  15737. protected _nearestBestKernel(idealKernel: number): number;
  15738. /**
  15739. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15740. * @param x The point on the Gaussian distribution to sample.
  15741. * @return the value of the Gaussian function at x.
  15742. */
  15743. protected _gaussianWeight(x: number): number;
  15744. /**
  15745. * Generates a string that can be used as a floating point number in GLSL.
  15746. * @param x Value to print.
  15747. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15748. * @return GLSL float string.
  15749. */
  15750. protected _glslFloat(x: number, decimalFigures?: number): string;
  15751. }
  15752. }
  15753. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15754. import { Scene } from "babylonjs/scene";
  15755. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15756. import { Plane } from "babylonjs/Maths/math.plane";
  15757. /**
  15758. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15759. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15760. * You can then easily use it as a reflectionTexture on a flat surface.
  15761. * In case the surface is not a plane, please consider relying on reflection probes.
  15762. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15763. */
  15764. export class MirrorTexture extends RenderTargetTexture {
  15765. private scene;
  15766. /**
  15767. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15768. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15769. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15770. */
  15771. mirrorPlane: Plane;
  15772. /**
  15773. * Define the blur ratio used to blur the reflection if needed.
  15774. */
  15775. blurRatio: number;
  15776. /**
  15777. * Define the adaptive blur kernel used to blur the reflection if needed.
  15778. * This will autocompute the closest best match for the `blurKernel`
  15779. */
  15780. adaptiveBlurKernel: number;
  15781. /**
  15782. * Define the blur kernel used to blur the reflection if needed.
  15783. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15784. */
  15785. blurKernel: number;
  15786. /**
  15787. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15788. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15789. */
  15790. blurKernelX: number;
  15791. /**
  15792. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15793. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15794. */
  15795. blurKernelY: number;
  15796. private _autoComputeBlurKernel;
  15797. protected _onRatioRescale(): void;
  15798. private _updateGammaSpace;
  15799. private _imageProcessingConfigChangeObserver;
  15800. private _transformMatrix;
  15801. private _mirrorMatrix;
  15802. private _savedViewMatrix;
  15803. private _blurX;
  15804. private _blurY;
  15805. private _adaptiveBlurKernel;
  15806. private _blurKernelX;
  15807. private _blurKernelY;
  15808. private _blurRatio;
  15809. /**
  15810. * Instantiates a Mirror Texture.
  15811. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15812. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15813. * You can then easily use it as a reflectionTexture on a flat surface.
  15814. * In case the surface is not a plane, please consider relying on reflection probes.
  15815. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15816. * @param name
  15817. * @param size
  15818. * @param scene
  15819. * @param generateMipMaps
  15820. * @param type
  15821. * @param samplingMode
  15822. * @param generateDepthBuffer
  15823. */
  15824. constructor(name: string, size: number | {
  15825. width: number;
  15826. height: number;
  15827. } | {
  15828. ratio: number;
  15829. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15830. private _preparePostProcesses;
  15831. /**
  15832. * Clone the mirror texture.
  15833. * @returns the cloned texture
  15834. */
  15835. clone(): MirrorTexture;
  15836. /**
  15837. * Serialize the texture to a JSON representation you could use in Parse later on
  15838. * @returns the serialized JSON representation
  15839. */
  15840. serialize(): any;
  15841. /**
  15842. * Dispose the texture and release its associated resources.
  15843. */
  15844. dispose(): void;
  15845. }
  15846. }
  15847. declare module "babylonjs/Materials/Textures/texture" {
  15848. import { Observable } from "babylonjs/Misc/observable";
  15849. import { Nullable } from "babylonjs/types";
  15850. import { Scene } from "babylonjs/scene";
  15851. import { Matrix } from "babylonjs/Maths/math.vector";
  15852. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15853. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15854. import { Engine } from "babylonjs/Engines/engine";
  15855. /**
  15856. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15857. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15858. */
  15859. export class Texture extends BaseTexture {
  15860. /** @hidden */
  15861. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15862. /** @hidden */
  15863. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15864. /** @hidden */
  15865. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15866. /** nearest is mag = nearest and min = nearest and mip = linear */
  15867. static readonly NEAREST_SAMPLINGMODE: number;
  15868. /** nearest is mag = nearest and min = nearest and mip = linear */
  15869. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15870. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15871. static readonly BILINEAR_SAMPLINGMODE: number;
  15872. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15873. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15874. /** Trilinear is mag = linear and min = linear and mip = linear */
  15875. static readonly TRILINEAR_SAMPLINGMODE: number;
  15876. /** Trilinear is mag = linear and min = linear and mip = linear */
  15877. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15878. /** mag = nearest and min = nearest and mip = nearest */
  15879. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15880. /** mag = nearest and min = linear and mip = nearest */
  15881. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15882. /** mag = nearest and min = linear and mip = linear */
  15883. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15884. /** mag = nearest and min = linear and mip = none */
  15885. static readonly NEAREST_LINEAR: number;
  15886. /** mag = nearest and min = nearest and mip = none */
  15887. static readonly NEAREST_NEAREST: number;
  15888. /** mag = linear and min = nearest and mip = nearest */
  15889. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15890. /** mag = linear and min = nearest and mip = linear */
  15891. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15892. /** mag = linear and min = linear and mip = none */
  15893. static readonly LINEAR_LINEAR: number;
  15894. /** mag = linear and min = nearest and mip = none */
  15895. static readonly LINEAR_NEAREST: number;
  15896. /** Explicit coordinates mode */
  15897. static readonly EXPLICIT_MODE: number;
  15898. /** Spherical coordinates mode */
  15899. static readonly SPHERICAL_MODE: number;
  15900. /** Planar coordinates mode */
  15901. static readonly PLANAR_MODE: number;
  15902. /** Cubic coordinates mode */
  15903. static readonly CUBIC_MODE: number;
  15904. /** Projection coordinates mode */
  15905. static readonly PROJECTION_MODE: number;
  15906. /** Inverse Cubic coordinates mode */
  15907. static readonly SKYBOX_MODE: number;
  15908. /** Inverse Cubic coordinates mode */
  15909. static readonly INVCUBIC_MODE: number;
  15910. /** Equirectangular coordinates mode */
  15911. static readonly EQUIRECTANGULAR_MODE: number;
  15912. /** Equirectangular Fixed coordinates mode */
  15913. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15914. /** Equirectangular Fixed Mirrored coordinates mode */
  15915. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15916. /** Texture is not repeating outside of 0..1 UVs */
  15917. static readonly CLAMP_ADDRESSMODE: number;
  15918. /** Texture is repeating outside of 0..1 UVs */
  15919. static readonly WRAP_ADDRESSMODE: number;
  15920. /** Texture is repeating and mirrored */
  15921. static readonly MIRROR_ADDRESSMODE: number;
  15922. /**
  15923. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  15924. */
  15925. static UseSerializedUrlIfAny: boolean;
  15926. /**
  15927. * Define the url of the texture.
  15928. */
  15929. url: Nullable<string>;
  15930. /**
  15931. * Define an offset on the texture to offset the u coordinates of the UVs
  15932. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15933. */
  15934. uOffset: number;
  15935. /**
  15936. * Define an offset on the texture to offset the v coordinates of the UVs
  15937. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15938. */
  15939. vOffset: number;
  15940. /**
  15941. * Define an offset on the texture to scale the u coordinates of the UVs
  15942. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15943. */
  15944. uScale: number;
  15945. /**
  15946. * Define an offset on the texture to scale the v coordinates of the UVs
  15947. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15948. */
  15949. vScale: number;
  15950. /**
  15951. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15952. * @see http://doc.babylonjs.com/how_to/more_materials
  15953. */
  15954. uAng: number;
  15955. /**
  15956. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15957. * @see http://doc.babylonjs.com/how_to/more_materials
  15958. */
  15959. vAng: number;
  15960. /**
  15961. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15962. * @see http://doc.babylonjs.com/how_to/more_materials
  15963. */
  15964. wAng: number;
  15965. /**
  15966. * Defines the center of rotation (U)
  15967. */
  15968. uRotationCenter: number;
  15969. /**
  15970. * Defines the center of rotation (V)
  15971. */
  15972. vRotationCenter: number;
  15973. /**
  15974. * Defines the center of rotation (W)
  15975. */
  15976. wRotationCenter: number;
  15977. /**
  15978. * Are mip maps generated for this texture or not.
  15979. */
  15980. readonly noMipmap: boolean;
  15981. /**
  15982. * List of inspectable custom properties (used by the Inspector)
  15983. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15984. */
  15985. inspectableCustomProperties: Nullable<IInspectable[]>;
  15986. private _noMipmap;
  15987. /** @hidden */
  15988. _invertY: boolean;
  15989. private _rowGenerationMatrix;
  15990. private _cachedTextureMatrix;
  15991. private _projectionModeMatrix;
  15992. private _t0;
  15993. private _t1;
  15994. private _t2;
  15995. private _cachedUOffset;
  15996. private _cachedVOffset;
  15997. private _cachedUScale;
  15998. private _cachedVScale;
  15999. private _cachedUAng;
  16000. private _cachedVAng;
  16001. private _cachedWAng;
  16002. private _cachedProjectionMatrixId;
  16003. private _cachedCoordinatesMode;
  16004. /** @hidden */
  16005. protected _initialSamplingMode: number;
  16006. /** @hidden */
  16007. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16008. private _deleteBuffer;
  16009. protected _format: Nullable<number>;
  16010. private _delayedOnLoad;
  16011. private _delayedOnError;
  16012. /**
  16013. * Observable triggered once the texture has been loaded.
  16014. */
  16015. onLoadObservable: Observable<Texture>;
  16016. protected _isBlocking: boolean;
  16017. /**
  16018. * Is the texture preventing material to render while loading.
  16019. * If false, a default texture will be used instead of the loading one during the preparation step.
  16020. */
  16021. isBlocking: boolean;
  16022. /**
  16023. * Get the current sampling mode associated with the texture.
  16024. */
  16025. readonly samplingMode: number;
  16026. /**
  16027. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16028. */
  16029. readonly invertY: boolean;
  16030. /**
  16031. * Instantiates a new texture.
  16032. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16033. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16034. * @param url define the url of the picture to load as a texture
  16035. * @param scene define the scene or engine the texture will belong to
  16036. * @param noMipmap define if the texture will require mip maps or not
  16037. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16038. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16039. * @param onLoad define a callback triggered when the texture has been loaded
  16040. * @param onError define a callback triggered when an error occurred during the loading session
  16041. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16042. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16043. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16044. */
  16045. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16046. /**
  16047. * Update the url (and optional buffer) of this texture if url was null during construction.
  16048. * @param url the url of the texture
  16049. * @param buffer the buffer of the texture (defaults to null)
  16050. * @param onLoad callback called when the texture is loaded (defaults to null)
  16051. */
  16052. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16053. /**
  16054. * Finish the loading sequence of a texture flagged as delayed load.
  16055. * @hidden
  16056. */
  16057. delayLoad(): void;
  16058. private _prepareRowForTextureGeneration;
  16059. /**
  16060. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16061. * @returns the transform matrix of the texture.
  16062. */
  16063. getTextureMatrix(): Matrix;
  16064. /**
  16065. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16066. * @returns The reflection texture transform
  16067. */
  16068. getReflectionTextureMatrix(): Matrix;
  16069. /**
  16070. * Clones the texture.
  16071. * @returns the cloned texture
  16072. */
  16073. clone(): Texture;
  16074. /**
  16075. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16076. * @returns The JSON representation of the texture
  16077. */
  16078. serialize(): any;
  16079. /**
  16080. * Get the current class name of the texture useful for serialization or dynamic coding.
  16081. * @returns "Texture"
  16082. */
  16083. getClassName(): string;
  16084. /**
  16085. * Dispose the texture and release its associated resources.
  16086. */
  16087. dispose(): void;
  16088. /**
  16089. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16090. * @param parsedTexture Define the JSON representation of the texture
  16091. * @param scene Define the scene the parsed texture should be instantiated in
  16092. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16093. * @returns The parsed texture if successful
  16094. */
  16095. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16096. /**
  16097. * Creates a texture from its base 64 representation.
  16098. * @param data Define the base64 payload without the data: prefix
  16099. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16100. * @param scene Define the scene the texture should belong to
  16101. * @param noMipmap Forces the texture to not create mip map information if true
  16102. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16103. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16104. * @param onLoad define a callback triggered when the texture has been loaded
  16105. * @param onError define a callback triggered when an error occurred during the loading session
  16106. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16107. * @returns the created texture
  16108. */
  16109. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16110. /**
  16111. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16112. * @param data Define the base64 payload without the data: prefix
  16113. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16114. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16115. * @param scene Define the scene the texture should belong to
  16116. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16117. * @param noMipmap Forces the texture to not create mip map information if true
  16118. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16119. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16120. * @param onLoad define a callback triggered when the texture has been loaded
  16121. * @param onError define a callback triggered when an error occurred during the loading session
  16122. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16123. * @returns the created texture
  16124. */
  16125. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16126. }
  16127. }
  16128. declare module "babylonjs/PostProcesses/postProcessManager" {
  16129. import { Nullable } from "babylonjs/types";
  16130. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16131. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16132. import { Scene } from "babylonjs/scene";
  16133. /**
  16134. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16135. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16136. */
  16137. export class PostProcessManager {
  16138. private _scene;
  16139. private _indexBuffer;
  16140. private _vertexBuffers;
  16141. /**
  16142. * Creates a new instance PostProcess
  16143. * @param scene The scene that the post process is associated with.
  16144. */
  16145. constructor(scene: Scene);
  16146. private _prepareBuffers;
  16147. private _buildIndexBuffer;
  16148. /**
  16149. * Rebuilds the vertex buffers of the manager.
  16150. * @hidden
  16151. */
  16152. _rebuild(): void;
  16153. /**
  16154. * Prepares a frame to be run through a post process.
  16155. * @param sourceTexture The input texture to the post procesess. (default: null)
  16156. * @param postProcesses An array of post processes to be run. (default: null)
  16157. * @returns True if the post processes were able to be run.
  16158. * @hidden
  16159. */
  16160. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16161. /**
  16162. * Manually render a set of post processes to a texture.
  16163. * @param postProcesses An array of post processes to be run.
  16164. * @param targetTexture The target texture to render to.
  16165. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16166. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16167. * @param lodLevel defines which lod of the texture to render to
  16168. */
  16169. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16170. /**
  16171. * Finalize the result of the output of the postprocesses.
  16172. * @param doNotPresent If true the result will not be displayed to the screen.
  16173. * @param targetTexture The target texture to render to.
  16174. * @param faceIndex The index of the face to bind the target texture to.
  16175. * @param postProcesses The array of post processes to render.
  16176. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16177. * @hidden
  16178. */
  16179. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16180. /**
  16181. * Disposes of the post process manager.
  16182. */
  16183. dispose(): void;
  16184. }
  16185. }
  16186. declare module "babylonjs/Misc/gradients" {
  16187. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16188. /** Interface used by value gradients (color, factor, ...) */
  16189. export interface IValueGradient {
  16190. /**
  16191. * Gets or sets the gradient value (between 0 and 1)
  16192. */
  16193. gradient: number;
  16194. }
  16195. /** Class used to store color4 gradient */
  16196. export class ColorGradient implements IValueGradient {
  16197. /**
  16198. * Gets or sets the gradient value (between 0 and 1)
  16199. */
  16200. gradient: number;
  16201. /**
  16202. * Gets or sets first associated color
  16203. */
  16204. color1: Color4;
  16205. /**
  16206. * Gets or sets second associated color
  16207. */
  16208. color2?: Color4;
  16209. /**
  16210. * Will get a color picked randomly between color1 and color2.
  16211. * If color2 is undefined then color1 will be used
  16212. * @param result defines the target Color4 to store the result in
  16213. */
  16214. getColorToRef(result: Color4): void;
  16215. }
  16216. /** Class used to store color 3 gradient */
  16217. export class Color3Gradient implements IValueGradient {
  16218. /**
  16219. * Gets or sets the gradient value (between 0 and 1)
  16220. */
  16221. gradient: number;
  16222. /**
  16223. * Gets or sets the associated color
  16224. */
  16225. color: Color3;
  16226. }
  16227. /** Class used to store factor gradient */
  16228. export class FactorGradient implements IValueGradient {
  16229. /**
  16230. * Gets or sets the gradient value (between 0 and 1)
  16231. */
  16232. gradient: number;
  16233. /**
  16234. * Gets or sets first associated factor
  16235. */
  16236. factor1: number;
  16237. /**
  16238. * Gets or sets second associated factor
  16239. */
  16240. factor2?: number;
  16241. /**
  16242. * Will get a number picked randomly between factor1 and factor2.
  16243. * If factor2 is undefined then factor1 will be used
  16244. * @returns the picked number
  16245. */
  16246. getFactor(): number;
  16247. }
  16248. /**
  16249. * Helper used to simplify some generic gradient tasks
  16250. */
  16251. export class GradientHelper {
  16252. /**
  16253. * Gets the current gradient from an array of IValueGradient
  16254. * @param ratio defines the current ratio to get
  16255. * @param gradients defines the array of IValueGradient
  16256. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16257. */
  16258. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16259. }
  16260. }
  16261. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16262. import { Scene } from "babylonjs/scene";
  16263. import { ISceneComponent } from "babylonjs/sceneComponent";
  16264. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16265. module "babylonjs/abstractScene" {
  16266. interface AbstractScene {
  16267. /**
  16268. * The list of procedural textures added to the scene
  16269. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16270. */
  16271. proceduralTextures: Array<ProceduralTexture>;
  16272. }
  16273. }
  16274. /**
  16275. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16276. * in a given scene.
  16277. */
  16278. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16279. /**
  16280. * The component name helpfull to identify the component in the list of scene components.
  16281. */
  16282. readonly name: string;
  16283. /**
  16284. * The scene the component belongs to.
  16285. */
  16286. scene: Scene;
  16287. /**
  16288. * Creates a new instance of the component for the given scene
  16289. * @param scene Defines the scene to register the component in
  16290. */
  16291. constructor(scene: Scene);
  16292. /**
  16293. * Registers the component in a given scene
  16294. */
  16295. register(): void;
  16296. /**
  16297. * Rebuilds the elements related to this component in case of
  16298. * context lost for instance.
  16299. */
  16300. rebuild(): void;
  16301. /**
  16302. * Disposes the component and the associated ressources.
  16303. */
  16304. dispose(): void;
  16305. private _beforeClear;
  16306. }
  16307. }
  16308. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16309. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16310. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16311. module "babylonjs/Engines/engine" {
  16312. interface Engine {
  16313. /**
  16314. * Creates a new render target cube texture
  16315. * @param size defines the size of the texture
  16316. * @param options defines the options used to create the texture
  16317. * @returns a new render target cube texture stored in an InternalTexture
  16318. */
  16319. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16320. }
  16321. }
  16322. }
  16323. declare module "babylonjs/Shaders/procedural.vertex" {
  16324. /** @hidden */
  16325. export var proceduralVertexShader: {
  16326. name: string;
  16327. shader: string;
  16328. };
  16329. }
  16330. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16331. import { Observable } from "babylonjs/Misc/observable";
  16332. import { Nullable } from "babylonjs/types";
  16333. import { Scene } from "babylonjs/scene";
  16334. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16335. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16336. import { Effect } from "babylonjs/Materials/effect";
  16337. import { Texture } from "babylonjs/Materials/Textures/texture";
  16338. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16339. import "babylonjs/Shaders/procedural.vertex";
  16340. /**
  16341. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16342. * This is the base class of any Procedural texture and contains most of the shareable code.
  16343. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16344. */
  16345. export class ProceduralTexture extends Texture {
  16346. isCube: boolean;
  16347. /**
  16348. * Define if the texture is enabled or not (disabled texture will not render)
  16349. */
  16350. isEnabled: boolean;
  16351. /**
  16352. * Define if the texture must be cleared before rendering (default is true)
  16353. */
  16354. autoClear: boolean;
  16355. /**
  16356. * Callback called when the texture is generated
  16357. */
  16358. onGenerated: () => void;
  16359. /**
  16360. * Event raised when the texture is generated
  16361. */
  16362. onGeneratedObservable: Observable<ProceduralTexture>;
  16363. /** @hidden */
  16364. _generateMipMaps: boolean;
  16365. /** @hidden **/
  16366. _effect: Effect;
  16367. /** @hidden */
  16368. _textures: {
  16369. [key: string]: Texture;
  16370. };
  16371. private _size;
  16372. private _currentRefreshId;
  16373. private _refreshRate;
  16374. private _vertexBuffers;
  16375. private _indexBuffer;
  16376. private _uniforms;
  16377. private _samplers;
  16378. private _fragment;
  16379. private _floats;
  16380. private _ints;
  16381. private _floatsArrays;
  16382. private _colors3;
  16383. private _colors4;
  16384. private _vectors2;
  16385. private _vectors3;
  16386. private _matrices;
  16387. private _fallbackTexture;
  16388. private _fallbackTextureUsed;
  16389. private _engine;
  16390. private _cachedDefines;
  16391. private _contentUpdateId;
  16392. private _contentData;
  16393. /**
  16394. * Instantiates a new procedural texture.
  16395. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16396. * This is the base class of any Procedural texture and contains most of the shareable code.
  16397. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16398. * @param name Define the name of the texture
  16399. * @param size Define the size of the texture to create
  16400. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16401. * @param scene Define the scene the texture belongs to
  16402. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16403. * @param generateMipMaps Define if the texture should creates mip maps or not
  16404. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16405. */
  16406. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16407. /**
  16408. * The effect that is created when initializing the post process.
  16409. * @returns The created effect corresponding the the postprocess.
  16410. */
  16411. getEffect(): Effect;
  16412. /**
  16413. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16414. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16415. */
  16416. getContent(): Nullable<ArrayBufferView>;
  16417. private _createIndexBuffer;
  16418. /** @hidden */
  16419. _rebuild(): void;
  16420. /**
  16421. * Resets the texture in order to recreate its associated resources.
  16422. * This can be called in case of context loss
  16423. */
  16424. reset(): void;
  16425. protected _getDefines(): string;
  16426. /**
  16427. * Is the texture ready to be used ? (rendered at least once)
  16428. * @returns true if ready, otherwise, false.
  16429. */
  16430. isReady(): boolean;
  16431. /**
  16432. * Resets the refresh counter of the texture and start bak from scratch.
  16433. * Could be useful to regenerate the texture if it is setup to render only once.
  16434. */
  16435. resetRefreshCounter(): void;
  16436. /**
  16437. * Set the fragment shader to use in order to render the texture.
  16438. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16439. */
  16440. setFragment(fragment: any): void;
  16441. /**
  16442. * Define the refresh rate of the texture or the rendering frequency.
  16443. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16444. */
  16445. refreshRate: number;
  16446. /** @hidden */
  16447. _shouldRender(): boolean;
  16448. /**
  16449. * Get the size the texture is rendering at.
  16450. * @returns the size (texture is always squared)
  16451. */
  16452. getRenderSize(): number;
  16453. /**
  16454. * Resize the texture to new value.
  16455. * @param size Define the new size the texture should have
  16456. * @param generateMipMaps Define whether the new texture should create mip maps
  16457. */
  16458. resize(size: number, generateMipMaps: boolean): void;
  16459. private _checkUniform;
  16460. /**
  16461. * Set a texture in the shader program used to render.
  16462. * @param name Define the name of the uniform samplers as defined in the shader
  16463. * @param texture Define the texture to bind to this sampler
  16464. * @return the texture itself allowing "fluent" like uniform updates
  16465. */
  16466. setTexture(name: string, texture: Texture): ProceduralTexture;
  16467. /**
  16468. * Set a float in the shader.
  16469. * @param name Define the name of the uniform as defined in the shader
  16470. * @param value Define the value to give to the uniform
  16471. * @return the texture itself allowing "fluent" like uniform updates
  16472. */
  16473. setFloat(name: string, value: number): ProceduralTexture;
  16474. /**
  16475. * Set a int in the shader.
  16476. * @param name Define the name of the uniform as defined in the shader
  16477. * @param value Define the value to give to the uniform
  16478. * @return the texture itself allowing "fluent" like uniform updates
  16479. */
  16480. setInt(name: string, value: number): ProceduralTexture;
  16481. /**
  16482. * Set an array of floats in the shader.
  16483. * @param name Define the name of the uniform as defined in the shader
  16484. * @param value Define the value to give to the uniform
  16485. * @return the texture itself allowing "fluent" like uniform updates
  16486. */
  16487. setFloats(name: string, value: number[]): ProceduralTexture;
  16488. /**
  16489. * Set a vec3 in the shader from a Color3.
  16490. * @param name Define the name of the uniform as defined in the shader
  16491. * @param value Define the value to give to the uniform
  16492. * @return the texture itself allowing "fluent" like uniform updates
  16493. */
  16494. setColor3(name: string, value: Color3): ProceduralTexture;
  16495. /**
  16496. * Set a vec4 in the shader from a Color4.
  16497. * @param name Define the name of the uniform as defined in the shader
  16498. * @param value Define the value to give to the uniform
  16499. * @return the texture itself allowing "fluent" like uniform updates
  16500. */
  16501. setColor4(name: string, value: Color4): ProceduralTexture;
  16502. /**
  16503. * Set a vec2 in the shader from a Vector2.
  16504. * @param name Define the name of the uniform as defined in the shader
  16505. * @param value Define the value to give to the uniform
  16506. * @return the texture itself allowing "fluent" like uniform updates
  16507. */
  16508. setVector2(name: string, value: Vector2): ProceduralTexture;
  16509. /**
  16510. * Set a vec3 in the shader from a Vector3.
  16511. * @param name Define the name of the uniform as defined in the shader
  16512. * @param value Define the value to give to the uniform
  16513. * @return the texture itself allowing "fluent" like uniform updates
  16514. */
  16515. setVector3(name: string, value: Vector3): ProceduralTexture;
  16516. /**
  16517. * Set a mat4 in the shader from a MAtrix.
  16518. * @param name Define the name of the uniform as defined in the shader
  16519. * @param value Define the value to give to the uniform
  16520. * @return the texture itself allowing "fluent" like uniform updates
  16521. */
  16522. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16523. /**
  16524. * Render the texture to its associated render target.
  16525. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16526. */
  16527. render(useCameraPostProcess?: boolean): void;
  16528. /**
  16529. * Clone the texture.
  16530. * @returns the cloned texture
  16531. */
  16532. clone(): ProceduralTexture;
  16533. /**
  16534. * Dispose the texture and release its asoociated resources.
  16535. */
  16536. dispose(): void;
  16537. }
  16538. }
  16539. declare module "babylonjs/Particles/baseParticleSystem" {
  16540. import { Nullable } from "babylonjs/types";
  16541. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16542. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16543. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16544. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16545. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16546. import { Scene } from "babylonjs/scene";
  16547. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16548. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16549. import { Texture } from "babylonjs/Materials/Textures/texture";
  16550. import { Color4 } from "babylonjs/Maths/math.color";
  16551. import { Animation } from "babylonjs/Animations/animation";
  16552. /**
  16553. * This represents the base class for particle system in Babylon.
  16554. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16555. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16556. * @example https://doc.babylonjs.com/babylon101/particles
  16557. */
  16558. export class BaseParticleSystem {
  16559. /**
  16560. * Source color is added to the destination color without alpha affecting the result
  16561. */
  16562. static BLENDMODE_ONEONE: number;
  16563. /**
  16564. * Blend current color and particle color using particle’s alpha
  16565. */
  16566. static BLENDMODE_STANDARD: number;
  16567. /**
  16568. * Add current color and particle color multiplied by particle’s alpha
  16569. */
  16570. static BLENDMODE_ADD: number;
  16571. /**
  16572. * Multiply current color with particle color
  16573. */
  16574. static BLENDMODE_MULTIPLY: number;
  16575. /**
  16576. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16577. */
  16578. static BLENDMODE_MULTIPLYADD: number;
  16579. /**
  16580. * List of animations used by the particle system.
  16581. */
  16582. animations: Animation[];
  16583. /**
  16584. * The id of the Particle system.
  16585. */
  16586. id: string;
  16587. /**
  16588. * The friendly name of the Particle system.
  16589. */
  16590. name: string;
  16591. /**
  16592. * The rendering group used by the Particle system to chose when to render.
  16593. */
  16594. renderingGroupId: number;
  16595. /**
  16596. * The emitter represents the Mesh or position we are attaching the particle system to.
  16597. */
  16598. emitter: Nullable<AbstractMesh | Vector3>;
  16599. /**
  16600. * The maximum number of particles to emit per frame
  16601. */
  16602. emitRate: number;
  16603. /**
  16604. * If you want to launch only a few particles at once, that can be done, as well.
  16605. */
  16606. manualEmitCount: number;
  16607. /**
  16608. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16609. */
  16610. updateSpeed: number;
  16611. /**
  16612. * The amount of time the particle system is running (depends of the overall update speed).
  16613. */
  16614. targetStopDuration: number;
  16615. /**
  16616. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16617. */
  16618. disposeOnStop: boolean;
  16619. /**
  16620. * Minimum power of emitting particles.
  16621. */
  16622. minEmitPower: number;
  16623. /**
  16624. * Maximum power of emitting particles.
  16625. */
  16626. maxEmitPower: number;
  16627. /**
  16628. * Minimum life time of emitting particles.
  16629. */
  16630. minLifeTime: number;
  16631. /**
  16632. * Maximum life time of emitting particles.
  16633. */
  16634. maxLifeTime: number;
  16635. /**
  16636. * Minimum Size of emitting particles.
  16637. */
  16638. minSize: number;
  16639. /**
  16640. * Maximum Size of emitting particles.
  16641. */
  16642. maxSize: number;
  16643. /**
  16644. * Minimum scale of emitting particles on X axis.
  16645. */
  16646. minScaleX: number;
  16647. /**
  16648. * Maximum scale of emitting particles on X axis.
  16649. */
  16650. maxScaleX: number;
  16651. /**
  16652. * Minimum scale of emitting particles on Y axis.
  16653. */
  16654. minScaleY: number;
  16655. /**
  16656. * Maximum scale of emitting particles on Y axis.
  16657. */
  16658. maxScaleY: number;
  16659. /**
  16660. * Gets or sets the minimal initial rotation in radians.
  16661. */
  16662. minInitialRotation: number;
  16663. /**
  16664. * Gets or sets the maximal initial rotation in radians.
  16665. */
  16666. maxInitialRotation: number;
  16667. /**
  16668. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16669. */
  16670. minAngularSpeed: number;
  16671. /**
  16672. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16673. */
  16674. maxAngularSpeed: number;
  16675. /**
  16676. * The texture used to render each particle. (this can be a spritesheet)
  16677. */
  16678. particleTexture: Nullable<Texture>;
  16679. /**
  16680. * The layer mask we are rendering the particles through.
  16681. */
  16682. layerMask: number;
  16683. /**
  16684. * This can help using your own shader to render the particle system.
  16685. * The according effect will be created
  16686. */
  16687. customShader: any;
  16688. /**
  16689. * By default particle system starts as soon as they are created. This prevents the
  16690. * automatic start to happen and let you decide when to start emitting particles.
  16691. */
  16692. preventAutoStart: boolean;
  16693. private _noiseTexture;
  16694. /**
  16695. * Gets or sets a texture used to add random noise to particle positions
  16696. */
  16697. noiseTexture: Nullable<ProceduralTexture>;
  16698. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16699. noiseStrength: Vector3;
  16700. /**
  16701. * Callback triggered when the particle animation is ending.
  16702. */
  16703. onAnimationEnd: Nullable<() => void>;
  16704. /**
  16705. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16706. */
  16707. blendMode: number;
  16708. /**
  16709. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16710. * to override the particles.
  16711. */
  16712. forceDepthWrite: boolean;
  16713. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  16714. preWarmCycles: number;
  16715. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16716. preWarmStepOffset: number;
  16717. /**
  16718. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  16719. */
  16720. spriteCellChangeSpeed: number;
  16721. /**
  16722. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16723. */
  16724. startSpriteCellID: number;
  16725. /**
  16726. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16727. */
  16728. endSpriteCellID: number;
  16729. /**
  16730. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16731. */
  16732. spriteCellWidth: number;
  16733. /**
  16734. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16735. */
  16736. spriteCellHeight: number;
  16737. /**
  16738. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16739. */
  16740. spriteRandomStartCell: boolean;
  16741. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16742. translationPivot: Vector2;
  16743. /** @hidden */
  16744. protected _isAnimationSheetEnabled: boolean;
  16745. /**
  16746. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16747. */
  16748. beginAnimationOnStart: boolean;
  16749. /**
  16750. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16751. */
  16752. beginAnimationFrom: number;
  16753. /**
  16754. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16755. */
  16756. beginAnimationTo: number;
  16757. /**
  16758. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16759. */
  16760. beginAnimationLoop: boolean;
  16761. /**
  16762. * Gets or sets a world offset applied to all particles
  16763. */
  16764. worldOffset: Vector3;
  16765. /**
  16766. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16767. */
  16768. isAnimationSheetEnabled: boolean;
  16769. /**
  16770. * Get hosting scene
  16771. * @returns the scene
  16772. */
  16773. getScene(): Scene;
  16774. /**
  16775. * You can use gravity if you want to give an orientation to your particles.
  16776. */
  16777. gravity: Vector3;
  16778. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16779. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16780. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16781. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16782. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16783. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16784. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16785. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16786. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16787. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16788. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16789. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16790. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16791. /**
  16792. * Defines the delay in milliseconds before starting the system (0 by default)
  16793. */
  16794. startDelay: number;
  16795. /**
  16796. * Gets the current list of drag gradients.
  16797. * You must use addDragGradient and removeDragGradient to udpate this list
  16798. * @returns the list of drag gradients
  16799. */
  16800. getDragGradients(): Nullable<Array<FactorGradient>>;
  16801. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16802. limitVelocityDamping: number;
  16803. /**
  16804. * Gets the current list of limit velocity gradients.
  16805. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16806. * @returns the list of limit velocity gradients
  16807. */
  16808. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16809. /**
  16810. * Gets the current list of color gradients.
  16811. * You must use addColorGradient and removeColorGradient to udpate this list
  16812. * @returns the list of color gradients
  16813. */
  16814. getColorGradients(): Nullable<Array<ColorGradient>>;
  16815. /**
  16816. * Gets the current list of size gradients.
  16817. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16818. * @returns the list of size gradients
  16819. */
  16820. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16821. /**
  16822. * Gets the current list of color remap gradients.
  16823. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16824. * @returns the list of color remap gradients
  16825. */
  16826. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16827. /**
  16828. * Gets the current list of alpha remap gradients.
  16829. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16830. * @returns the list of alpha remap gradients
  16831. */
  16832. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16833. /**
  16834. * Gets the current list of life time gradients.
  16835. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16836. * @returns the list of life time gradients
  16837. */
  16838. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16839. /**
  16840. * Gets the current list of angular speed gradients.
  16841. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16842. * @returns the list of angular speed gradients
  16843. */
  16844. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16845. /**
  16846. * Gets the current list of velocity gradients.
  16847. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16848. * @returns the list of velocity gradients
  16849. */
  16850. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16851. /**
  16852. * Gets the current list of start size gradients.
  16853. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16854. * @returns the list of start size gradients
  16855. */
  16856. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16857. /**
  16858. * Gets the current list of emit rate gradients.
  16859. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16860. * @returns the list of emit rate gradients
  16861. */
  16862. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16863. /**
  16864. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16865. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16866. */
  16867. direction1: Vector3;
  16868. /**
  16869. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16870. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16871. */
  16872. direction2: Vector3;
  16873. /**
  16874. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16875. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16876. */
  16877. minEmitBox: Vector3;
  16878. /**
  16879. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16880. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16881. */
  16882. maxEmitBox: Vector3;
  16883. /**
  16884. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16885. */
  16886. color1: Color4;
  16887. /**
  16888. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16889. */
  16890. color2: Color4;
  16891. /**
  16892. * Color the particle will have at the end of its lifetime
  16893. */
  16894. colorDead: Color4;
  16895. /**
  16896. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16897. */
  16898. textureMask: Color4;
  16899. /**
  16900. * The particle emitter type defines the emitter used by the particle system.
  16901. * It can be for example box, sphere, or cone...
  16902. */
  16903. particleEmitterType: IParticleEmitterType;
  16904. /** @hidden */
  16905. _isSubEmitter: boolean;
  16906. /**
  16907. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16908. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16909. */
  16910. billboardMode: number;
  16911. protected _isBillboardBased: boolean;
  16912. /**
  16913. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16914. */
  16915. isBillboardBased: boolean;
  16916. /**
  16917. * The scene the particle system belongs to.
  16918. */
  16919. protected _scene: Scene;
  16920. /**
  16921. * Local cache of defines for image processing.
  16922. */
  16923. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16924. /**
  16925. * Default configuration related to image processing available in the standard Material.
  16926. */
  16927. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16928. /**
  16929. * Gets the image processing configuration used either in this material.
  16930. */
  16931. /**
  16932. * Sets the Default image processing configuration used either in the this material.
  16933. *
  16934. * If sets to null, the scene one is in use.
  16935. */
  16936. imageProcessingConfiguration: ImageProcessingConfiguration;
  16937. /**
  16938. * Attaches a new image processing configuration to the Standard Material.
  16939. * @param configuration
  16940. */
  16941. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16942. /** @hidden */
  16943. protected _reset(): void;
  16944. /** @hidden */
  16945. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16946. /**
  16947. * Instantiates a particle system.
  16948. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16949. * @param name The name of the particle system
  16950. */
  16951. constructor(name: string);
  16952. /**
  16953. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16954. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16955. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16956. * @returns the emitter
  16957. */
  16958. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16959. /**
  16960. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16961. * @param radius The radius of the hemisphere to emit from
  16962. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16963. * @returns the emitter
  16964. */
  16965. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16966. /**
  16967. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16968. * @param radius The radius of the sphere to emit from
  16969. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16970. * @returns the emitter
  16971. */
  16972. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16973. /**
  16974. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16975. * @param radius The radius of the sphere to emit from
  16976. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16977. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16978. * @returns the emitter
  16979. */
  16980. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16981. /**
  16982. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16983. * @param radius The radius of the emission cylinder
  16984. * @param height The height of the emission cylinder
  16985. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16986. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16987. * @returns the emitter
  16988. */
  16989. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16990. /**
  16991. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16992. * @param radius The radius of the cylinder to emit from
  16993. * @param height The height of the emission cylinder
  16994. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16995. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16996. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16997. * @returns the emitter
  16998. */
  16999. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17000. /**
  17001. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17002. * @param radius The radius of the cone to emit from
  17003. * @param angle The base angle of the cone
  17004. * @returns the emitter
  17005. */
  17006. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17007. /**
  17008. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17009. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17010. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17011. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17012. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17013. * @returns the emitter
  17014. */
  17015. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17016. }
  17017. }
  17018. declare module "babylonjs/Particles/subEmitter" {
  17019. import { Scene } from "babylonjs/scene";
  17020. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17021. /**
  17022. * Type of sub emitter
  17023. */
  17024. export enum SubEmitterType {
  17025. /**
  17026. * Attached to the particle over it's lifetime
  17027. */
  17028. ATTACHED = 0,
  17029. /**
  17030. * Created when the particle dies
  17031. */
  17032. END = 1
  17033. }
  17034. /**
  17035. * Sub emitter class used to emit particles from an existing particle
  17036. */
  17037. export class SubEmitter {
  17038. /**
  17039. * the particle system to be used by the sub emitter
  17040. */
  17041. particleSystem: ParticleSystem;
  17042. /**
  17043. * Type of the submitter (Default: END)
  17044. */
  17045. type: SubEmitterType;
  17046. /**
  17047. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17048. * Note: This only is supported when using an emitter of type Mesh
  17049. */
  17050. inheritDirection: boolean;
  17051. /**
  17052. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17053. */
  17054. inheritedVelocityAmount: number;
  17055. /**
  17056. * Creates a sub emitter
  17057. * @param particleSystem the particle system to be used by the sub emitter
  17058. */
  17059. constructor(
  17060. /**
  17061. * the particle system to be used by the sub emitter
  17062. */
  17063. particleSystem: ParticleSystem);
  17064. /**
  17065. * Clones the sub emitter
  17066. * @returns the cloned sub emitter
  17067. */
  17068. clone(): SubEmitter;
  17069. /**
  17070. * Serialize current object to a JSON object
  17071. * @returns the serialized object
  17072. */
  17073. serialize(): any;
  17074. /** @hidden */
  17075. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17076. /**
  17077. * Creates a new SubEmitter from a serialized JSON version
  17078. * @param serializationObject defines the JSON object to read from
  17079. * @param scene defines the hosting scene
  17080. * @param rootUrl defines the rootUrl for data loading
  17081. * @returns a new SubEmitter
  17082. */
  17083. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17084. /** Release associated resources */
  17085. dispose(): void;
  17086. }
  17087. }
  17088. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17089. /** @hidden */
  17090. export var clipPlaneFragmentDeclaration: {
  17091. name: string;
  17092. shader: string;
  17093. };
  17094. }
  17095. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17096. /** @hidden */
  17097. export var imageProcessingDeclaration: {
  17098. name: string;
  17099. shader: string;
  17100. };
  17101. }
  17102. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17103. /** @hidden */
  17104. export var imageProcessingFunctions: {
  17105. name: string;
  17106. shader: string;
  17107. };
  17108. }
  17109. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17110. /** @hidden */
  17111. export var clipPlaneFragment: {
  17112. name: string;
  17113. shader: string;
  17114. };
  17115. }
  17116. declare module "babylonjs/Shaders/particles.fragment" {
  17117. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17118. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17119. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17120. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17121. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17122. /** @hidden */
  17123. export var particlesPixelShader: {
  17124. name: string;
  17125. shader: string;
  17126. };
  17127. }
  17128. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17129. /** @hidden */
  17130. export var clipPlaneVertexDeclaration: {
  17131. name: string;
  17132. shader: string;
  17133. };
  17134. }
  17135. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17136. /** @hidden */
  17137. export var clipPlaneVertex: {
  17138. name: string;
  17139. shader: string;
  17140. };
  17141. }
  17142. declare module "babylonjs/Shaders/particles.vertex" {
  17143. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17144. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17145. /** @hidden */
  17146. export var particlesVertexShader: {
  17147. name: string;
  17148. shader: string;
  17149. };
  17150. }
  17151. declare module "babylonjs/Particles/particleSystem" {
  17152. import { Nullable } from "babylonjs/types";
  17153. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17154. import { Observable } from "babylonjs/Misc/observable";
  17155. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17156. import { Effect } from "babylonjs/Materials/effect";
  17157. import { Scene, IDisposable } from "babylonjs/scene";
  17158. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17159. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17160. import { Particle } from "babylonjs/Particles/particle";
  17161. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17162. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17163. import "babylonjs/Shaders/particles.fragment";
  17164. import "babylonjs/Shaders/particles.vertex";
  17165. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17166. /**
  17167. * This represents a particle system in Babylon.
  17168. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17169. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17170. * @example https://doc.babylonjs.com/babylon101/particles
  17171. */
  17172. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17173. /**
  17174. * Billboard mode will only apply to Y axis
  17175. */
  17176. static readonly BILLBOARDMODE_Y: number;
  17177. /**
  17178. * Billboard mode will apply to all axes
  17179. */
  17180. static readonly BILLBOARDMODE_ALL: number;
  17181. /**
  17182. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17183. */
  17184. static readonly BILLBOARDMODE_STRETCHED: number;
  17185. /**
  17186. * This function can be defined to provide custom update for active particles.
  17187. * This function will be called instead of regular update (age, position, color, etc.).
  17188. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17189. */
  17190. updateFunction: (particles: Particle[]) => void;
  17191. private _emitterWorldMatrix;
  17192. /**
  17193. * This function can be defined to specify initial direction for every new particle.
  17194. * It by default use the emitterType defined function
  17195. */
  17196. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17197. /**
  17198. * This function can be defined to specify initial position for every new particle.
  17199. * It by default use the emitterType defined function
  17200. */
  17201. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17202. /**
  17203. * @hidden
  17204. */
  17205. _inheritedVelocityOffset: Vector3;
  17206. /**
  17207. * An event triggered when the system is disposed
  17208. */
  17209. onDisposeObservable: Observable<ParticleSystem>;
  17210. private _onDisposeObserver;
  17211. /**
  17212. * Sets a callback that will be triggered when the system is disposed
  17213. */
  17214. onDispose: () => void;
  17215. private _particles;
  17216. private _epsilon;
  17217. private _capacity;
  17218. private _stockParticles;
  17219. private _newPartsExcess;
  17220. private _vertexData;
  17221. private _vertexBuffer;
  17222. private _vertexBuffers;
  17223. private _spriteBuffer;
  17224. private _indexBuffer;
  17225. private _effect;
  17226. private _customEffect;
  17227. private _cachedDefines;
  17228. private _scaledColorStep;
  17229. private _colorDiff;
  17230. private _scaledDirection;
  17231. private _scaledGravity;
  17232. private _currentRenderId;
  17233. private _alive;
  17234. private _useInstancing;
  17235. private _started;
  17236. private _stopped;
  17237. private _actualFrame;
  17238. private _scaledUpdateSpeed;
  17239. private _vertexBufferSize;
  17240. /** @hidden */
  17241. _currentEmitRateGradient: Nullable<FactorGradient>;
  17242. /** @hidden */
  17243. _currentEmitRate1: number;
  17244. /** @hidden */
  17245. _currentEmitRate2: number;
  17246. /** @hidden */
  17247. _currentStartSizeGradient: Nullable<FactorGradient>;
  17248. /** @hidden */
  17249. _currentStartSize1: number;
  17250. /** @hidden */
  17251. _currentStartSize2: number;
  17252. private readonly _rawTextureWidth;
  17253. private _rampGradientsTexture;
  17254. private _useRampGradients;
  17255. /** Gets or sets a boolean indicating that ramp gradients must be used
  17256. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17257. */
  17258. useRampGradients: boolean;
  17259. /**
  17260. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17261. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17262. */
  17263. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17264. private _subEmitters;
  17265. /**
  17266. * @hidden
  17267. * If the particle systems emitter should be disposed when the particle system is disposed
  17268. */
  17269. _disposeEmitterOnDispose: boolean;
  17270. /**
  17271. * The current active Sub-systems, this property is used by the root particle system only.
  17272. */
  17273. activeSubSystems: Array<ParticleSystem>;
  17274. private _rootParticleSystem;
  17275. /**
  17276. * Gets the current list of active particles
  17277. */
  17278. readonly particles: Particle[];
  17279. /**
  17280. * Returns the string "ParticleSystem"
  17281. * @returns a string containing the class name
  17282. */
  17283. getClassName(): string;
  17284. /**
  17285. * Instantiates a particle system.
  17286. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17287. * @param name The name of the particle system
  17288. * @param capacity The max number of particles alive at the same time
  17289. * @param scene The scene the particle system belongs to
  17290. * @param customEffect a custom effect used to change the way particles are rendered by default
  17291. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17292. * @param epsilon Offset used to render the particles
  17293. */
  17294. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17295. private _addFactorGradient;
  17296. private _removeFactorGradient;
  17297. /**
  17298. * Adds a new life time gradient
  17299. * @param gradient defines the gradient to use (between 0 and 1)
  17300. * @param factor defines the life time factor to affect to the specified gradient
  17301. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17302. * @returns the current particle system
  17303. */
  17304. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17305. /**
  17306. * Remove a specific life time gradient
  17307. * @param gradient defines the gradient to remove
  17308. * @returns the current particle system
  17309. */
  17310. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17311. /**
  17312. * Adds a new size gradient
  17313. * @param gradient defines the gradient to use (between 0 and 1)
  17314. * @param factor defines the size factor to affect to the specified gradient
  17315. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17316. * @returns the current particle system
  17317. */
  17318. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17319. /**
  17320. * Remove a specific size gradient
  17321. * @param gradient defines the gradient to remove
  17322. * @returns the current particle system
  17323. */
  17324. removeSizeGradient(gradient: number): IParticleSystem;
  17325. /**
  17326. * Adds a new color remap gradient
  17327. * @param gradient defines the gradient to use (between 0 and 1)
  17328. * @param min defines the color remap minimal range
  17329. * @param max defines the color remap maximal range
  17330. * @returns the current particle system
  17331. */
  17332. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17333. /**
  17334. * Remove a specific color remap gradient
  17335. * @param gradient defines the gradient to remove
  17336. * @returns the current particle system
  17337. */
  17338. removeColorRemapGradient(gradient: number): IParticleSystem;
  17339. /**
  17340. * Adds a new alpha remap gradient
  17341. * @param gradient defines the gradient to use (between 0 and 1)
  17342. * @param min defines the alpha remap minimal range
  17343. * @param max defines the alpha remap maximal range
  17344. * @returns the current particle system
  17345. */
  17346. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17347. /**
  17348. * Remove a specific alpha remap gradient
  17349. * @param gradient defines the gradient to remove
  17350. * @returns the current particle system
  17351. */
  17352. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17353. /**
  17354. * Adds a new angular speed gradient
  17355. * @param gradient defines the gradient to use (between 0 and 1)
  17356. * @param factor defines the angular speed to affect to the specified gradient
  17357. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17358. * @returns the current particle system
  17359. */
  17360. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17361. /**
  17362. * Remove a specific angular speed gradient
  17363. * @param gradient defines the gradient to remove
  17364. * @returns the current particle system
  17365. */
  17366. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17367. /**
  17368. * Adds a new velocity gradient
  17369. * @param gradient defines the gradient to use (between 0 and 1)
  17370. * @param factor defines the velocity to affect to the specified gradient
  17371. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17372. * @returns the current particle system
  17373. */
  17374. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17375. /**
  17376. * Remove a specific velocity gradient
  17377. * @param gradient defines the gradient to remove
  17378. * @returns the current particle system
  17379. */
  17380. removeVelocityGradient(gradient: number): IParticleSystem;
  17381. /**
  17382. * Adds a new limit velocity gradient
  17383. * @param gradient defines the gradient to use (between 0 and 1)
  17384. * @param factor defines the limit velocity value to affect to the specified gradient
  17385. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17386. * @returns the current particle system
  17387. */
  17388. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17389. /**
  17390. * Remove a specific limit velocity gradient
  17391. * @param gradient defines the gradient to remove
  17392. * @returns the current particle system
  17393. */
  17394. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17395. /**
  17396. * Adds a new drag gradient
  17397. * @param gradient defines the gradient to use (between 0 and 1)
  17398. * @param factor defines the drag value to affect to the specified gradient
  17399. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17400. * @returns the current particle system
  17401. */
  17402. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17403. /**
  17404. * Remove a specific drag gradient
  17405. * @param gradient defines the gradient to remove
  17406. * @returns the current particle system
  17407. */
  17408. removeDragGradient(gradient: number): IParticleSystem;
  17409. /**
  17410. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17411. * @param gradient defines the gradient to use (between 0 and 1)
  17412. * @param factor defines the emit rate value to affect to the specified gradient
  17413. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17414. * @returns the current particle system
  17415. */
  17416. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17417. /**
  17418. * Remove a specific emit rate gradient
  17419. * @param gradient defines the gradient to remove
  17420. * @returns the current particle system
  17421. */
  17422. removeEmitRateGradient(gradient: number): IParticleSystem;
  17423. /**
  17424. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17425. * @param gradient defines the gradient to use (between 0 and 1)
  17426. * @param factor defines the start size value to affect to the specified gradient
  17427. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17428. * @returns the current particle system
  17429. */
  17430. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17431. /**
  17432. * Remove a specific start size gradient
  17433. * @param gradient defines the gradient to remove
  17434. * @returns the current particle system
  17435. */
  17436. removeStartSizeGradient(gradient: number): IParticleSystem;
  17437. private _createRampGradientTexture;
  17438. /**
  17439. * Gets the current list of ramp gradients.
  17440. * You must use addRampGradient and removeRampGradient to udpate this list
  17441. * @returns the list of ramp gradients
  17442. */
  17443. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17444. /**
  17445. * Adds a new ramp gradient used to remap particle colors
  17446. * @param gradient defines the gradient to use (between 0 and 1)
  17447. * @param color defines the color to affect to the specified gradient
  17448. * @returns the current particle system
  17449. */
  17450. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17451. /**
  17452. * Remove a specific ramp gradient
  17453. * @param gradient defines the gradient to remove
  17454. * @returns the current particle system
  17455. */
  17456. removeRampGradient(gradient: number): ParticleSystem;
  17457. /**
  17458. * Adds a new color gradient
  17459. * @param gradient defines the gradient to use (between 0 and 1)
  17460. * @param color1 defines the color to affect to the specified gradient
  17461. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17462. * @returns this particle system
  17463. */
  17464. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17465. /**
  17466. * Remove a specific color gradient
  17467. * @param gradient defines the gradient to remove
  17468. * @returns this particle system
  17469. */
  17470. removeColorGradient(gradient: number): IParticleSystem;
  17471. private _fetchR;
  17472. protected _reset(): void;
  17473. private _resetEffect;
  17474. private _createVertexBuffers;
  17475. private _createIndexBuffer;
  17476. /**
  17477. * Gets the maximum number of particles active at the same time.
  17478. * @returns The max number of active particles.
  17479. */
  17480. getCapacity(): number;
  17481. /**
  17482. * Gets whether there are still active particles in the system.
  17483. * @returns True if it is alive, otherwise false.
  17484. */
  17485. isAlive(): boolean;
  17486. /**
  17487. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17488. * @returns True if it has been started, otherwise false.
  17489. */
  17490. isStarted(): boolean;
  17491. private _prepareSubEmitterInternalArray;
  17492. /**
  17493. * Starts the particle system and begins to emit
  17494. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17495. */
  17496. start(delay?: number): void;
  17497. /**
  17498. * Stops the particle system.
  17499. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17500. */
  17501. stop(stopSubEmitters?: boolean): void;
  17502. /**
  17503. * Remove all active particles
  17504. */
  17505. reset(): void;
  17506. /**
  17507. * @hidden (for internal use only)
  17508. */
  17509. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17510. /**
  17511. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17512. * Its lifetime will start back at 0.
  17513. */
  17514. recycleParticle: (particle: Particle) => void;
  17515. private _stopSubEmitters;
  17516. private _createParticle;
  17517. private _removeFromRoot;
  17518. private _emitFromParticle;
  17519. private _update;
  17520. /** @hidden */
  17521. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17522. /** @hidden */
  17523. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17524. /** @hidden */
  17525. private _getEffect;
  17526. /**
  17527. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17528. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17529. */
  17530. animate(preWarmOnly?: boolean): void;
  17531. private _appendParticleVertices;
  17532. /**
  17533. * Rebuilds the particle system.
  17534. */
  17535. rebuild(): void;
  17536. /**
  17537. * Is this system ready to be used/rendered
  17538. * @return true if the system is ready
  17539. */
  17540. isReady(): boolean;
  17541. private _render;
  17542. /**
  17543. * Renders the particle system in its current state.
  17544. * @returns the current number of particles
  17545. */
  17546. render(): number;
  17547. /**
  17548. * Disposes the particle system and free the associated resources
  17549. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17550. */
  17551. dispose(disposeTexture?: boolean): void;
  17552. /**
  17553. * Clones the particle system.
  17554. * @param name The name of the cloned object
  17555. * @param newEmitter The new emitter to use
  17556. * @returns the cloned particle system
  17557. */
  17558. clone(name: string, newEmitter: any): ParticleSystem;
  17559. /**
  17560. * Serializes the particle system to a JSON object.
  17561. * @returns the JSON object
  17562. */
  17563. serialize(): any;
  17564. /** @hidden */
  17565. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17566. /** @hidden */
  17567. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17568. /**
  17569. * Parses a JSON object to create a particle system.
  17570. * @param parsedParticleSystem The JSON object to parse
  17571. * @param scene The scene to create the particle system in
  17572. * @param rootUrl The root url to use to load external dependencies like texture
  17573. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17574. * @returns the Parsed particle system
  17575. */
  17576. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17577. }
  17578. }
  17579. declare module "babylonjs/Particles/particle" {
  17580. import { Nullable } from "babylonjs/types";
  17581. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17582. import { Color4 } from "babylonjs/Maths/math.color";
  17583. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17584. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17585. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17586. /**
  17587. * A particle represents one of the element emitted by a particle system.
  17588. * This is mainly define by its coordinates, direction, velocity and age.
  17589. */
  17590. export class Particle {
  17591. /**
  17592. * The particle system the particle belongs to.
  17593. */
  17594. particleSystem: ParticleSystem;
  17595. private static _Count;
  17596. /**
  17597. * Unique ID of the particle
  17598. */
  17599. id: number;
  17600. /**
  17601. * The world position of the particle in the scene.
  17602. */
  17603. position: Vector3;
  17604. /**
  17605. * The world direction of the particle in the scene.
  17606. */
  17607. direction: Vector3;
  17608. /**
  17609. * The color of the particle.
  17610. */
  17611. color: Color4;
  17612. /**
  17613. * The color change of the particle per step.
  17614. */
  17615. colorStep: Color4;
  17616. /**
  17617. * Defines how long will the life of the particle be.
  17618. */
  17619. lifeTime: number;
  17620. /**
  17621. * The current age of the particle.
  17622. */
  17623. age: number;
  17624. /**
  17625. * The current size of the particle.
  17626. */
  17627. size: number;
  17628. /**
  17629. * The current scale of the particle.
  17630. */
  17631. scale: Vector2;
  17632. /**
  17633. * The current angle of the particle.
  17634. */
  17635. angle: number;
  17636. /**
  17637. * Defines how fast is the angle changing.
  17638. */
  17639. angularSpeed: number;
  17640. /**
  17641. * Defines the cell index used by the particle to be rendered from a sprite.
  17642. */
  17643. cellIndex: number;
  17644. /**
  17645. * The information required to support color remapping
  17646. */
  17647. remapData: Vector4;
  17648. /** @hidden */
  17649. _randomCellOffset?: number;
  17650. /** @hidden */
  17651. _initialDirection: Nullable<Vector3>;
  17652. /** @hidden */
  17653. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17654. /** @hidden */
  17655. _initialStartSpriteCellID: number;
  17656. /** @hidden */
  17657. _initialEndSpriteCellID: number;
  17658. /** @hidden */
  17659. _currentColorGradient: Nullable<ColorGradient>;
  17660. /** @hidden */
  17661. _currentColor1: Color4;
  17662. /** @hidden */
  17663. _currentColor2: Color4;
  17664. /** @hidden */
  17665. _currentSizeGradient: Nullable<FactorGradient>;
  17666. /** @hidden */
  17667. _currentSize1: number;
  17668. /** @hidden */
  17669. _currentSize2: number;
  17670. /** @hidden */
  17671. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17672. /** @hidden */
  17673. _currentAngularSpeed1: number;
  17674. /** @hidden */
  17675. _currentAngularSpeed2: number;
  17676. /** @hidden */
  17677. _currentVelocityGradient: Nullable<FactorGradient>;
  17678. /** @hidden */
  17679. _currentVelocity1: number;
  17680. /** @hidden */
  17681. _currentVelocity2: number;
  17682. /** @hidden */
  17683. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17684. /** @hidden */
  17685. _currentLimitVelocity1: number;
  17686. /** @hidden */
  17687. _currentLimitVelocity2: number;
  17688. /** @hidden */
  17689. _currentDragGradient: Nullable<FactorGradient>;
  17690. /** @hidden */
  17691. _currentDrag1: number;
  17692. /** @hidden */
  17693. _currentDrag2: number;
  17694. /** @hidden */
  17695. _randomNoiseCoordinates1: Vector3;
  17696. /** @hidden */
  17697. _randomNoiseCoordinates2: Vector3;
  17698. /**
  17699. * Creates a new instance Particle
  17700. * @param particleSystem the particle system the particle belongs to
  17701. */
  17702. constructor(
  17703. /**
  17704. * The particle system the particle belongs to.
  17705. */
  17706. particleSystem: ParticleSystem);
  17707. private updateCellInfoFromSystem;
  17708. /**
  17709. * Defines how the sprite cell index is updated for the particle
  17710. */
  17711. updateCellIndex(): void;
  17712. /** @hidden */
  17713. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17714. /** @hidden */
  17715. _inheritParticleInfoToSubEmitters(): void;
  17716. /** @hidden */
  17717. _reset(): void;
  17718. /**
  17719. * Copy the properties of particle to another one.
  17720. * @param other the particle to copy the information to.
  17721. */
  17722. copyTo(other: Particle): void;
  17723. }
  17724. }
  17725. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17726. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17727. import { Effect } from "babylonjs/Materials/effect";
  17728. import { Particle } from "babylonjs/Particles/particle";
  17729. /**
  17730. * Particle emitter represents a volume emitting particles.
  17731. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17732. */
  17733. export interface IParticleEmitterType {
  17734. /**
  17735. * Called by the particle System when the direction is computed for the created particle.
  17736. * @param worldMatrix is the world matrix of the particle system
  17737. * @param directionToUpdate is the direction vector to update with the result
  17738. * @param particle is the particle we are computed the direction for
  17739. */
  17740. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17741. /**
  17742. * Called by the particle System when the position is computed for the created particle.
  17743. * @param worldMatrix is the world matrix of the particle system
  17744. * @param positionToUpdate is the position vector to update with the result
  17745. * @param particle is the particle we are computed the position for
  17746. */
  17747. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17748. /**
  17749. * Clones the current emitter and returns a copy of it
  17750. * @returns the new emitter
  17751. */
  17752. clone(): IParticleEmitterType;
  17753. /**
  17754. * Called by the GPUParticleSystem to setup the update shader
  17755. * @param effect defines the update shader
  17756. */
  17757. applyToShader(effect: Effect): void;
  17758. /**
  17759. * Returns a string to use to update the GPU particles update shader
  17760. * @returns the effect defines string
  17761. */
  17762. getEffectDefines(): string;
  17763. /**
  17764. * Returns a string representing the class name
  17765. * @returns a string containing the class name
  17766. */
  17767. getClassName(): string;
  17768. /**
  17769. * Serializes the particle system to a JSON object.
  17770. * @returns the JSON object
  17771. */
  17772. serialize(): any;
  17773. /**
  17774. * Parse properties from a JSON object
  17775. * @param serializationObject defines the JSON object
  17776. */
  17777. parse(serializationObject: any): void;
  17778. }
  17779. }
  17780. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17781. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17782. import { Effect } from "babylonjs/Materials/effect";
  17783. import { Particle } from "babylonjs/Particles/particle";
  17784. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17785. /**
  17786. * Particle emitter emitting particles from the inside of a box.
  17787. * It emits the particles randomly between 2 given directions.
  17788. */
  17789. export class BoxParticleEmitter implements IParticleEmitterType {
  17790. /**
  17791. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17792. */
  17793. direction1: Vector3;
  17794. /**
  17795. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17796. */
  17797. direction2: Vector3;
  17798. /**
  17799. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17800. */
  17801. minEmitBox: Vector3;
  17802. /**
  17803. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17804. */
  17805. maxEmitBox: Vector3;
  17806. /**
  17807. * Creates a new instance BoxParticleEmitter
  17808. */
  17809. constructor();
  17810. /**
  17811. * Called by the particle System when the direction is computed for the created particle.
  17812. * @param worldMatrix is the world matrix of the particle system
  17813. * @param directionToUpdate is the direction vector to update with the result
  17814. * @param particle is the particle we are computed the direction for
  17815. */
  17816. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17817. /**
  17818. * Called by the particle System when the position is computed for the created particle.
  17819. * @param worldMatrix is the world matrix of the particle system
  17820. * @param positionToUpdate is the position vector to update with the result
  17821. * @param particle is the particle we are computed the position for
  17822. */
  17823. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17824. /**
  17825. * Clones the current emitter and returns a copy of it
  17826. * @returns the new emitter
  17827. */
  17828. clone(): BoxParticleEmitter;
  17829. /**
  17830. * Called by the GPUParticleSystem to setup the update shader
  17831. * @param effect defines the update shader
  17832. */
  17833. applyToShader(effect: Effect): void;
  17834. /**
  17835. * Returns a string to use to update the GPU particles update shader
  17836. * @returns a string containng the defines string
  17837. */
  17838. getEffectDefines(): string;
  17839. /**
  17840. * Returns the string "BoxParticleEmitter"
  17841. * @returns a string containing the class name
  17842. */
  17843. getClassName(): string;
  17844. /**
  17845. * Serializes the particle system to a JSON object.
  17846. * @returns the JSON object
  17847. */
  17848. serialize(): any;
  17849. /**
  17850. * Parse properties from a JSON object
  17851. * @param serializationObject defines the JSON object
  17852. */
  17853. parse(serializationObject: any): void;
  17854. }
  17855. }
  17856. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17857. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17858. import { Effect } from "babylonjs/Materials/effect";
  17859. import { Particle } from "babylonjs/Particles/particle";
  17860. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17861. /**
  17862. * Particle emitter emitting particles from the inside of a cone.
  17863. * It emits the particles alongside the cone volume from the base to the particle.
  17864. * The emission direction might be randomized.
  17865. */
  17866. export class ConeParticleEmitter implements IParticleEmitterType {
  17867. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17868. directionRandomizer: number;
  17869. private _radius;
  17870. private _angle;
  17871. private _height;
  17872. /**
  17873. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17874. */
  17875. radiusRange: number;
  17876. /**
  17877. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17878. */
  17879. heightRange: number;
  17880. /**
  17881. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17882. */
  17883. emitFromSpawnPointOnly: boolean;
  17884. /**
  17885. * Gets or sets the radius of the emission cone
  17886. */
  17887. radius: number;
  17888. /**
  17889. * Gets or sets the angle of the emission cone
  17890. */
  17891. angle: number;
  17892. private _buildHeight;
  17893. /**
  17894. * Creates a new instance ConeParticleEmitter
  17895. * @param radius the radius of the emission cone (1 by default)
  17896. * @param angle the cone base angle (PI by default)
  17897. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17898. */
  17899. constructor(radius?: number, angle?: number,
  17900. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17901. directionRandomizer?: number);
  17902. /**
  17903. * Called by the particle System when the direction is computed for the created particle.
  17904. * @param worldMatrix is the world matrix of the particle system
  17905. * @param directionToUpdate is the direction vector to update with the result
  17906. * @param particle is the particle we are computed the direction for
  17907. */
  17908. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17909. /**
  17910. * Called by the particle System when the position is computed for the created particle.
  17911. * @param worldMatrix is the world matrix of the particle system
  17912. * @param positionToUpdate is the position vector to update with the result
  17913. * @param particle is the particle we are computed the position for
  17914. */
  17915. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17916. /**
  17917. * Clones the current emitter and returns a copy of it
  17918. * @returns the new emitter
  17919. */
  17920. clone(): ConeParticleEmitter;
  17921. /**
  17922. * Called by the GPUParticleSystem to setup the update shader
  17923. * @param effect defines the update shader
  17924. */
  17925. applyToShader(effect: Effect): void;
  17926. /**
  17927. * Returns a string to use to update the GPU particles update shader
  17928. * @returns a string containng the defines string
  17929. */
  17930. getEffectDefines(): string;
  17931. /**
  17932. * Returns the string "ConeParticleEmitter"
  17933. * @returns a string containing the class name
  17934. */
  17935. getClassName(): string;
  17936. /**
  17937. * Serializes the particle system to a JSON object.
  17938. * @returns the JSON object
  17939. */
  17940. serialize(): any;
  17941. /**
  17942. * Parse properties from a JSON object
  17943. * @param serializationObject defines the JSON object
  17944. */
  17945. parse(serializationObject: any): void;
  17946. }
  17947. }
  17948. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17949. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17950. import { Effect } from "babylonjs/Materials/effect";
  17951. import { Particle } from "babylonjs/Particles/particle";
  17952. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17953. /**
  17954. * Particle emitter emitting particles from the inside of a cylinder.
  17955. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17956. */
  17957. export class CylinderParticleEmitter implements IParticleEmitterType {
  17958. /**
  17959. * The radius of the emission cylinder.
  17960. */
  17961. radius: number;
  17962. /**
  17963. * The height of the emission cylinder.
  17964. */
  17965. height: number;
  17966. /**
  17967. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17968. */
  17969. radiusRange: number;
  17970. /**
  17971. * How much to randomize the particle direction [0-1].
  17972. */
  17973. directionRandomizer: number;
  17974. /**
  17975. * Creates a new instance CylinderParticleEmitter
  17976. * @param radius the radius of the emission cylinder (1 by default)
  17977. * @param height the height of the emission cylinder (1 by default)
  17978. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17979. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17980. */
  17981. constructor(
  17982. /**
  17983. * The radius of the emission cylinder.
  17984. */
  17985. radius?: number,
  17986. /**
  17987. * The height of the emission cylinder.
  17988. */
  17989. height?: number,
  17990. /**
  17991. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17992. */
  17993. radiusRange?: number,
  17994. /**
  17995. * How much to randomize the particle direction [0-1].
  17996. */
  17997. directionRandomizer?: number);
  17998. /**
  17999. * Called by the particle System when the direction is computed for the created particle.
  18000. * @param worldMatrix is the world matrix of the particle system
  18001. * @param directionToUpdate is the direction vector to update with the result
  18002. * @param particle is the particle we are computed the direction for
  18003. */
  18004. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18005. /**
  18006. * Called by the particle System when the position is computed for the created particle.
  18007. * @param worldMatrix is the world matrix of the particle system
  18008. * @param positionToUpdate is the position vector to update with the result
  18009. * @param particle is the particle we are computed the position for
  18010. */
  18011. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18012. /**
  18013. * Clones the current emitter and returns a copy of it
  18014. * @returns the new emitter
  18015. */
  18016. clone(): CylinderParticleEmitter;
  18017. /**
  18018. * Called by the GPUParticleSystem to setup the update shader
  18019. * @param effect defines the update shader
  18020. */
  18021. applyToShader(effect: Effect): void;
  18022. /**
  18023. * Returns a string to use to update the GPU particles update shader
  18024. * @returns a string containng the defines string
  18025. */
  18026. getEffectDefines(): string;
  18027. /**
  18028. * Returns the string "CylinderParticleEmitter"
  18029. * @returns a string containing the class name
  18030. */
  18031. getClassName(): string;
  18032. /**
  18033. * Serializes the particle system to a JSON object.
  18034. * @returns the JSON object
  18035. */
  18036. serialize(): any;
  18037. /**
  18038. * Parse properties from a JSON object
  18039. * @param serializationObject defines the JSON object
  18040. */
  18041. parse(serializationObject: any): void;
  18042. }
  18043. /**
  18044. * Particle emitter emitting particles from the inside of a cylinder.
  18045. * It emits the particles randomly between two vectors.
  18046. */
  18047. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18048. /**
  18049. * The min limit of the emission direction.
  18050. */
  18051. direction1: Vector3;
  18052. /**
  18053. * The max limit of the emission direction.
  18054. */
  18055. direction2: Vector3;
  18056. /**
  18057. * Creates a new instance CylinderDirectedParticleEmitter
  18058. * @param radius the radius of the emission cylinder (1 by default)
  18059. * @param height the height of the emission cylinder (1 by default)
  18060. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18061. * @param direction1 the min limit of the emission direction (up vector by default)
  18062. * @param direction2 the max limit of the emission direction (up vector by default)
  18063. */
  18064. constructor(radius?: number, height?: number, radiusRange?: number,
  18065. /**
  18066. * The min limit of the emission direction.
  18067. */
  18068. direction1?: Vector3,
  18069. /**
  18070. * The max limit of the emission direction.
  18071. */
  18072. direction2?: Vector3);
  18073. /**
  18074. * Called by the particle System when the direction is computed for the created particle.
  18075. * @param worldMatrix is the world matrix of the particle system
  18076. * @param directionToUpdate is the direction vector to update with the result
  18077. * @param particle is the particle we are computed the direction for
  18078. */
  18079. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18080. /**
  18081. * Clones the current emitter and returns a copy of it
  18082. * @returns the new emitter
  18083. */
  18084. clone(): CylinderDirectedParticleEmitter;
  18085. /**
  18086. * Called by the GPUParticleSystem to setup the update shader
  18087. * @param effect defines the update shader
  18088. */
  18089. applyToShader(effect: Effect): void;
  18090. /**
  18091. * Returns a string to use to update the GPU particles update shader
  18092. * @returns a string containng the defines string
  18093. */
  18094. getEffectDefines(): string;
  18095. /**
  18096. * Returns the string "CylinderDirectedParticleEmitter"
  18097. * @returns a string containing the class name
  18098. */
  18099. getClassName(): string;
  18100. /**
  18101. * Serializes the particle system to a JSON object.
  18102. * @returns the JSON object
  18103. */
  18104. serialize(): any;
  18105. /**
  18106. * Parse properties from a JSON object
  18107. * @param serializationObject defines the JSON object
  18108. */
  18109. parse(serializationObject: any): void;
  18110. }
  18111. }
  18112. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18113. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18114. import { Effect } from "babylonjs/Materials/effect";
  18115. import { Particle } from "babylonjs/Particles/particle";
  18116. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18117. /**
  18118. * Particle emitter emitting particles from the inside of a hemisphere.
  18119. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18120. */
  18121. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18122. /**
  18123. * The radius of the emission hemisphere.
  18124. */
  18125. radius: number;
  18126. /**
  18127. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18128. */
  18129. radiusRange: number;
  18130. /**
  18131. * How much to randomize the particle direction [0-1].
  18132. */
  18133. directionRandomizer: number;
  18134. /**
  18135. * Creates a new instance HemisphericParticleEmitter
  18136. * @param radius the radius of the emission hemisphere (1 by default)
  18137. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18138. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18139. */
  18140. constructor(
  18141. /**
  18142. * The radius of the emission hemisphere.
  18143. */
  18144. radius?: number,
  18145. /**
  18146. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18147. */
  18148. radiusRange?: number,
  18149. /**
  18150. * How much to randomize the particle direction [0-1].
  18151. */
  18152. directionRandomizer?: number);
  18153. /**
  18154. * Called by the particle System when the direction is computed for the created particle.
  18155. * @param worldMatrix is the world matrix of the particle system
  18156. * @param directionToUpdate is the direction vector to update with the result
  18157. * @param particle is the particle we are computed the direction for
  18158. */
  18159. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18160. /**
  18161. * Called by the particle System when the position is computed for the created particle.
  18162. * @param worldMatrix is the world matrix of the particle system
  18163. * @param positionToUpdate is the position vector to update with the result
  18164. * @param particle is the particle we are computed the position for
  18165. */
  18166. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18167. /**
  18168. * Clones the current emitter and returns a copy of it
  18169. * @returns the new emitter
  18170. */
  18171. clone(): HemisphericParticleEmitter;
  18172. /**
  18173. * Called by the GPUParticleSystem to setup the update shader
  18174. * @param effect defines the update shader
  18175. */
  18176. applyToShader(effect: Effect): void;
  18177. /**
  18178. * Returns a string to use to update the GPU particles update shader
  18179. * @returns a string containng the defines string
  18180. */
  18181. getEffectDefines(): string;
  18182. /**
  18183. * Returns the string "HemisphericParticleEmitter"
  18184. * @returns a string containing the class name
  18185. */
  18186. getClassName(): string;
  18187. /**
  18188. * Serializes the particle system to a JSON object.
  18189. * @returns the JSON object
  18190. */
  18191. serialize(): any;
  18192. /**
  18193. * Parse properties from a JSON object
  18194. * @param serializationObject defines the JSON object
  18195. */
  18196. parse(serializationObject: any): void;
  18197. }
  18198. }
  18199. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18200. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18201. import { Effect } from "babylonjs/Materials/effect";
  18202. import { Particle } from "babylonjs/Particles/particle";
  18203. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18204. /**
  18205. * Particle emitter emitting particles from a point.
  18206. * It emits the particles randomly between 2 given directions.
  18207. */
  18208. export class PointParticleEmitter implements IParticleEmitterType {
  18209. /**
  18210. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18211. */
  18212. direction1: Vector3;
  18213. /**
  18214. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18215. */
  18216. direction2: Vector3;
  18217. /**
  18218. * Creates a new instance PointParticleEmitter
  18219. */
  18220. constructor();
  18221. /**
  18222. * Called by the particle System when the direction is computed for the created particle.
  18223. * @param worldMatrix is the world matrix of the particle system
  18224. * @param directionToUpdate is the direction vector to update with the result
  18225. * @param particle is the particle we are computed the direction for
  18226. */
  18227. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18228. /**
  18229. * Called by the particle System when the position is computed for the created particle.
  18230. * @param worldMatrix is the world matrix of the particle system
  18231. * @param positionToUpdate is the position vector to update with the result
  18232. * @param particle is the particle we are computed the position for
  18233. */
  18234. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18235. /**
  18236. * Clones the current emitter and returns a copy of it
  18237. * @returns the new emitter
  18238. */
  18239. clone(): PointParticleEmitter;
  18240. /**
  18241. * Called by the GPUParticleSystem to setup the update shader
  18242. * @param effect defines the update shader
  18243. */
  18244. applyToShader(effect: Effect): void;
  18245. /**
  18246. * Returns a string to use to update the GPU particles update shader
  18247. * @returns a string containng the defines string
  18248. */
  18249. getEffectDefines(): string;
  18250. /**
  18251. * Returns the string "PointParticleEmitter"
  18252. * @returns a string containing the class name
  18253. */
  18254. getClassName(): string;
  18255. /**
  18256. * Serializes the particle system to a JSON object.
  18257. * @returns the JSON object
  18258. */
  18259. serialize(): any;
  18260. /**
  18261. * Parse properties from a JSON object
  18262. * @param serializationObject defines the JSON object
  18263. */
  18264. parse(serializationObject: any): void;
  18265. }
  18266. }
  18267. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18268. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18269. import { Effect } from "babylonjs/Materials/effect";
  18270. import { Particle } from "babylonjs/Particles/particle";
  18271. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18272. /**
  18273. * Particle emitter emitting particles from the inside of a sphere.
  18274. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18275. */
  18276. export class SphereParticleEmitter implements IParticleEmitterType {
  18277. /**
  18278. * The radius of the emission sphere.
  18279. */
  18280. radius: number;
  18281. /**
  18282. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18283. */
  18284. radiusRange: number;
  18285. /**
  18286. * How much to randomize the particle direction [0-1].
  18287. */
  18288. directionRandomizer: number;
  18289. /**
  18290. * Creates a new instance SphereParticleEmitter
  18291. * @param radius the radius of the emission sphere (1 by default)
  18292. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18293. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18294. */
  18295. constructor(
  18296. /**
  18297. * The radius of the emission sphere.
  18298. */
  18299. radius?: number,
  18300. /**
  18301. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18302. */
  18303. radiusRange?: number,
  18304. /**
  18305. * How much to randomize the particle direction [0-1].
  18306. */
  18307. directionRandomizer?: number);
  18308. /**
  18309. * Called by the particle System when the direction is computed for the created particle.
  18310. * @param worldMatrix is the world matrix of the particle system
  18311. * @param directionToUpdate is the direction vector to update with the result
  18312. * @param particle is the particle we are computed the direction for
  18313. */
  18314. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18315. /**
  18316. * Called by the particle System when the position is computed for the created particle.
  18317. * @param worldMatrix is the world matrix of the particle system
  18318. * @param positionToUpdate is the position vector to update with the result
  18319. * @param particle is the particle we are computed the position for
  18320. */
  18321. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18322. /**
  18323. * Clones the current emitter and returns a copy of it
  18324. * @returns the new emitter
  18325. */
  18326. clone(): SphereParticleEmitter;
  18327. /**
  18328. * Called by the GPUParticleSystem to setup the update shader
  18329. * @param effect defines the update shader
  18330. */
  18331. applyToShader(effect: Effect): void;
  18332. /**
  18333. * Returns a string to use to update the GPU particles update shader
  18334. * @returns a string containng the defines string
  18335. */
  18336. getEffectDefines(): string;
  18337. /**
  18338. * Returns the string "SphereParticleEmitter"
  18339. * @returns a string containing the class name
  18340. */
  18341. getClassName(): string;
  18342. /**
  18343. * Serializes the particle system to a JSON object.
  18344. * @returns the JSON object
  18345. */
  18346. serialize(): any;
  18347. /**
  18348. * Parse properties from a JSON object
  18349. * @param serializationObject defines the JSON object
  18350. */
  18351. parse(serializationObject: any): void;
  18352. }
  18353. /**
  18354. * Particle emitter emitting particles from the inside of a sphere.
  18355. * It emits the particles randomly between two vectors.
  18356. */
  18357. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18358. /**
  18359. * The min limit of the emission direction.
  18360. */
  18361. direction1: Vector3;
  18362. /**
  18363. * The max limit of the emission direction.
  18364. */
  18365. direction2: Vector3;
  18366. /**
  18367. * Creates a new instance SphereDirectedParticleEmitter
  18368. * @param radius the radius of the emission sphere (1 by default)
  18369. * @param direction1 the min limit of the emission direction (up vector by default)
  18370. * @param direction2 the max limit of the emission direction (up vector by default)
  18371. */
  18372. constructor(radius?: number,
  18373. /**
  18374. * The min limit of the emission direction.
  18375. */
  18376. direction1?: Vector3,
  18377. /**
  18378. * The max limit of the emission direction.
  18379. */
  18380. direction2?: Vector3);
  18381. /**
  18382. * Called by the particle System when the direction is computed for the created particle.
  18383. * @param worldMatrix is the world matrix of the particle system
  18384. * @param directionToUpdate is the direction vector to update with the result
  18385. * @param particle is the particle we are computed the direction for
  18386. */
  18387. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18388. /**
  18389. * Clones the current emitter and returns a copy of it
  18390. * @returns the new emitter
  18391. */
  18392. clone(): SphereDirectedParticleEmitter;
  18393. /**
  18394. * Called by the GPUParticleSystem to setup the update shader
  18395. * @param effect defines the update shader
  18396. */
  18397. applyToShader(effect: Effect): void;
  18398. /**
  18399. * Returns a string to use to update the GPU particles update shader
  18400. * @returns a string containng the defines string
  18401. */
  18402. getEffectDefines(): string;
  18403. /**
  18404. * Returns the string "SphereDirectedParticleEmitter"
  18405. * @returns a string containing the class name
  18406. */
  18407. getClassName(): string;
  18408. /**
  18409. * Serializes the particle system to a JSON object.
  18410. * @returns the JSON object
  18411. */
  18412. serialize(): any;
  18413. /**
  18414. * Parse properties from a JSON object
  18415. * @param serializationObject defines the JSON object
  18416. */
  18417. parse(serializationObject: any): void;
  18418. }
  18419. }
  18420. declare module "babylonjs/Particles/EmitterTypes/index" {
  18421. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18422. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18423. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18424. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18425. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18426. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18427. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18428. }
  18429. declare module "babylonjs/Particles/IParticleSystem" {
  18430. import { Nullable } from "babylonjs/types";
  18431. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18432. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18433. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18434. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18435. import { Texture } from "babylonjs/Materials/Textures/texture";
  18436. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18437. import { Scene } from "babylonjs/scene";
  18438. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18439. import { Animation } from "babylonjs/Animations/animation";
  18440. /**
  18441. * Interface representing a particle system in Babylon.js.
  18442. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18443. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18444. */
  18445. export interface IParticleSystem {
  18446. /**
  18447. * List of animations used by the particle system.
  18448. */
  18449. animations: Animation[];
  18450. /**
  18451. * The id of the Particle system.
  18452. */
  18453. id: string;
  18454. /**
  18455. * The name of the Particle system.
  18456. */
  18457. name: string;
  18458. /**
  18459. * The emitter represents the Mesh or position we are attaching the particle system to.
  18460. */
  18461. emitter: Nullable<AbstractMesh | Vector3>;
  18462. /**
  18463. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18464. */
  18465. isBillboardBased: boolean;
  18466. /**
  18467. * The rendering group used by the Particle system to chose when to render.
  18468. */
  18469. renderingGroupId: number;
  18470. /**
  18471. * The layer mask we are rendering the particles through.
  18472. */
  18473. layerMask: number;
  18474. /**
  18475. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18476. */
  18477. updateSpeed: number;
  18478. /**
  18479. * The amount of time the particle system is running (depends of the overall update speed).
  18480. */
  18481. targetStopDuration: number;
  18482. /**
  18483. * The texture used to render each particle. (this can be a spritesheet)
  18484. */
  18485. particleTexture: Nullable<Texture>;
  18486. /**
  18487. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18488. */
  18489. blendMode: number;
  18490. /**
  18491. * Minimum life time of emitting particles.
  18492. */
  18493. minLifeTime: number;
  18494. /**
  18495. * Maximum life time of emitting particles.
  18496. */
  18497. maxLifeTime: number;
  18498. /**
  18499. * Minimum Size of emitting particles.
  18500. */
  18501. minSize: number;
  18502. /**
  18503. * Maximum Size of emitting particles.
  18504. */
  18505. maxSize: number;
  18506. /**
  18507. * Minimum scale of emitting particles on X axis.
  18508. */
  18509. minScaleX: number;
  18510. /**
  18511. * Maximum scale of emitting particles on X axis.
  18512. */
  18513. maxScaleX: number;
  18514. /**
  18515. * Minimum scale of emitting particles on Y axis.
  18516. */
  18517. minScaleY: number;
  18518. /**
  18519. * Maximum scale of emitting particles on Y axis.
  18520. */
  18521. maxScaleY: number;
  18522. /**
  18523. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18524. */
  18525. color1: Color4;
  18526. /**
  18527. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18528. */
  18529. color2: Color4;
  18530. /**
  18531. * Color the particle will have at the end of its lifetime.
  18532. */
  18533. colorDead: Color4;
  18534. /**
  18535. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18536. */
  18537. emitRate: number;
  18538. /**
  18539. * You can use gravity if you want to give an orientation to your particles.
  18540. */
  18541. gravity: Vector3;
  18542. /**
  18543. * Minimum power of emitting particles.
  18544. */
  18545. minEmitPower: number;
  18546. /**
  18547. * Maximum power of emitting particles.
  18548. */
  18549. maxEmitPower: number;
  18550. /**
  18551. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18552. */
  18553. minAngularSpeed: number;
  18554. /**
  18555. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18556. */
  18557. maxAngularSpeed: number;
  18558. /**
  18559. * Gets or sets the minimal initial rotation in radians.
  18560. */
  18561. minInitialRotation: number;
  18562. /**
  18563. * Gets or sets the maximal initial rotation in radians.
  18564. */
  18565. maxInitialRotation: number;
  18566. /**
  18567. * The particle emitter type defines the emitter used by the particle system.
  18568. * It can be for example box, sphere, or cone...
  18569. */
  18570. particleEmitterType: Nullable<IParticleEmitterType>;
  18571. /**
  18572. * Defines the delay in milliseconds before starting the system (0 by default)
  18573. */
  18574. startDelay: number;
  18575. /**
  18576. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18577. */
  18578. preWarmCycles: number;
  18579. /**
  18580. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18581. */
  18582. preWarmStepOffset: number;
  18583. /**
  18584. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18585. */
  18586. spriteCellChangeSpeed: number;
  18587. /**
  18588. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18589. */
  18590. startSpriteCellID: number;
  18591. /**
  18592. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18593. */
  18594. endSpriteCellID: number;
  18595. /**
  18596. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18597. */
  18598. spriteCellWidth: number;
  18599. /**
  18600. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18601. */
  18602. spriteCellHeight: number;
  18603. /**
  18604. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18605. */
  18606. spriteRandomStartCell: boolean;
  18607. /**
  18608. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18609. */
  18610. isAnimationSheetEnabled: boolean;
  18611. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18612. translationPivot: Vector2;
  18613. /**
  18614. * Gets or sets a texture used to add random noise to particle positions
  18615. */
  18616. noiseTexture: Nullable<BaseTexture>;
  18617. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18618. noiseStrength: Vector3;
  18619. /**
  18620. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18621. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18622. */
  18623. billboardMode: number;
  18624. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18625. limitVelocityDamping: number;
  18626. /**
  18627. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18628. */
  18629. beginAnimationOnStart: boolean;
  18630. /**
  18631. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18632. */
  18633. beginAnimationFrom: number;
  18634. /**
  18635. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18636. */
  18637. beginAnimationTo: number;
  18638. /**
  18639. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18640. */
  18641. beginAnimationLoop: boolean;
  18642. /**
  18643. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18644. */
  18645. disposeOnStop: boolean;
  18646. /**
  18647. * Gets the maximum number of particles active at the same time.
  18648. * @returns The max number of active particles.
  18649. */
  18650. getCapacity(): number;
  18651. /**
  18652. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18653. * @returns True if it has been started, otherwise false.
  18654. */
  18655. isStarted(): boolean;
  18656. /**
  18657. * Animates the particle system for this frame.
  18658. */
  18659. animate(): void;
  18660. /**
  18661. * Renders the particle system in its current state.
  18662. * @returns the current number of particles
  18663. */
  18664. render(): number;
  18665. /**
  18666. * Dispose the particle system and frees its associated resources.
  18667. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18668. */
  18669. dispose(disposeTexture?: boolean): void;
  18670. /**
  18671. * Clones the particle system.
  18672. * @param name The name of the cloned object
  18673. * @param newEmitter The new emitter to use
  18674. * @returns the cloned particle system
  18675. */
  18676. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18677. /**
  18678. * Serializes the particle system to a JSON object.
  18679. * @returns the JSON object
  18680. */
  18681. serialize(): any;
  18682. /**
  18683. * Rebuild the particle system
  18684. */
  18685. rebuild(): void;
  18686. /**
  18687. * Starts the particle system and begins to emit
  18688. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18689. */
  18690. start(delay?: number): void;
  18691. /**
  18692. * Stops the particle system.
  18693. */
  18694. stop(): void;
  18695. /**
  18696. * Remove all active particles
  18697. */
  18698. reset(): void;
  18699. /**
  18700. * Is this system ready to be used/rendered
  18701. * @return true if the system is ready
  18702. */
  18703. isReady(): boolean;
  18704. /**
  18705. * Adds a new color gradient
  18706. * @param gradient defines the gradient to use (between 0 and 1)
  18707. * @param color1 defines the color to affect to the specified gradient
  18708. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18709. * @returns the current particle system
  18710. */
  18711. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18712. /**
  18713. * Remove a specific color gradient
  18714. * @param gradient defines the gradient to remove
  18715. * @returns the current particle system
  18716. */
  18717. removeColorGradient(gradient: number): IParticleSystem;
  18718. /**
  18719. * Adds a new size gradient
  18720. * @param gradient defines the gradient to use (between 0 and 1)
  18721. * @param factor defines the size factor to affect to the specified gradient
  18722. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18723. * @returns the current particle system
  18724. */
  18725. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18726. /**
  18727. * Remove a specific size gradient
  18728. * @param gradient defines the gradient to remove
  18729. * @returns the current particle system
  18730. */
  18731. removeSizeGradient(gradient: number): IParticleSystem;
  18732. /**
  18733. * Gets the current list of color gradients.
  18734. * You must use addColorGradient and removeColorGradient to udpate this list
  18735. * @returns the list of color gradients
  18736. */
  18737. getColorGradients(): Nullable<Array<ColorGradient>>;
  18738. /**
  18739. * Gets the current list of size gradients.
  18740. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18741. * @returns the list of size gradients
  18742. */
  18743. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18744. /**
  18745. * Gets the current list of angular speed gradients.
  18746. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18747. * @returns the list of angular speed gradients
  18748. */
  18749. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18750. /**
  18751. * Adds a new angular speed gradient
  18752. * @param gradient defines the gradient to use (between 0 and 1)
  18753. * @param factor defines the angular speed to affect to the specified gradient
  18754. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18755. * @returns the current particle system
  18756. */
  18757. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18758. /**
  18759. * Remove a specific angular speed gradient
  18760. * @param gradient defines the gradient to remove
  18761. * @returns the current particle system
  18762. */
  18763. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18764. /**
  18765. * Gets the current list of velocity gradients.
  18766. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18767. * @returns the list of velocity gradients
  18768. */
  18769. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18770. /**
  18771. * Adds a new velocity gradient
  18772. * @param gradient defines the gradient to use (between 0 and 1)
  18773. * @param factor defines the velocity to affect to the specified gradient
  18774. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18775. * @returns the current particle system
  18776. */
  18777. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18778. /**
  18779. * Remove a specific velocity gradient
  18780. * @param gradient defines the gradient to remove
  18781. * @returns the current particle system
  18782. */
  18783. removeVelocityGradient(gradient: number): IParticleSystem;
  18784. /**
  18785. * Gets the current list of limit velocity gradients.
  18786. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18787. * @returns the list of limit velocity gradients
  18788. */
  18789. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18790. /**
  18791. * Adds a new limit velocity gradient
  18792. * @param gradient defines the gradient to use (between 0 and 1)
  18793. * @param factor defines the limit velocity to affect to the specified gradient
  18794. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18795. * @returns the current particle system
  18796. */
  18797. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18798. /**
  18799. * Remove a specific limit velocity gradient
  18800. * @param gradient defines the gradient to remove
  18801. * @returns the current particle system
  18802. */
  18803. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18804. /**
  18805. * Adds a new drag gradient
  18806. * @param gradient defines the gradient to use (between 0 and 1)
  18807. * @param factor defines the drag to affect to the specified gradient
  18808. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18809. * @returns the current particle system
  18810. */
  18811. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18812. /**
  18813. * Remove a specific drag gradient
  18814. * @param gradient defines the gradient to remove
  18815. * @returns the current particle system
  18816. */
  18817. removeDragGradient(gradient: number): IParticleSystem;
  18818. /**
  18819. * Gets the current list of drag gradients.
  18820. * You must use addDragGradient and removeDragGradient to udpate this list
  18821. * @returns the list of drag gradients
  18822. */
  18823. getDragGradients(): Nullable<Array<FactorGradient>>;
  18824. /**
  18825. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18826. * @param gradient defines the gradient to use (between 0 and 1)
  18827. * @param factor defines the emit rate to affect to the specified gradient
  18828. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18829. * @returns the current particle system
  18830. */
  18831. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18832. /**
  18833. * Remove a specific emit rate gradient
  18834. * @param gradient defines the gradient to remove
  18835. * @returns the current particle system
  18836. */
  18837. removeEmitRateGradient(gradient: number): IParticleSystem;
  18838. /**
  18839. * Gets the current list of emit rate gradients.
  18840. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18841. * @returns the list of emit rate gradients
  18842. */
  18843. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18844. /**
  18845. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18846. * @param gradient defines the gradient to use (between 0 and 1)
  18847. * @param factor defines the start size to affect to the specified gradient
  18848. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18849. * @returns the current particle system
  18850. */
  18851. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18852. /**
  18853. * Remove a specific start size gradient
  18854. * @param gradient defines the gradient to remove
  18855. * @returns the current particle system
  18856. */
  18857. removeStartSizeGradient(gradient: number): IParticleSystem;
  18858. /**
  18859. * Gets the current list of start size gradients.
  18860. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18861. * @returns the list of start size gradients
  18862. */
  18863. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18864. /**
  18865. * Adds a new life time gradient
  18866. * @param gradient defines the gradient to use (between 0 and 1)
  18867. * @param factor defines the life time factor to affect to the specified gradient
  18868. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18869. * @returns the current particle system
  18870. */
  18871. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18872. /**
  18873. * Remove a specific life time gradient
  18874. * @param gradient defines the gradient to remove
  18875. * @returns the current particle system
  18876. */
  18877. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18878. /**
  18879. * Gets the current list of life time gradients.
  18880. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18881. * @returns the list of life time gradients
  18882. */
  18883. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18884. /**
  18885. * Gets the current list of color gradients.
  18886. * You must use addColorGradient and removeColorGradient to udpate this list
  18887. * @returns the list of color gradients
  18888. */
  18889. getColorGradients(): Nullable<Array<ColorGradient>>;
  18890. /**
  18891. * Adds a new ramp gradient used to remap particle colors
  18892. * @param gradient defines the gradient to use (between 0 and 1)
  18893. * @param color defines the color to affect to the specified gradient
  18894. * @returns the current particle system
  18895. */
  18896. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18897. /**
  18898. * Gets the current list of ramp gradients.
  18899. * You must use addRampGradient and removeRampGradient to udpate this list
  18900. * @returns the list of ramp gradients
  18901. */
  18902. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18903. /** Gets or sets a boolean indicating that ramp gradients must be used
  18904. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18905. */
  18906. useRampGradients: boolean;
  18907. /**
  18908. * Adds a new color remap gradient
  18909. * @param gradient defines the gradient to use (between 0 and 1)
  18910. * @param min defines the color remap minimal range
  18911. * @param max defines the color remap maximal range
  18912. * @returns the current particle system
  18913. */
  18914. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18915. /**
  18916. * Gets the current list of color remap gradients.
  18917. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18918. * @returns the list of color remap gradients
  18919. */
  18920. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18921. /**
  18922. * Adds a new alpha remap gradient
  18923. * @param gradient defines the gradient to use (between 0 and 1)
  18924. * @param min defines the alpha remap minimal range
  18925. * @param max defines the alpha remap maximal range
  18926. * @returns the current particle system
  18927. */
  18928. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18929. /**
  18930. * Gets the current list of alpha remap gradients.
  18931. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18932. * @returns the list of alpha remap gradients
  18933. */
  18934. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18935. /**
  18936. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18937. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18938. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18939. * @returns the emitter
  18940. */
  18941. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18942. /**
  18943. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18944. * @param radius The radius of the hemisphere to emit from
  18945. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18946. * @returns the emitter
  18947. */
  18948. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18949. /**
  18950. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18951. * @param radius The radius of the sphere to emit from
  18952. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18953. * @returns the emitter
  18954. */
  18955. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18956. /**
  18957. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18958. * @param radius The radius of the sphere to emit from
  18959. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18960. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18961. * @returns the emitter
  18962. */
  18963. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18964. /**
  18965. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18966. * @param radius The radius of the emission cylinder
  18967. * @param height The height of the emission cylinder
  18968. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18969. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18970. * @returns the emitter
  18971. */
  18972. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18973. /**
  18974. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18975. * @param radius The radius of the cylinder to emit from
  18976. * @param height The height of the emission cylinder
  18977. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18978. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18979. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18980. * @returns the emitter
  18981. */
  18982. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18983. /**
  18984. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18985. * @param radius The radius of the cone to emit from
  18986. * @param angle The base angle of the cone
  18987. * @returns the emitter
  18988. */
  18989. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18990. /**
  18991. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18992. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18993. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18994. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18995. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18996. * @returns the emitter
  18997. */
  18998. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18999. /**
  19000. * Get hosting scene
  19001. * @returns the scene
  19002. */
  19003. getScene(): Scene;
  19004. }
  19005. }
  19006. declare module "babylonjs/Meshes/instancedMesh" {
  19007. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19008. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19009. import { Camera } from "babylonjs/Cameras/camera";
  19010. import { Node } from "babylonjs/node";
  19011. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19012. import { Mesh } from "babylonjs/Meshes/mesh";
  19013. import { Material } from "babylonjs/Materials/material";
  19014. import { Skeleton } from "babylonjs/Bones/skeleton";
  19015. import { Light } from "babylonjs/Lights/light";
  19016. /**
  19017. * Creates an instance based on a source mesh.
  19018. */
  19019. export class InstancedMesh extends AbstractMesh {
  19020. private _sourceMesh;
  19021. private _currentLOD;
  19022. /** @hidden */
  19023. _indexInSourceMeshInstanceArray: number;
  19024. constructor(name: string, source: Mesh);
  19025. /**
  19026. * Returns the string "InstancedMesh".
  19027. */
  19028. getClassName(): string;
  19029. /** Gets the list of lights affecting that mesh */
  19030. readonly lightSources: Light[];
  19031. _resyncLightSources(): void;
  19032. _resyncLighSource(light: Light): void;
  19033. _removeLightSource(light: Light): void;
  19034. /**
  19035. * If the source mesh receives shadows
  19036. */
  19037. readonly receiveShadows: boolean;
  19038. /**
  19039. * The material of the source mesh
  19040. */
  19041. readonly material: Nullable<Material>;
  19042. /**
  19043. * Visibility of the source mesh
  19044. */
  19045. readonly visibility: number;
  19046. /**
  19047. * Skeleton of the source mesh
  19048. */
  19049. readonly skeleton: Nullable<Skeleton>;
  19050. /**
  19051. * Rendering ground id of the source mesh
  19052. */
  19053. renderingGroupId: number;
  19054. /**
  19055. * Returns the total number of vertices (integer).
  19056. */
  19057. getTotalVertices(): number;
  19058. /**
  19059. * Returns a positive integer : the total number of indices in this mesh geometry.
  19060. * @returns the numner of indices or zero if the mesh has no geometry.
  19061. */
  19062. getTotalIndices(): number;
  19063. /**
  19064. * The source mesh of the instance
  19065. */
  19066. readonly sourceMesh: Mesh;
  19067. /**
  19068. * Is this node ready to be used/rendered
  19069. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19070. * @return {boolean} is it ready
  19071. */
  19072. isReady(completeCheck?: boolean): boolean;
  19073. /**
  19074. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19075. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19076. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19077. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19078. */
  19079. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19080. /**
  19081. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19082. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19083. * The `data` are either a numeric array either a Float32Array.
  19084. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19085. * 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).
  19086. * Note that a new underlying VertexBuffer object is created each call.
  19087. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19088. *
  19089. * Possible `kind` values :
  19090. * - VertexBuffer.PositionKind
  19091. * - VertexBuffer.UVKind
  19092. * - VertexBuffer.UV2Kind
  19093. * - VertexBuffer.UV3Kind
  19094. * - VertexBuffer.UV4Kind
  19095. * - VertexBuffer.UV5Kind
  19096. * - VertexBuffer.UV6Kind
  19097. * - VertexBuffer.ColorKind
  19098. * - VertexBuffer.MatricesIndicesKind
  19099. * - VertexBuffer.MatricesIndicesExtraKind
  19100. * - VertexBuffer.MatricesWeightsKind
  19101. * - VertexBuffer.MatricesWeightsExtraKind
  19102. *
  19103. * Returns the Mesh.
  19104. */
  19105. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19106. /**
  19107. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19108. * If the mesh has no geometry, it is simply returned as it is.
  19109. * The `data` are either a numeric array either a Float32Array.
  19110. * No new underlying VertexBuffer object is created.
  19111. * 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.
  19112. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19113. *
  19114. * Possible `kind` values :
  19115. * - VertexBuffer.PositionKind
  19116. * - VertexBuffer.UVKind
  19117. * - VertexBuffer.UV2Kind
  19118. * - VertexBuffer.UV3Kind
  19119. * - VertexBuffer.UV4Kind
  19120. * - VertexBuffer.UV5Kind
  19121. * - VertexBuffer.UV6Kind
  19122. * - VertexBuffer.ColorKind
  19123. * - VertexBuffer.MatricesIndicesKind
  19124. * - VertexBuffer.MatricesIndicesExtraKind
  19125. * - VertexBuffer.MatricesWeightsKind
  19126. * - VertexBuffer.MatricesWeightsExtraKind
  19127. *
  19128. * Returns the Mesh.
  19129. */
  19130. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19131. /**
  19132. * Sets the mesh indices.
  19133. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19134. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19135. * This method creates a new index buffer each call.
  19136. * Returns the Mesh.
  19137. */
  19138. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19139. /**
  19140. * Boolean : True if the mesh owns the requested kind of data.
  19141. */
  19142. isVerticesDataPresent(kind: string): boolean;
  19143. /**
  19144. * Returns an array of indices (IndicesArray).
  19145. */
  19146. getIndices(): Nullable<IndicesArray>;
  19147. readonly _positions: Nullable<Vector3[]>;
  19148. /**
  19149. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19150. * This means the mesh underlying bounding box and sphere are recomputed.
  19151. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19152. * @returns the current mesh
  19153. */
  19154. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19155. /** @hidden */
  19156. _preActivate(): InstancedMesh;
  19157. /** @hidden */
  19158. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19159. /** @hidden */
  19160. _postActivate(): void;
  19161. getWorldMatrix(): Matrix;
  19162. readonly isAnInstance: boolean;
  19163. /**
  19164. * Returns the current associated LOD AbstractMesh.
  19165. */
  19166. getLOD(camera: Camera): AbstractMesh;
  19167. /** @hidden */
  19168. _syncSubMeshes(): InstancedMesh;
  19169. /** @hidden */
  19170. _generatePointsArray(): boolean;
  19171. /**
  19172. * Creates a new InstancedMesh from the current mesh.
  19173. * - name (string) : the cloned mesh name
  19174. * - newParent (optional Node) : the optional Node to parent the clone to.
  19175. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19176. *
  19177. * Returns the clone.
  19178. */
  19179. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19180. /**
  19181. * Disposes the InstancedMesh.
  19182. * Returns nothing.
  19183. */
  19184. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19185. }
  19186. }
  19187. declare module "babylonjs/Materials/shaderMaterial" {
  19188. import { Scene } from "babylonjs/scene";
  19189. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19191. import { Mesh } from "babylonjs/Meshes/mesh";
  19192. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19193. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19194. import { Texture } from "babylonjs/Materials/Textures/texture";
  19195. import { Material } from "babylonjs/Materials/material";
  19196. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19197. /**
  19198. * Defines the options associated with the creation of a shader material.
  19199. */
  19200. export interface IShaderMaterialOptions {
  19201. /**
  19202. * Does the material work in alpha blend mode
  19203. */
  19204. needAlphaBlending: boolean;
  19205. /**
  19206. * Does the material work in alpha test mode
  19207. */
  19208. needAlphaTesting: boolean;
  19209. /**
  19210. * The list of attribute names used in the shader
  19211. */
  19212. attributes: string[];
  19213. /**
  19214. * The list of unifrom names used in the shader
  19215. */
  19216. uniforms: string[];
  19217. /**
  19218. * The list of UBO names used in the shader
  19219. */
  19220. uniformBuffers: string[];
  19221. /**
  19222. * The list of sampler names used in the shader
  19223. */
  19224. samplers: string[];
  19225. /**
  19226. * The list of defines used in the shader
  19227. */
  19228. defines: string[];
  19229. }
  19230. /**
  19231. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19232. *
  19233. * This returned material effects how the mesh will look based on the code in the shaders.
  19234. *
  19235. * @see http://doc.babylonjs.com/how_to/shader_material
  19236. */
  19237. export class ShaderMaterial extends Material {
  19238. private _shaderPath;
  19239. private _options;
  19240. private _textures;
  19241. private _textureArrays;
  19242. private _floats;
  19243. private _ints;
  19244. private _floatsArrays;
  19245. private _colors3;
  19246. private _colors3Arrays;
  19247. private _colors4;
  19248. private _colors4Arrays;
  19249. private _vectors2;
  19250. private _vectors3;
  19251. private _vectors4;
  19252. private _matrices;
  19253. private _matrices3x3;
  19254. private _matrices2x2;
  19255. private _vectors2Arrays;
  19256. private _vectors3Arrays;
  19257. private _vectors4Arrays;
  19258. private _cachedWorldViewMatrix;
  19259. private _cachedWorldViewProjectionMatrix;
  19260. private _renderId;
  19261. /**
  19262. * Instantiate a new shader material.
  19263. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19264. * This returned material effects how the mesh will look based on the code in the shaders.
  19265. * @see http://doc.babylonjs.com/how_to/shader_material
  19266. * @param name Define the name of the material in the scene
  19267. * @param scene Define the scene the material belongs to
  19268. * @param shaderPath Defines the route to the shader code in one of three ways:
  19269. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19270. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19271. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19272. * @param options Define the options used to create the shader
  19273. */
  19274. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19275. /**
  19276. * Gets the options used to compile the shader.
  19277. * They can be modified to trigger a new compilation
  19278. */
  19279. readonly options: IShaderMaterialOptions;
  19280. /**
  19281. * Gets the current class name of the material e.g. "ShaderMaterial"
  19282. * Mainly use in serialization.
  19283. * @returns the class name
  19284. */
  19285. getClassName(): string;
  19286. /**
  19287. * Specifies if the material will require alpha blending
  19288. * @returns a boolean specifying if alpha blending is needed
  19289. */
  19290. needAlphaBlending(): boolean;
  19291. /**
  19292. * Specifies if this material should be rendered in alpha test mode
  19293. * @returns a boolean specifying if an alpha test is needed.
  19294. */
  19295. needAlphaTesting(): boolean;
  19296. private _checkUniform;
  19297. /**
  19298. * Set a texture in the shader.
  19299. * @param name Define the name of the uniform samplers as defined in the shader
  19300. * @param texture Define the texture to bind to this sampler
  19301. * @return the material itself allowing "fluent" like uniform updates
  19302. */
  19303. setTexture(name: string, texture: Texture): ShaderMaterial;
  19304. /**
  19305. * Set a texture array in the shader.
  19306. * @param name Define the name of the uniform sampler array as defined in the shader
  19307. * @param textures Define the list of textures to bind to this sampler
  19308. * @return the material itself allowing "fluent" like uniform updates
  19309. */
  19310. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19311. /**
  19312. * Set a float in the shader.
  19313. * @param name Define the name of the uniform as defined in the shader
  19314. * @param value Define the value to give to the uniform
  19315. * @return the material itself allowing "fluent" like uniform updates
  19316. */
  19317. setFloat(name: string, value: number): ShaderMaterial;
  19318. /**
  19319. * Set a int in the shader.
  19320. * @param name Define the name of the uniform as defined in the shader
  19321. * @param value Define the value to give to the uniform
  19322. * @return the material itself allowing "fluent" like uniform updates
  19323. */
  19324. setInt(name: string, value: number): ShaderMaterial;
  19325. /**
  19326. * Set an array of floats in the shader.
  19327. * @param name Define the name of the uniform as defined in the shader
  19328. * @param value Define the value to give to the uniform
  19329. * @return the material itself allowing "fluent" like uniform updates
  19330. */
  19331. setFloats(name: string, value: number[]): ShaderMaterial;
  19332. /**
  19333. * Set a vec3 in the shader from a Color3.
  19334. * @param name Define the name of the uniform as defined in the shader
  19335. * @param value Define the value to give to the uniform
  19336. * @return the material itself allowing "fluent" like uniform updates
  19337. */
  19338. setColor3(name: string, value: Color3): ShaderMaterial;
  19339. /**
  19340. * Set a vec3 array in the shader from a Color3 array.
  19341. * @param name Define the name of the uniform as defined in the shader
  19342. * @param value Define the value to give to the uniform
  19343. * @return the material itself allowing "fluent" like uniform updates
  19344. */
  19345. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19346. /**
  19347. * Set a vec4 in the shader from a Color4.
  19348. * @param name Define the name of the uniform as defined in the shader
  19349. * @param value Define the value to give to the uniform
  19350. * @return the material itself allowing "fluent" like uniform updates
  19351. */
  19352. setColor4(name: string, value: Color4): ShaderMaterial;
  19353. /**
  19354. * Set a vec4 array in the shader from a Color4 array.
  19355. * @param name Define the name of the uniform as defined in the shader
  19356. * @param value Define the value to give to the uniform
  19357. * @return the material itself allowing "fluent" like uniform updates
  19358. */
  19359. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19360. /**
  19361. * Set a vec2 in the shader from a Vector2.
  19362. * @param name Define the name of the uniform as defined in the shader
  19363. * @param value Define the value to give to the uniform
  19364. * @return the material itself allowing "fluent" like uniform updates
  19365. */
  19366. setVector2(name: string, value: Vector2): ShaderMaterial;
  19367. /**
  19368. * Set a vec3 in the shader from a Vector3.
  19369. * @param name Define the name of the uniform as defined in the shader
  19370. * @param value Define the value to give to the uniform
  19371. * @return the material itself allowing "fluent" like uniform updates
  19372. */
  19373. setVector3(name: string, value: Vector3): ShaderMaterial;
  19374. /**
  19375. * Set a vec4 in the shader from a Vector4.
  19376. * @param name Define the name of the uniform as defined in the shader
  19377. * @param value Define the value to give to the uniform
  19378. * @return the material itself allowing "fluent" like uniform updates
  19379. */
  19380. setVector4(name: string, value: Vector4): ShaderMaterial;
  19381. /**
  19382. * Set a mat4 in the shader from a Matrix.
  19383. * @param name Define the name of the uniform as defined in the shader
  19384. * @param value Define the value to give to the uniform
  19385. * @return the material itself allowing "fluent" like uniform updates
  19386. */
  19387. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19388. /**
  19389. * Set a mat3 in the shader from a Float32Array.
  19390. * @param name Define the name of the uniform as defined in the shader
  19391. * @param value Define the value to give to the uniform
  19392. * @return the material itself allowing "fluent" like uniform updates
  19393. */
  19394. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19395. /**
  19396. * Set a mat2 in the shader from a Float32Array.
  19397. * @param name Define the name of the uniform as defined in the shader
  19398. * @param value Define the value to give to the uniform
  19399. * @return the material itself allowing "fluent" like uniform updates
  19400. */
  19401. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19402. /**
  19403. * Set a vec2 array in the shader from a number array.
  19404. * @param name Define the name of the uniform as defined in the shader
  19405. * @param value Define the value to give to the uniform
  19406. * @return the material itself allowing "fluent" like uniform updates
  19407. */
  19408. setArray2(name: string, value: number[]): ShaderMaterial;
  19409. /**
  19410. * Set a vec3 array in the shader from a number array.
  19411. * @param name Define the name of the uniform as defined in the shader
  19412. * @param value Define the value to give to the uniform
  19413. * @return the material itself allowing "fluent" like uniform updates
  19414. */
  19415. setArray3(name: string, value: number[]): ShaderMaterial;
  19416. /**
  19417. * Set a vec4 array in the shader from a number array.
  19418. * @param name Define the name of the uniform as defined in the shader
  19419. * @param value Define the value to give to the uniform
  19420. * @return the material itself allowing "fluent" like uniform updates
  19421. */
  19422. setArray4(name: string, value: number[]): ShaderMaterial;
  19423. private _checkCache;
  19424. /**
  19425. * Specifies that the submesh is ready to be used
  19426. * @param mesh defines the mesh to check
  19427. * @param subMesh defines which submesh to check
  19428. * @param useInstances specifies that instances should be used
  19429. * @returns a boolean indicating that the submesh is ready or not
  19430. */
  19431. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19432. /**
  19433. * Checks if the material is ready to render the requested mesh
  19434. * @param mesh Define the mesh to render
  19435. * @param useInstances Define whether or not the material is used with instances
  19436. * @returns true if ready, otherwise false
  19437. */
  19438. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19439. /**
  19440. * Binds the world matrix to the material
  19441. * @param world defines the world transformation matrix
  19442. */
  19443. bindOnlyWorldMatrix(world: Matrix): void;
  19444. /**
  19445. * Binds the material to the mesh
  19446. * @param world defines the world transformation matrix
  19447. * @param mesh defines the mesh to bind the material to
  19448. */
  19449. bind(world: Matrix, mesh?: Mesh): void;
  19450. /**
  19451. * Gets the active textures from the material
  19452. * @returns an array of textures
  19453. */
  19454. getActiveTextures(): BaseTexture[];
  19455. /**
  19456. * Specifies if the material uses a texture
  19457. * @param texture defines the texture to check against the material
  19458. * @returns a boolean specifying if the material uses the texture
  19459. */
  19460. hasTexture(texture: BaseTexture): boolean;
  19461. /**
  19462. * Makes a duplicate of the material, and gives it a new name
  19463. * @param name defines the new name for the duplicated material
  19464. * @returns the cloned material
  19465. */
  19466. clone(name: string): ShaderMaterial;
  19467. /**
  19468. * Disposes the material
  19469. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19470. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19471. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19472. */
  19473. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19474. /**
  19475. * Serializes this material in a JSON representation
  19476. * @returns the serialized material object
  19477. */
  19478. serialize(): any;
  19479. /**
  19480. * Creates a shader material from parsed shader material data
  19481. * @param source defines the JSON represnetation of the material
  19482. * @param scene defines the hosting scene
  19483. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19484. * @returns a new material
  19485. */
  19486. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19487. }
  19488. }
  19489. declare module "babylonjs/Shaders/color.fragment" {
  19490. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19491. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19492. /** @hidden */
  19493. export var colorPixelShader: {
  19494. name: string;
  19495. shader: string;
  19496. };
  19497. }
  19498. declare module "babylonjs/Shaders/color.vertex" {
  19499. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19500. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19501. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19502. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19503. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19504. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19505. /** @hidden */
  19506. export var colorVertexShader: {
  19507. name: string;
  19508. shader: string;
  19509. };
  19510. }
  19511. declare module "babylonjs/Meshes/linesMesh" {
  19512. import { Nullable } from "babylonjs/types";
  19513. import { Scene } from "babylonjs/scene";
  19514. import { Color3 } from "babylonjs/Maths/math.color";
  19515. import { Node } from "babylonjs/node";
  19516. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19517. import { Mesh } from "babylonjs/Meshes/mesh";
  19518. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19519. import { Effect } from "babylonjs/Materials/effect";
  19520. import { Material } from "babylonjs/Materials/material";
  19521. import "babylonjs/Shaders/color.fragment";
  19522. import "babylonjs/Shaders/color.vertex";
  19523. /**
  19524. * Line mesh
  19525. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19526. */
  19527. export class LinesMesh extends Mesh {
  19528. /**
  19529. * If vertex color should be applied to the mesh
  19530. */
  19531. readonly useVertexColor?: boolean | undefined;
  19532. /**
  19533. * If vertex alpha should be applied to the mesh
  19534. */
  19535. readonly useVertexAlpha?: boolean | undefined;
  19536. /**
  19537. * Color of the line (Default: White)
  19538. */
  19539. color: Color3;
  19540. /**
  19541. * Alpha of the line (Default: 1)
  19542. */
  19543. alpha: number;
  19544. /**
  19545. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19546. * This margin is expressed in world space coordinates, so its value may vary.
  19547. * Default value is 0.1
  19548. */
  19549. intersectionThreshold: number;
  19550. private _colorShader;
  19551. private color4;
  19552. /**
  19553. * Creates a new LinesMesh
  19554. * @param name defines the name
  19555. * @param scene defines the hosting scene
  19556. * @param parent defines the parent mesh if any
  19557. * @param source defines the optional source LinesMesh used to clone data from
  19558. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19559. * When false, achieved by calling a clone(), also passing False.
  19560. * This will make creation of children, recursive.
  19561. * @param useVertexColor defines if this LinesMesh supports vertex color
  19562. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19563. */
  19564. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19565. /**
  19566. * If vertex color should be applied to the mesh
  19567. */
  19568. useVertexColor?: boolean | undefined,
  19569. /**
  19570. * If vertex alpha should be applied to the mesh
  19571. */
  19572. useVertexAlpha?: boolean | undefined);
  19573. private _addClipPlaneDefine;
  19574. private _removeClipPlaneDefine;
  19575. isReady(): boolean;
  19576. /**
  19577. * Returns the string "LineMesh"
  19578. */
  19579. getClassName(): string;
  19580. /**
  19581. * @hidden
  19582. */
  19583. /**
  19584. * @hidden
  19585. */
  19586. material: Material;
  19587. /**
  19588. * @hidden
  19589. */
  19590. readonly checkCollisions: boolean;
  19591. /** @hidden */
  19592. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19593. /** @hidden */
  19594. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19595. /**
  19596. * Disposes of the line mesh
  19597. * @param doNotRecurse If children should be disposed
  19598. */
  19599. dispose(doNotRecurse?: boolean): void;
  19600. /**
  19601. * Returns a new LineMesh object cloned from the current one.
  19602. */
  19603. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19604. /**
  19605. * Creates a new InstancedLinesMesh object from the mesh model.
  19606. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19607. * @param name defines the name of the new instance
  19608. * @returns a new InstancedLinesMesh
  19609. */
  19610. createInstance(name: string): InstancedLinesMesh;
  19611. }
  19612. /**
  19613. * Creates an instance based on a source LinesMesh
  19614. */
  19615. export class InstancedLinesMesh extends InstancedMesh {
  19616. /**
  19617. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19618. * This margin is expressed in world space coordinates, so its value may vary.
  19619. * Initilized with the intersectionThreshold value of the source LinesMesh
  19620. */
  19621. intersectionThreshold: number;
  19622. constructor(name: string, source: LinesMesh);
  19623. /**
  19624. * Returns the string "InstancedLinesMesh".
  19625. */
  19626. getClassName(): string;
  19627. }
  19628. }
  19629. declare module "babylonjs/Shaders/line.fragment" {
  19630. /** @hidden */
  19631. export var linePixelShader: {
  19632. name: string;
  19633. shader: string;
  19634. };
  19635. }
  19636. declare module "babylonjs/Shaders/line.vertex" {
  19637. /** @hidden */
  19638. export var lineVertexShader: {
  19639. name: string;
  19640. shader: string;
  19641. };
  19642. }
  19643. declare module "babylonjs/Rendering/edgesRenderer" {
  19644. import { Nullable } from "babylonjs/types";
  19645. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19646. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19647. import { Vector3 } from "babylonjs/Maths/math.vector";
  19648. import { IDisposable } from "babylonjs/scene";
  19649. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19650. import "babylonjs/Shaders/line.fragment";
  19651. import "babylonjs/Shaders/line.vertex";
  19652. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19653. module "babylonjs/Meshes/abstractMesh" {
  19654. interface AbstractMesh {
  19655. /**
  19656. * Gets the edgesRenderer associated with the mesh
  19657. */
  19658. edgesRenderer: Nullable<EdgesRenderer>;
  19659. }
  19660. }
  19661. module "babylonjs/Meshes/linesMesh" {
  19662. interface LinesMesh {
  19663. /**
  19664. * Enables the edge rendering mode on the mesh.
  19665. * This mode makes the mesh edges visible
  19666. * @param epsilon defines the maximal distance between two angles to detect a face
  19667. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19668. * @returns the currentAbstractMesh
  19669. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19670. */
  19671. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19672. }
  19673. }
  19674. module "babylonjs/Meshes/linesMesh" {
  19675. interface InstancedLinesMesh {
  19676. /**
  19677. * Enables the edge rendering mode on the mesh.
  19678. * This mode makes the mesh edges visible
  19679. * @param epsilon defines the maximal distance between two angles to detect a face
  19680. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19681. * @returns the current InstancedLinesMesh
  19682. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19683. */
  19684. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19685. }
  19686. }
  19687. /**
  19688. * Defines the minimum contract an Edges renderer should follow.
  19689. */
  19690. export interface IEdgesRenderer extends IDisposable {
  19691. /**
  19692. * Gets or sets a boolean indicating if the edgesRenderer is active
  19693. */
  19694. isEnabled: boolean;
  19695. /**
  19696. * Renders the edges of the attached mesh,
  19697. */
  19698. render(): void;
  19699. /**
  19700. * Checks wether or not the edges renderer is ready to render.
  19701. * @return true if ready, otherwise false.
  19702. */
  19703. isReady(): boolean;
  19704. }
  19705. /**
  19706. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19707. */
  19708. export class EdgesRenderer implements IEdgesRenderer {
  19709. /**
  19710. * Define the size of the edges with an orthographic camera
  19711. */
  19712. edgesWidthScalerForOrthographic: number;
  19713. /**
  19714. * Define the size of the edges with a perspective camera
  19715. */
  19716. edgesWidthScalerForPerspective: number;
  19717. protected _source: AbstractMesh;
  19718. protected _linesPositions: number[];
  19719. protected _linesNormals: number[];
  19720. protected _linesIndices: number[];
  19721. protected _epsilon: number;
  19722. protected _indicesCount: number;
  19723. protected _lineShader: ShaderMaterial;
  19724. protected _ib: DataBuffer;
  19725. protected _buffers: {
  19726. [key: string]: Nullable<VertexBuffer>;
  19727. };
  19728. protected _checkVerticesInsteadOfIndices: boolean;
  19729. private _meshRebuildObserver;
  19730. private _meshDisposeObserver;
  19731. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19732. isEnabled: boolean;
  19733. /**
  19734. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19735. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19736. * @param source Mesh used to create edges
  19737. * @param epsilon sum of angles in adjacency to check for edge
  19738. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19739. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19740. */
  19741. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19742. protected _prepareRessources(): void;
  19743. /** @hidden */
  19744. _rebuild(): void;
  19745. /**
  19746. * Releases the required resources for the edges renderer
  19747. */
  19748. dispose(): void;
  19749. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19750. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19751. /**
  19752. * Checks if the pair of p0 and p1 is en edge
  19753. * @param faceIndex
  19754. * @param edge
  19755. * @param faceNormals
  19756. * @param p0
  19757. * @param p1
  19758. * @private
  19759. */
  19760. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19761. /**
  19762. * push line into the position, normal and index buffer
  19763. * @protected
  19764. */
  19765. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19766. /**
  19767. * Generates lines edges from adjacencjes
  19768. * @private
  19769. */
  19770. _generateEdgesLines(): void;
  19771. /**
  19772. * Checks wether or not the edges renderer is ready to render.
  19773. * @return true if ready, otherwise false.
  19774. */
  19775. isReady(): boolean;
  19776. /**
  19777. * Renders the edges of the attached mesh,
  19778. */
  19779. render(): void;
  19780. }
  19781. /**
  19782. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19783. */
  19784. export class LineEdgesRenderer extends EdgesRenderer {
  19785. /**
  19786. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19787. * @param source LineMesh used to generate edges
  19788. * @param epsilon not important (specified angle for edge detection)
  19789. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19790. */
  19791. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19792. /**
  19793. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19794. */
  19795. _generateEdgesLines(): void;
  19796. }
  19797. }
  19798. declare module "babylonjs/Rendering/renderingGroup" {
  19799. import { SmartArray } from "babylonjs/Misc/smartArray";
  19800. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19801. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19802. import { Nullable } from "babylonjs/types";
  19803. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19804. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19805. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19806. import { Material } from "babylonjs/Materials/material";
  19807. import { Scene } from "babylonjs/scene";
  19808. /**
  19809. * This represents the object necessary to create a rendering group.
  19810. * This is exclusively used and created by the rendering manager.
  19811. * To modify the behavior, you use the available helpers in your scene or meshes.
  19812. * @hidden
  19813. */
  19814. export class RenderingGroup {
  19815. index: number;
  19816. private static _zeroVector;
  19817. private _scene;
  19818. private _opaqueSubMeshes;
  19819. private _transparentSubMeshes;
  19820. private _alphaTestSubMeshes;
  19821. private _depthOnlySubMeshes;
  19822. private _particleSystems;
  19823. private _spriteManagers;
  19824. private _opaqueSortCompareFn;
  19825. private _alphaTestSortCompareFn;
  19826. private _transparentSortCompareFn;
  19827. private _renderOpaque;
  19828. private _renderAlphaTest;
  19829. private _renderTransparent;
  19830. /** @hidden */
  19831. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19832. onBeforeTransparentRendering: () => void;
  19833. /**
  19834. * Set the opaque sort comparison function.
  19835. * If null the sub meshes will be render in the order they were created
  19836. */
  19837. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19838. /**
  19839. * Set the alpha test sort comparison function.
  19840. * If null the sub meshes will be render in the order they were created
  19841. */
  19842. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19843. /**
  19844. * Set the transparent sort comparison function.
  19845. * If null the sub meshes will be render in the order they were created
  19846. */
  19847. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19848. /**
  19849. * Creates a new rendering group.
  19850. * @param index The rendering group index
  19851. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19852. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19853. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19854. */
  19855. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  19856. /**
  19857. * Render all the sub meshes contained in the group.
  19858. * @param customRenderFunction Used to override the default render behaviour of the group.
  19859. * @returns true if rendered some submeshes.
  19860. */
  19861. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19862. /**
  19863. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19864. * @param subMeshes The submeshes to render
  19865. */
  19866. private renderOpaqueSorted;
  19867. /**
  19868. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19869. * @param subMeshes The submeshes to render
  19870. */
  19871. private renderAlphaTestSorted;
  19872. /**
  19873. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19874. * @param subMeshes The submeshes to render
  19875. */
  19876. private renderTransparentSorted;
  19877. /**
  19878. * Renders the submeshes in a specified order.
  19879. * @param subMeshes The submeshes to sort before render
  19880. * @param sortCompareFn The comparison function use to sort
  19881. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19882. * @param transparent Specifies to activate blending if true
  19883. */
  19884. private static renderSorted;
  19885. /**
  19886. * Renders the submeshes in the order they were dispatched (no sort applied).
  19887. * @param subMeshes The submeshes to render
  19888. */
  19889. private static renderUnsorted;
  19890. /**
  19891. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19892. * are rendered back to front if in the same alpha index.
  19893. *
  19894. * @param a The first submesh
  19895. * @param b The second submesh
  19896. * @returns The result of the comparison
  19897. */
  19898. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19899. /**
  19900. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19901. * are rendered back to front.
  19902. *
  19903. * @param a The first submesh
  19904. * @param b The second submesh
  19905. * @returns The result of the comparison
  19906. */
  19907. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19908. /**
  19909. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19910. * are rendered front to back (prevent overdraw).
  19911. *
  19912. * @param a The first submesh
  19913. * @param b The second submesh
  19914. * @returns The result of the comparison
  19915. */
  19916. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19917. /**
  19918. * Resets the different lists of submeshes to prepare a new frame.
  19919. */
  19920. prepare(): void;
  19921. dispose(): void;
  19922. /**
  19923. * Inserts the submesh in its correct queue depending on its material.
  19924. * @param subMesh The submesh to dispatch
  19925. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19926. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19927. */
  19928. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19929. dispatchSprites(spriteManager: ISpriteManager): void;
  19930. dispatchParticles(particleSystem: IParticleSystem): void;
  19931. private _renderParticles;
  19932. private _renderSprites;
  19933. }
  19934. }
  19935. declare module "babylonjs/Rendering/renderingManager" {
  19936. import { Nullable } from "babylonjs/types";
  19937. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19938. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19939. import { SmartArray } from "babylonjs/Misc/smartArray";
  19940. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19941. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19942. import { Material } from "babylonjs/Materials/material";
  19943. import { Scene } from "babylonjs/scene";
  19944. import { Camera } from "babylonjs/Cameras/camera";
  19945. /**
  19946. * Interface describing the different options available in the rendering manager
  19947. * regarding Auto Clear between groups.
  19948. */
  19949. export interface IRenderingManagerAutoClearSetup {
  19950. /**
  19951. * Defines whether or not autoclear is enable.
  19952. */
  19953. autoClear: boolean;
  19954. /**
  19955. * Defines whether or not to autoclear the depth buffer.
  19956. */
  19957. depth: boolean;
  19958. /**
  19959. * Defines whether or not to autoclear the stencil buffer.
  19960. */
  19961. stencil: boolean;
  19962. }
  19963. /**
  19964. * This class is used by the onRenderingGroupObservable
  19965. */
  19966. export class RenderingGroupInfo {
  19967. /**
  19968. * The Scene that being rendered
  19969. */
  19970. scene: Scene;
  19971. /**
  19972. * The camera currently used for the rendering pass
  19973. */
  19974. camera: Nullable<Camera>;
  19975. /**
  19976. * The ID of the renderingGroup being processed
  19977. */
  19978. renderingGroupId: number;
  19979. }
  19980. /**
  19981. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19982. * It is enable to manage the different groups as well as the different necessary sort functions.
  19983. * This should not be used directly aside of the few static configurations
  19984. */
  19985. export class RenderingManager {
  19986. /**
  19987. * The max id used for rendering groups (not included)
  19988. */
  19989. static MAX_RENDERINGGROUPS: number;
  19990. /**
  19991. * The min id used for rendering groups (included)
  19992. */
  19993. static MIN_RENDERINGGROUPS: number;
  19994. /**
  19995. * Used to globally prevent autoclearing scenes.
  19996. */
  19997. static AUTOCLEAR: boolean;
  19998. /**
  19999. * @hidden
  20000. */
  20001. _useSceneAutoClearSetup: boolean;
  20002. private _scene;
  20003. private _renderingGroups;
  20004. private _depthStencilBufferAlreadyCleaned;
  20005. private _autoClearDepthStencil;
  20006. private _customOpaqueSortCompareFn;
  20007. private _customAlphaTestSortCompareFn;
  20008. private _customTransparentSortCompareFn;
  20009. private _renderingGroupInfo;
  20010. /**
  20011. * Instantiates a new rendering group for a particular scene
  20012. * @param scene Defines the scene the groups belongs to
  20013. */
  20014. constructor(scene: Scene);
  20015. private _clearDepthStencilBuffer;
  20016. /**
  20017. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20018. * @hidden
  20019. */
  20020. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20021. /**
  20022. * Resets the different information of the group to prepare a new frame
  20023. * @hidden
  20024. */
  20025. reset(): void;
  20026. /**
  20027. * Dispose and release the group and its associated resources.
  20028. * @hidden
  20029. */
  20030. dispose(): void;
  20031. /**
  20032. * Clear the info related to rendering groups preventing retention points during dispose.
  20033. */
  20034. freeRenderingGroups(): void;
  20035. private _prepareRenderingGroup;
  20036. /**
  20037. * Add a sprite manager to the rendering manager in order to render it this frame.
  20038. * @param spriteManager Define the sprite manager to render
  20039. */
  20040. dispatchSprites(spriteManager: ISpriteManager): void;
  20041. /**
  20042. * Add a particle system to the rendering manager in order to render it this frame.
  20043. * @param particleSystem Define the particle system to render
  20044. */
  20045. dispatchParticles(particleSystem: IParticleSystem): void;
  20046. /**
  20047. * Add a submesh to the manager in order to render it this frame
  20048. * @param subMesh The submesh to dispatch
  20049. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20050. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20051. */
  20052. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20053. /**
  20054. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20055. * This allowed control for front to back rendering or reversly depending of the special needs.
  20056. *
  20057. * @param renderingGroupId The rendering group id corresponding to its index
  20058. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20059. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20060. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20061. */
  20062. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20063. /**
  20064. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20065. *
  20066. * @param renderingGroupId The rendering group id corresponding to its index
  20067. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20068. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20069. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20070. */
  20071. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20072. /**
  20073. * Gets the current auto clear configuration for one rendering group of the rendering
  20074. * manager.
  20075. * @param index the rendering group index to get the information for
  20076. * @returns The auto clear setup for the requested rendering group
  20077. */
  20078. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20079. }
  20080. }
  20081. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20082. import { Observable } from "babylonjs/Misc/observable";
  20083. import { SmartArray } from "babylonjs/Misc/smartArray";
  20084. import { Nullable } from "babylonjs/types";
  20085. import { Camera } from "babylonjs/Cameras/camera";
  20086. import { Scene } from "babylonjs/scene";
  20087. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20088. import { Color4 } from "babylonjs/Maths/math.color";
  20089. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20091. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20092. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20093. import { Texture } from "babylonjs/Materials/Textures/texture";
  20094. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20095. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20096. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20097. import { Engine } from "babylonjs/Engines/engine";
  20098. /**
  20099. * This Helps creating a texture that will be created from a camera in your scene.
  20100. * It is basically a dynamic texture that could be used to create special effects for instance.
  20101. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20102. */
  20103. export class RenderTargetTexture extends Texture {
  20104. isCube: boolean;
  20105. /**
  20106. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20107. */
  20108. static readonly REFRESHRATE_RENDER_ONCE: number;
  20109. /**
  20110. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20111. */
  20112. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20113. /**
  20114. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20115. * the central point of your effect and can save a lot of performances.
  20116. */
  20117. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20118. /**
  20119. * Use this predicate to dynamically define the list of mesh you want to render.
  20120. * If set, the renderList property will be overwritten.
  20121. */
  20122. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20123. private _renderList;
  20124. /**
  20125. * Use this list to define the list of mesh you want to render.
  20126. */
  20127. renderList: Nullable<Array<AbstractMesh>>;
  20128. private _hookArray;
  20129. /**
  20130. * Define if particles should be rendered in your texture.
  20131. */
  20132. renderParticles: boolean;
  20133. /**
  20134. * Define if sprites should be rendered in your texture.
  20135. */
  20136. renderSprites: boolean;
  20137. /**
  20138. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20139. */
  20140. coordinatesMode: number;
  20141. /**
  20142. * Define the camera used to render the texture.
  20143. */
  20144. activeCamera: Nullable<Camera>;
  20145. /**
  20146. * Override the render function of the texture with your own one.
  20147. */
  20148. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20149. /**
  20150. * Define if camera post processes should be use while rendering the texture.
  20151. */
  20152. useCameraPostProcesses: boolean;
  20153. /**
  20154. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20155. */
  20156. ignoreCameraViewport: boolean;
  20157. private _postProcessManager;
  20158. private _postProcesses;
  20159. private _resizeObserver;
  20160. /**
  20161. * An event triggered when the texture is unbind.
  20162. */
  20163. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20164. /**
  20165. * An event triggered when the texture is unbind.
  20166. */
  20167. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20168. private _onAfterUnbindObserver;
  20169. /**
  20170. * Set a after unbind callback in the texture.
  20171. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20172. */
  20173. onAfterUnbind: () => void;
  20174. /**
  20175. * An event triggered before rendering the texture
  20176. */
  20177. onBeforeRenderObservable: Observable<number>;
  20178. private _onBeforeRenderObserver;
  20179. /**
  20180. * Set a before render callback in the texture.
  20181. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20182. */
  20183. onBeforeRender: (faceIndex: number) => void;
  20184. /**
  20185. * An event triggered after rendering the texture
  20186. */
  20187. onAfterRenderObservable: Observable<number>;
  20188. private _onAfterRenderObserver;
  20189. /**
  20190. * Set a after render callback in the texture.
  20191. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20192. */
  20193. onAfterRender: (faceIndex: number) => void;
  20194. /**
  20195. * An event triggered after the texture clear
  20196. */
  20197. onClearObservable: Observable<Engine>;
  20198. private _onClearObserver;
  20199. /**
  20200. * Set a clear callback in the texture.
  20201. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20202. */
  20203. onClear: (Engine: Engine) => void;
  20204. /**
  20205. * An event triggered when the texture is resized.
  20206. */
  20207. onResizeObservable: Observable<RenderTargetTexture>;
  20208. /**
  20209. * Define the clear color of the Render Target if it should be different from the scene.
  20210. */
  20211. clearColor: Color4;
  20212. protected _size: number | {
  20213. width: number;
  20214. height: number;
  20215. };
  20216. protected _initialSizeParameter: number | {
  20217. width: number;
  20218. height: number;
  20219. } | {
  20220. ratio: number;
  20221. };
  20222. protected _sizeRatio: Nullable<number>;
  20223. /** @hidden */
  20224. _generateMipMaps: boolean;
  20225. protected _renderingManager: RenderingManager;
  20226. /** @hidden */
  20227. _waitingRenderList: string[];
  20228. protected _doNotChangeAspectRatio: boolean;
  20229. protected _currentRefreshId: number;
  20230. protected _refreshRate: number;
  20231. protected _textureMatrix: Matrix;
  20232. protected _samples: number;
  20233. protected _renderTargetOptions: RenderTargetCreationOptions;
  20234. /**
  20235. * Gets render target creation options that were used.
  20236. */
  20237. readonly renderTargetOptions: RenderTargetCreationOptions;
  20238. protected _engine: Engine;
  20239. protected _onRatioRescale(): void;
  20240. /**
  20241. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20242. * It must define where the camera used to render the texture is set
  20243. */
  20244. boundingBoxPosition: Vector3;
  20245. private _boundingBoxSize;
  20246. /**
  20247. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20248. * When defined, the cubemap will switch to local mode
  20249. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20250. * @example https://www.babylonjs-playground.com/#RNASML
  20251. */
  20252. boundingBoxSize: Vector3;
  20253. /**
  20254. * In case the RTT has been created with a depth texture, get the associated
  20255. * depth texture.
  20256. * Otherwise, return null.
  20257. */
  20258. depthStencilTexture: Nullable<InternalTexture>;
  20259. /**
  20260. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20261. * or used a shadow, depth texture...
  20262. * @param name The friendly name of the texture
  20263. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20264. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20265. * @param generateMipMaps True if mip maps need to be generated after render.
  20266. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20267. * @param type The type of the buffer in the RTT (int, half float, float...)
  20268. * @param isCube True if a cube texture needs to be created
  20269. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20270. * @param generateDepthBuffer True to generate a depth buffer
  20271. * @param generateStencilBuffer True to generate a stencil buffer
  20272. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20273. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20274. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20275. */
  20276. constructor(name: string, size: number | {
  20277. width: number;
  20278. height: number;
  20279. } | {
  20280. ratio: number;
  20281. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20282. /**
  20283. * Creates a depth stencil texture.
  20284. * This is only available in WebGL 2 or with the depth texture extension available.
  20285. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20286. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20287. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20288. */
  20289. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20290. private _processSizeParameter;
  20291. /**
  20292. * Define the number of samples to use in case of MSAA.
  20293. * It defaults to one meaning no MSAA has been enabled.
  20294. */
  20295. samples: number;
  20296. /**
  20297. * Resets the refresh counter of the texture and start bak from scratch.
  20298. * Could be useful to regenerate the texture if it is setup to render only once.
  20299. */
  20300. resetRefreshCounter(): void;
  20301. /**
  20302. * Define the refresh rate of the texture or the rendering frequency.
  20303. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20304. */
  20305. refreshRate: number;
  20306. /**
  20307. * Adds a post process to the render target rendering passes.
  20308. * @param postProcess define the post process to add
  20309. */
  20310. addPostProcess(postProcess: PostProcess): void;
  20311. /**
  20312. * Clear all the post processes attached to the render target
  20313. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20314. */
  20315. clearPostProcesses(dispose?: boolean): void;
  20316. /**
  20317. * Remove one of the post process from the list of attached post processes to the texture
  20318. * @param postProcess define the post process to remove from the list
  20319. */
  20320. removePostProcess(postProcess: PostProcess): void;
  20321. /** @hidden */
  20322. _shouldRender(): boolean;
  20323. /**
  20324. * Gets the actual render size of the texture.
  20325. * @returns the width of the render size
  20326. */
  20327. getRenderSize(): number;
  20328. /**
  20329. * Gets the actual render width of the texture.
  20330. * @returns the width of the render size
  20331. */
  20332. getRenderWidth(): number;
  20333. /**
  20334. * Gets the actual render height of the texture.
  20335. * @returns the height of the render size
  20336. */
  20337. getRenderHeight(): number;
  20338. /**
  20339. * Get if the texture can be rescaled or not.
  20340. */
  20341. readonly canRescale: boolean;
  20342. /**
  20343. * Resize the texture using a ratio.
  20344. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20345. */
  20346. scale(ratio: number): void;
  20347. /**
  20348. * Get the texture reflection matrix used to rotate/transform the reflection.
  20349. * @returns the reflection matrix
  20350. */
  20351. getReflectionTextureMatrix(): Matrix;
  20352. /**
  20353. * Resize the texture to a new desired size.
  20354. * Be carrefull as it will recreate all the data in the new texture.
  20355. * @param size Define the new size. It can be:
  20356. * - a number for squared texture,
  20357. * - an object containing { width: number, height: number }
  20358. * - or an object containing a ratio { ratio: number }
  20359. */
  20360. resize(size: number | {
  20361. width: number;
  20362. height: number;
  20363. } | {
  20364. ratio: number;
  20365. }): void;
  20366. /**
  20367. * Renders all the objects from the render list into the texture.
  20368. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20369. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20370. */
  20371. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20372. private _bestReflectionRenderTargetDimension;
  20373. /**
  20374. * @hidden
  20375. * @param faceIndex face index to bind to if this is a cubetexture
  20376. */
  20377. _bindFrameBuffer(faceIndex?: number): void;
  20378. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20379. private renderToTarget;
  20380. /**
  20381. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20382. * This allowed control for front to back rendering or reversly depending of the special needs.
  20383. *
  20384. * @param renderingGroupId The rendering group id corresponding to its index
  20385. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20386. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20387. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20388. */
  20389. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20390. /**
  20391. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20392. *
  20393. * @param renderingGroupId The rendering group id corresponding to its index
  20394. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20395. */
  20396. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20397. /**
  20398. * Clones the texture.
  20399. * @returns the cloned texture
  20400. */
  20401. clone(): RenderTargetTexture;
  20402. /**
  20403. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20404. * @returns The JSON representation of the texture
  20405. */
  20406. serialize(): any;
  20407. /**
  20408. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20409. */
  20410. disposeFramebufferObjects(): void;
  20411. /**
  20412. * Dispose the texture and release its associated resources.
  20413. */
  20414. dispose(): void;
  20415. /** @hidden */
  20416. _rebuild(): void;
  20417. /**
  20418. * Clear the info related to rendering groups preventing retention point in material dispose.
  20419. */
  20420. freeRenderingGroups(): void;
  20421. /**
  20422. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20423. * @returns the view count
  20424. */
  20425. getViewCount(): number;
  20426. }
  20427. }
  20428. declare module "babylonjs/Materials/material" {
  20429. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20430. import { SmartArray } from "babylonjs/Misc/smartArray";
  20431. import { Observable } from "babylonjs/Misc/observable";
  20432. import { Nullable } from "babylonjs/types";
  20433. import { Scene } from "babylonjs/scene";
  20434. import { Matrix } from "babylonjs/Maths/math.vector";
  20435. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20436. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20437. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20438. import { Effect } from "babylonjs/Materials/effect";
  20439. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20440. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20441. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20442. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20443. import { Mesh } from "babylonjs/Meshes/mesh";
  20444. import { Animation } from "babylonjs/Animations/animation";
  20445. /**
  20446. * Base class for the main features of a material in Babylon.js
  20447. */
  20448. export class Material implements IAnimatable {
  20449. /**
  20450. * Returns the triangle fill mode
  20451. */
  20452. static readonly TriangleFillMode: number;
  20453. /**
  20454. * Returns the wireframe mode
  20455. */
  20456. static readonly WireFrameFillMode: number;
  20457. /**
  20458. * Returns the point fill mode
  20459. */
  20460. static readonly PointFillMode: number;
  20461. /**
  20462. * Returns the point list draw mode
  20463. */
  20464. static readonly PointListDrawMode: number;
  20465. /**
  20466. * Returns the line list draw mode
  20467. */
  20468. static readonly LineListDrawMode: number;
  20469. /**
  20470. * Returns the line loop draw mode
  20471. */
  20472. static readonly LineLoopDrawMode: number;
  20473. /**
  20474. * Returns the line strip draw mode
  20475. */
  20476. static readonly LineStripDrawMode: number;
  20477. /**
  20478. * Returns the triangle strip draw mode
  20479. */
  20480. static readonly TriangleStripDrawMode: number;
  20481. /**
  20482. * Returns the triangle fan draw mode
  20483. */
  20484. static readonly TriangleFanDrawMode: number;
  20485. /**
  20486. * Stores the clock-wise side orientation
  20487. */
  20488. static readonly ClockWiseSideOrientation: number;
  20489. /**
  20490. * Stores the counter clock-wise side orientation
  20491. */
  20492. static readonly CounterClockWiseSideOrientation: number;
  20493. /**
  20494. * The dirty texture flag value
  20495. */
  20496. static readonly TextureDirtyFlag: number;
  20497. /**
  20498. * The dirty light flag value
  20499. */
  20500. static readonly LightDirtyFlag: number;
  20501. /**
  20502. * The dirty fresnel flag value
  20503. */
  20504. static readonly FresnelDirtyFlag: number;
  20505. /**
  20506. * The dirty attribute flag value
  20507. */
  20508. static readonly AttributesDirtyFlag: number;
  20509. /**
  20510. * The dirty misc flag value
  20511. */
  20512. static readonly MiscDirtyFlag: number;
  20513. /**
  20514. * The all dirty flag value
  20515. */
  20516. static readonly AllDirtyFlag: number;
  20517. /**
  20518. * The ID of the material
  20519. */
  20520. id: string;
  20521. /**
  20522. * Gets or sets the unique id of the material
  20523. */
  20524. uniqueId: number;
  20525. /**
  20526. * The name of the material
  20527. */
  20528. name: string;
  20529. /**
  20530. * Gets or sets user defined metadata
  20531. */
  20532. metadata: any;
  20533. /**
  20534. * For internal use only. Please do not use.
  20535. */
  20536. reservedDataStore: any;
  20537. /**
  20538. * Specifies if the ready state should be checked on each call
  20539. */
  20540. checkReadyOnEveryCall: boolean;
  20541. /**
  20542. * Specifies if the ready state should be checked once
  20543. */
  20544. checkReadyOnlyOnce: boolean;
  20545. /**
  20546. * The state of the material
  20547. */
  20548. state: string;
  20549. /**
  20550. * The alpha value of the material
  20551. */
  20552. protected _alpha: number;
  20553. /**
  20554. * List of inspectable custom properties (used by the Inspector)
  20555. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20556. */
  20557. inspectableCustomProperties: IInspectable[];
  20558. /**
  20559. * Sets the alpha value of the material
  20560. */
  20561. /**
  20562. * Gets the alpha value of the material
  20563. */
  20564. alpha: number;
  20565. /**
  20566. * Specifies if back face culling is enabled
  20567. */
  20568. protected _backFaceCulling: boolean;
  20569. /**
  20570. * Sets the back-face culling state
  20571. */
  20572. /**
  20573. * Gets the back-face culling state
  20574. */
  20575. backFaceCulling: boolean;
  20576. /**
  20577. * Stores the value for side orientation
  20578. */
  20579. sideOrientation: number;
  20580. /**
  20581. * Callback triggered when the material is compiled
  20582. */
  20583. onCompiled: Nullable<(effect: Effect) => void>;
  20584. /**
  20585. * Callback triggered when an error occurs
  20586. */
  20587. onError: Nullable<(effect: Effect, errors: string) => void>;
  20588. /**
  20589. * Callback triggered to get the render target textures
  20590. */
  20591. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20592. /**
  20593. * Gets a boolean indicating that current material needs to register RTT
  20594. */
  20595. readonly hasRenderTargetTextures: boolean;
  20596. /**
  20597. * Specifies if the material should be serialized
  20598. */
  20599. doNotSerialize: boolean;
  20600. /**
  20601. * @hidden
  20602. */
  20603. _storeEffectOnSubMeshes: boolean;
  20604. /**
  20605. * Stores the animations for the material
  20606. */
  20607. animations: Nullable<Array<Animation>>;
  20608. /**
  20609. * An event triggered when the material is disposed
  20610. */
  20611. onDisposeObservable: Observable<Material>;
  20612. /**
  20613. * An observer which watches for dispose events
  20614. */
  20615. private _onDisposeObserver;
  20616. private _onUnBindObservable;
  20617. /**
  20618. * Called during a dispose event
  20619. */
  20620. onDispose: () => void;
  20621. private _onBindObservable;
  20622. /**
  20623. * An event triggered when the material is bound
  20624. */
  20625. readonly onBindObservable: Observable<AbstractMesh>;
  20626. /**
  20627. * An observer which watches for bind events
  20628. */
  20629. private _onBindObserver;
  20630. /**
  20631. * Called during a bind event
  20632. */
  20633. onBind: (Mesh: AbstractMesh) => void;
  20634. /**
  20635. * An event triggered when the material is unbound
  20636. */
  20637. readonly onUnBindObservable: Observable<Material>;
  20638. /**
  20639. * Stores the value of the alpha mode
  20640. */
  20641. private _alphaMode;
  20642. /**
  20643. * Sets the value of the alpha mode.
  20644. *
  20645. * | Value | Type | Description |
  20646. * | --- | --- | --- |
  20647. * | 0 | ALPHA_DISABLE | |
  20648. * | 1 | ALPHA_ADD | |
  20649. * | 2 | ALPHA_COMBINE | |
  20650. * | 3 | ALPHA_SUBTRACT | |
  20651. * | 4 | ALPHA_MULTIPLY | |
  20652. * | 5 | ALPHA_MAXIMIZED | |
  20653. * | 6 | ALPHA_ONEONE | |
  20654. * | 7 | ALPHA_PREMULTIPLIED | |
  20655. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20656. * | 9 | ALPHA_INTERPOLATE | |
  20657. * | 10 | ALPHA_SCREENMODE | |
  20658. *
  20659. */
  20660. /**
  20661. * Gets the value of the alpha mode
  20662. */
  20663. alphaMode: number;
  20664. /**
  20665. * Stores the state of the need depth pre-pass value
  20666. */
  20667. private _needDepthPrePass;
  20668. /**
  20669. * Sets the need depth pre-pass value
  20670. */
  20671. /**
  20672. * Gets the depth pre-pass value
  20673. */
  20674. needDepthPrePass: boolean;
  20675. /**
  20676. * Specifies if depth writing should be disabled
  20677. */
  20678. disableDepthWrite: boolean;
  20679. /**
  20680. * Specifies if depth writing should be forced
  20681. */
  20682. forceDepthWrite: boolean;
  20683. /**
  20684. * Specifies if there should be a separate pass for culling
  20685. */
  20686. separateCullingPass: boolean;
  20687. /**
  20688. * Stores the state specifing if fog should be enabled
  20689. */
  20690. private _fogEnabled;
  20691. /**
  20692. * Sets the state for enabling fog
  20693. */
  20694. /**
  20695. * Gets the value of the fog enabled state
  20696. */
  20697. fogEnabled: boolean;
  20698. /**
  20699. * Stores the size of points
  20700. */
  20701. pointSize: number;
  20702. /**
  20703. * Stores the z offset value
  20704. */
  20705. zOffset: number;
  20706. /**
  20707. * Gets a value specifying if wireframe mode is enabled
  20708. */
  20709. /**
  20710. * Sets the state of wireframe mode
  20711. */
  20712. wireframe: boolean;
  20713. /**
  20714. * Gets the value specifying if point clouds are enabled
  20715. */
  20716. /**
  20717. * Sets the state of point cloud mode
  20718. */
  20719. pointsCloud: boolean;
  20720. /**
  20721. * Gets the material fill mode
  20722. */
  20723. /**
  20724. * Sets the material fill mode
  20725. */
  20726. fillMode: number;
  20727. /**
  20728. * @hidden
  20729. * Stores the effects for the material
  20730. */
  20731. _effect: Nullable<Effect>;
  20732. /**
  20733. * @hidden
  20734. * Specifies if the material was previously ready
  20735. */
  20736. _wasPreviouslyReady: boolean;
  20737. /**
  20738. * Specifies if uniform buffers should be used
  20739. */
  20740. private _useUBO;
  20741. /**
  20742. * Stores a reference to the scene
  20743. */
  20744. private _scene;
  20745. /**
  20746. * Stores the fill mode state
  20747. */
  20748. private _fillMode;
  20749. /**
  20750. * Specifies if the depth write state should be cached
  20751. */
  20752. private _cachedDepthWriteState;
  20753. /**
  20754. * Stores the uniform buffer
  20755. */
  20756. protected _uniformBuffer: UniformBuffer;
  20757. /** @hidden */
  20758. _indexInSceneMaterialArray: number;
  20759. /** @hidden */
  20760. meshMap: Nullable<{
  20761. [id: string]: AbstractMesh | undefined;
  20762. }>;
  20763. /**
  20764. * Creates a material instance
  20765. * @param name defines the name of the material
  20766. * @param scene defines the scene to reference
  20767. * @param doNotAdd specifies if the material should be added to the scene
  20768. */
  20769. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20770. /**
  20771. * Returns a string representation of the current material
  20772. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20773. * @returns a string with material information
  20774. */
  20775. toString(fullDetails?: boolean): string;
  20776. /**
  20777. * Gets the class name of the material
  20778. * @returns a string with the class name of the material
  20779. */
  20780. getClassName(): string;
  20781. /**
  20782. * Specifies if updates for the material been locked
  20783. */
  20784. readonly isFrozen: boolean;
  20785. /**
  20786. * Locks updates for the material
  20787. */
  20788. freeze(): void;
  20789. /**
  20790. * Unlocks updates for the material
  20791. */
  20792. unfreeze(): void;
  20793. /**
  20794. * Specifies if the material is ready to be used
  20795. * @param mesh defines the mesh to check
  20796. * @param useInstances specifies if instances should be used
  20797. * @returns a boolean indicating if the material is ready to be used
  20798. */
  20799. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20800. /**
  20801. * Specifies that the submesh is ready to be used
  20802. * @param mesh defines the mesh to check
  20803. * @param subMesh defines which submesh to check
  20804. * @param useInstances specifies that instances should be used
  20805. * @returns a boolean indicating that the submesh is ready or not
  20806. */
  20807. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20808. /**
  20809. * Returns the material effect
  20810. * @returns the effect associated with the material
  20811. */
  20812. getEffect(): Nullable<Effect>;
  20813. /**
  20814. * Returns the current scene
  20815. * @returns a Scene
  20816. */
  20817. getScene(): Scene;
  20818. /**
  20819. * Specifies if the material will require alpha blending
  20820. * @returns a boolean specifying if alpha blending is needed
  20821. */
  20822. needAlphaBlending(): boolean;
  20823. /**
  20824. * Specifies if the mesh will require alpha blending
  20825. * @param mesh defines the mesh to check
  20826. * @returns a boolean specifying if alpha blending is needed for the mesh
  20827. */
  20828. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20829. /**
  20830. * Specifies if this material should be rendered in alpha test mode
  20831. * @returns a boolean specifying if an alpha test is needed.
  20832. */
  20833. needAlphaTesting(): boolean;
  20834. /**
  20835. * Gets the texture used for the alpha test
  20836. * @returns the texture to use for alpha testing
  20837. */
  20838. getAlphaTestTexture(): Nullable<BaseTexture>;
  20839. /**
  20840. * Marks the material to indicate that it needs to be re-calculated
  20841. */
  20842. markDirty(): void;
  20843. /** @hidden */
  20844. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20845. /**
  20846. * Binds the material to the mesh
  20847. * @param world defines the world transformation matrix
  20848. * @param mesh defines the mesh to bind the material to
  20849. */
  20850. bind(world: Matrix, mesh?: Mesh): void;
  20851. /**
  20852. * Binds the submesh to the material
  20853. * @param world defines the world transformation matrix
  20854. * @param mesh defines the mesh containing the submesh
  20855. * @param subMesh defines the submesh to bind the material to
  20856. */
  20857. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20858. /**
  20859. * Binds the world matrix to the material
  20860. * @param world defines the world transformation matrix
  20861. */
  20862. bindOnlyWorldMatrix(world: Matrix): void;
  20863. /**
  20864. * Binds the scene's uniform buffer to the effect.
  20865. * @param effect defines the effect to bind to the scene uniform buffer
  20866. * @param sceneUbo defines the uniform buffer storing scene data
  20867. */
  20868. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20869. /**
  20870. * Binds the view matrix to the effect
  20871. * @param effect defines the effect to bind the view matrix to
  20872. */
  20873. bindView(effect: Effect): void;
  20874. /**
  20875. * Binds the view projection matrix to the effect
  20876. * @param effect defines the effect to bind the view projection matrix to
  20877. */
  20878. bindViewProjection(effect: Effect): void;
  20879. /**
  20880. * Specifies if material alpha testing should be turned on for the mesh
  20881. * @param mesh defines the mesh to check
  20882. */
  20883. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20884. /**
  20885. * Processes to execute after binding the material to a mesh
  20886. * @param mesh defines the rendered mesh
  20887. */
  20888. protected _afterBind(mesh?: Mesh): void;
  20889. /**
  20890. * Unbinds the material from the mesh
  20891. */
  20892. unbind(): void;
  20893. /**
  20894. * Gets the active textures from the material
  20895. * @returns an array of textures
  20896. */
  20897. getActiveTextures(): BaseTexture[];
  20898. /**
  20899. * Specifies if the material uses a texture
  20900. * @param texture defines the texture to check against the material
  20901. * @returns a boolean specifying if the material uses the texture
  20902. */
  20903. hasTexture(texture: BaseTexture): boolean;
  20904. /**
  20905. * Makes a duplicate of the material, and gives it a new name
  20906. * @param name defines the new name for the duplicated material
  20907. * @returns the cloned material
  20908. */
  20909. clone(name: string): Nullable<Material>;
  20910. /**
  20911. * Gets the meshes bound to the material
  20912. * @returns an array of meshes bound to the material
  20913. */
  20914. getBindedMeshes(): AbstractMesh[];
  20915. /**
  20916. * Force shader compilation
  20917. * @param mesh defines the mesh associated with this material
  20918. * @param onCompiled defines a function to execute once the material is compiled
  20919. * @param options defines the options to configure the compilation
  20920. */
  20921. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20922. clipPlane: boolean;
  20923. }>): void;
  20924. /**
  20925. * Force shader compilation
  20926. * @param mesh defines the mesh that will use this material
  20927. * @param options defines additional options for compiling the shaders
  20928. * @returns a promise that resolves when the compilation completes
  20929. */
  20930. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20931. clipPlane: boolean;
  20932. }>): Promise<void>;
  20933. private static readonly _AllDirtyCallBack;
  20934. private static readonly _ImageProcessingDirtyCallBack;
  20935. private static readonly _TextureDirtyCallBack;
  20936. private static readonly _FresnelDirtyCallBack;
  20937. private static readonly _MiscDirtyCallBack;
  20938. private static readonly _LightsDirtyCallBack;
  20939. private static readonly _AttributeDirtyCallBack;
  20940. private static _FresnelAndMiscDirtyCallBack;
  20941. private static _TextureAndMiscDirtyCallBack;
  20942. private static readonly _DirtyCallbackArray;
  20943. private static readonly _RunDirtyCallBacks;
  20944. /**
  20945. * Marks a define in the material to indicate that it needs to be re-computed
  20946. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20947. */
  20948. markAsDirty(flag: number): void;
  20949. /**
  20950. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20951. * @param func defines a function which checks material defines against the submeshes
  20952. */
  20953. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20954. /**
  20955. * Indicates that we need to re-calculated for all submeshes
  20956. */
  20957. protected _markAllSubMeshesAsAllDirty(): void;
  20958. /**
  20959. * Indicates that image processing needs to be re-calculated for all submeshes
  20960. */
  20961. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20962. /**
  20963. * Indicates that textures need to be re-calculated for all submeshes
  20964. */
  20965. protected _markAllSubMeshesAsTexturesDirty(): void;
  20966. /**
  20967. * Indicates that fresnel needs to be re-calculated for all submeshes
  20968. */
  20969. protected _markAllSubMeshesAsFresnelDirty(): void;
  20970. /**
  20971. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20972. */
  20973. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20974. /**
  20975. * Indicates that lights need to be re-calculated for all submeshes
  20976. */
  20977. protected _markAllSubMeshesAsLightsDirty(): void;
  20978. /**
  20979. * Indicates that attributes need to be re-calculated for all submeshes
  20980. */
  20981. protected _markAllSubMeshesAsAttributesDirty(): void;
  20982. /**
  20983. * Indicates that misc needs to be re-calculated for all submeshes
  20984. */
  20985. protected _markAllSubMeshesAsMiscDirty(): void;
  20986. /**
  20987. * Indicates that textures and misc need to be re-calculated for all submeshes
  20988. */
  20989. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20990. /**
  20991. * Disposes the material
  20992. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20993. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20994. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20995. */
  20996. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20997. /** @hidden */
  20998. private releaseVertexArrayObject;
  20999. /**
  21000. * Serializes this material
  21001. * @returns the serialized material object
  21002. */
  21003. serialize(): any;
  21004. /**
  21005. * Creates a material from parsed material data
  21006. * @param parsedMaterial defines parsed material data
  21007. * @param scene defines the hosting scene
  21008. * @param rootUrl defines the root URL to use to load textures
  21009. * @returns a new material
  21010. */
  21011. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21012. }
  21013. }
  21014. declare module "babylonjs/Materials/multiMaterial" {
  21015. import { Nullable } from "babylonjs/types";
  21016. import { Scene } from "babylonjs/scene";
  21017. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21018. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21019. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21020. import { Material } from "babylonjs/Materials/material";
  21021. /**
  21022. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21023. * separate meshes. This can be use to improve performances.
  21024. * @see http://doc.babylonjs.com/how_to/multi_materials
  21025. */
  21026. export class MultiMaterial extends Material {
  21027. private _subMaterials;
  21028. /**
  21029. * Gets or Sets the list of Materials used within the multi material.
  21030. * They need to be ordered according to the submeshes order in the associated mesh
  21031. */
  21032. subMaterials: Nullable<Material>[];
  21033. /**
  21034. * Function used to align with Node.getChildren()
  21035. * @returns the list of Materials used within the multi material
  21036. */
  21037. getChildren(): Nullable<Material>[];
  21038. /**
  21039. * Instantiates a new Multi Material
  21040. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21041. * separate meshes. This can be use to improve performances.
  21042. * @see http://doc.babylonjs.com/how_to/multi_materials
  21043. * @param name Define the name in the scene
  21044. * @param scene Define the scene the material belongs to
  21045. */
  21046. constructor(name: string, scene: Scene);
  21047. private _hookArray;
  21048. /**
  21049. * Get one of the submaterial by its index in the submaterials array
  21050. * @param index The index to look the sub material at
  21051. * @returns The Material if the index has been defined
  21052. */
  21053. getSubMaterial(index: number): Nullable<Material>;
  21054. /**
  21055. * Get the list of active textures for the whole sub materials list.
  21056. * @returns All the textures that will be used during the rendering
  21057. */
  21058. getActiveTextures(): BaseTexture[];
  21059. /**
  21060. * Gets the current class name of the material e.g. "MultiMaterial"
  21061. * Mainly use in serialization.
  21062. * @returns the class name
  21063. */
  21064. getClassName(): string;
  21065. /**
  21066. * Checks if the material is ready to render the requested sub mesh
  21067. * @param mesh Define the mesh the submesh belongs to
  21068. * @param subMesh Define the sub mesh to look readyness for
  21069. * @param useInstances Define whether or not the material is used with instances
  21070. * @returns true if ready, otherwise false
  21071. */
  21072. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21073. /**
  21074. * Clones the current material and its related sub materials
  21075. * @param name Define the name of the newly cloned material
  21076. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21077. * @returns the cloned material
  21078. */
  21079. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21080. /**
  21081. * Serializes the materials into a JSON representation.
  21082. * @returns the JSON representation
  21083. */
  21084. serialize(): any;
  21085. /**
  21086. * Dispose the material and release its associated resources
  21087. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21088. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21089. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21090. */
  21091. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21092. /**
  21093. * Creates a MultiMaterial from parsed MultiMaterial data.
  21094. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21095. * @param scene defines the hosting scene
  21096. * @returns a new MultiMaterial
  21097. */
  21098. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21099. }
  21100. }
  21101. declare module "babylonjs/Meshes/subMesh" {
  21102. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21103. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21104. import { Engine } from "babylonjs/Engines/engine";
  21105. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21106. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21107. import { Effect } from "babylonjs/Materials/effect";
  21108. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21109. import { Plane } from "babylonjs/Maths/math.plane";
  21110. import { Collider } from "babylonjs/Collisions/collider";
  21111. import { Material } from "babylonjs/Materials/material";
  21112. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21113. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21114. import { Mesh } from "babylonjs/Meshes/mesh";
  21115. import { Ray } from "babylonjs/Culling/ray";
  21116. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21117. /**
  21118. * Base class for submeshes
  21119. */
  21120. export class BaseSubMesh {
  21121. /** @hidden */
  21122. _materialDefines: Nullable<MaterialDefines>;
  21123. /** @hidden */
  21124. _materialEffect: Nullable<Effect>;
  21125. /**
  21126. * Gets associated effect
  21127. */
  21128. readonly effect: Nullable<Effect>;
  21129. /**
  21130. * Sets associated effect (effect used to render this submesh)
  21131. * @param effect defines the effect to associate with
  21132. * @param defines defines the set of defines used to compile this effect
  21133. */
  21134. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21135. }
  21136. /**
  21137. * Defines a subdivision inside a mesh
  21138. */
  21139. export class SubMesh extends BaseSubMesh implements ICullable {
  21140. /** the material index to use */
  21141. materialIndex: number;
  21142. /** vertex index start */
  21143. verticesStart: number;
  21144. /** vertices count */
  21145. verticesCount: number;
  21146. /** index start */
  21147. indexStart: number;
  21148. /** indices count */
  21149. indexCount: number;
  21150. /** @hidden */
  21151. _linesIndexCount: number;
  21152. private _mesh;
  21153. private _renderingMesh;
  21154. private _boundingInfo;
  21155. private _linesIndexBuffer;
  21156. /** @hidden */
  21157. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21158. /** @hidden */
  21159. _trianglePlanes: Plane[];
  21160. /** @hidden */
  21161. _lastColliderTransformMatrix: Nullable<Matrix>;
  21162. /** @hidden */
  21163. _renderId: number;
  21164. /** @hidden */
  21165. _alphaIndex: number;
  21166. /** @hidden */
  21167. _distanceToCamera: number;
  21168. /** @hidden */
  21169. _id: number;
  21170. private _currentMaterial;
  21171. /**
  21172. * Add a new submesh to a mesh
  21173. * @param materialIndex defines the material index to use
  21174. * @param verticesStart defines vertex index start
  21175. * @param verticesCount defines vertices count
  21176. * @param indexStart defines index start
  21177. * @param indexCount defines indices count
  21178. * @param mesh defines the parent mesh
  21179. * @param renderingMesh defines an optional rendering mesh
  21180. * @param createBoundingBox defines if bounding box should be created for this submesh
  21181. * @returns the new submesh
  21182. */
  21183. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21184. /**
  21185. * Creates a new submesh
  21186. * @param materialIndex defines the material index to use
  21187. * @param verticesStart defines vertex index start
  21188. * @param verticesCount defines vertices count
  21189. * @param indexStart defines index start
  21190. * @param indexCount defines indices count
  21191. * @param mesh defines the parent mesh
  21192. * @param renderingMesh defines an optional rendering mesh
  21193. * @param createBoundingBox defines if bounding box should be created for this submesh
  21194. */
  21195. constructor(
  21196. /** the material index to use */
  21197. materialIndex: number,
  21198. /** vertex index start */
  21199. verticesStart: number,
  21200. /** vertices count */
  21201. verticesCount: number,
  21202. /** index start */
  21203. indexStart: number,
  21204. /** indices count */
  21205. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21206. /**
  21207. * Returns true if this submesh covers the entire parent mesh
  21208. * @ignorenaming
  21209. */
  21210. readonly IsGlobal: boolean;
  21211. /**
  21212. * Returns the submesh BoudingInfo object
  21213. * @returns current bounding info (or mesh's one if the submesh is global)
  21214. */
  21215. getBoundingInfo(): BoundingInfo;
  21216. /**
  21217. * Sets the submesh BoundingInfo
  21218. * @param boundingInfo defines the new bounding info to use
  21219. * @returns the SubMesh
  21220. */
  21221. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21222. /**
  21223. * Returns the mesh of the current submesh
  21224. * @return the parent mesh
  21225. */
  21226. getMesh(): AbstractMesh;
  21227. /**
  21228. * Returns the rendering mesh of the submesh
  21229. * @returns the rendering mesh (could be different from parent mesh)
  21230. */
  21231. getRenderingMesh(): Mesh;
  21232. /**
  21233. * Returns the submesh material
  21234. * @returns null or the current material
  21235. */
  21236. getMaterial(): Nullable<Material>;
  21237. /**
  21238. * Sets a new updated BoundingInfo object to the submesh
  21239. * @param data defines an optional position array to use to determine the bounding info
  21240. * @returns the SubMesh
  21241. */
  21242. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21243. /** @hidden */
  21244. _checkCollision(collider: Collider): boolean;
  21245. /**
  21246. * Updates the submesh BoundingInfo
  21247. * @param world defines the world matrix to use to update the bounding info
  21248. * @returns the submesh
  21249. */
  21250. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21251. /**
  21252. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21253. * @param frustumPlanes defines the frustum planes
  21254. * @returns true if the submesh is intersecting with the frustum
  21255. */
  21256. isInFrustum(frustumPlanes: Plane[]): boolean;
  21257. /**
  21258. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21259. * @param frustumPlanes defines the frustum planes
  21260. * @returns true if the submesh is inside the frustum
  21261. */
  21262. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21263. /**
  21264. * Renders the submesh
  21265. * @param enableAlphaMode defines if alpha needs to be used
  21266. * @returns the submesh
  21267. */
  21268. render(enableAlphaMode: boolean): SubMesh;
  21269. /**
  21270. * @hidden
  21271. */
  21272. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21273. /**
  21274. * Checks if the submesh intersects with a ray
  21275. * @param ray defines the ray to test
  21276. * @returns true is the passed ray intersects the submesh bounding box
  21277. */
  21278. canIntersects(ray: Ray): boolean;
  21279. /**
  21280. * Intersects current submesh with a ray
  21281. * @param ray defines the ray to test
  21282. * @param positions defines mesh's positions array
  21283. * @param indices defines mesh's indices array
  21284. * @param fastCheck defines if only bounding info should be used
  21285. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21286. * @returns intersection info or null if no intersection
  21287. */
  21288. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21289. /** @hidden */
  21290. private _intersectLines;
  21291. /** @hidden */
  21292. private _intersectUnIndexedLines;
  21293. /** @hidden */
  21294. private _intersectTriangles;
  21295. /** @hidden */
  21296. private _intersectUnIndexedTriangles;
  21297. /** @hidden */
  21298. _rebuild(): void;
  21299. /**
  21300. * Creates a new submesh from the passed mesh
  21301. * @param newMesh defines the new hosting mesh
  21302. * @param newRenderingMesh defines an optional rendering mesh
  21303. * @returns the new submesh
  21304. */
  21305. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21306. /**
  21307. * Release associated resources
  21308. */
  21309. dispose(): void;
  21310. /**
  21311. * Gets the class name
  21312. * @returns the string "SubMesh".
  21313. */
  21314. getClassName(): string;
  21315. /**
  21316. * Creates a new submesh from indices data
  21317. * @param materialIndex the index of the main mesh material
  21318. * @param startIndex the index where to start the copy in the mesh indices array
  21319. * @param indexCount the number of indices to copy then from the startIndex
  21320. * @param mesh the main mesh to create the submesh from
  21321. * @param renderingMesh the optional rendering mesh
  21322. * @returns a new submesh
  21323. */
  21324. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21325. }
  21326. }
  21327. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21328. /**
  21329. * Class used to represent data loading progression
  21330. */
  21331. export class SceneLoaderFlags {
  21332. private static _ForceFullSceneLoadingForIncremental;
  21333. private static _ShowLoadingScreen;
  21334. private static _CleanBoneMatrixWeights;
  21335. private static _loggingLevel;
  21336. /**
  21337. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21338. */
  21339. static ForceFullSceneLoadingForIncremental: boolean;
  21340. /**
  21341. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21342. */
  21343. static ShowLoadingScreen: boolean;
  21344. /**
  21345. * Defines the current logging level (while loading the scene)
  21346. * @ignorenaming
  21347. */
  21348. static loggingLevel: number;
  21349. /**
  21350. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21351. */
  21352. static CleanBoneMatrixWeights: boolean;
  21353. }
  21354. }
  21355. declare module "babylonjs/Meshes/geometry" {
  21356. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21357. import { Scene } from "babylonjs/scene";
  21358. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21359. import { Engine } from "babylonjs/Engines/engine";
  21360. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21361. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21362. import { Effect } from "babylonjs/Materials/effect";
  21363. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21364. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21365. import { Mesh } from "babylonjs/Meshes/mesh";
  21366. /**
  21367. * Class used to store geometry data (vertex buffers + index buffer)
  21368. */
  21369. export class Geometry implements IGetSetVerticesData {
  21370. /**
  21371. * Gets or sets the ID of the geometry
  21372. */
  21373. id: string;
  21374. /**
  21375. * Gets or sets the unique ID of the geometry
  21376. */
  21377. uniqueId: number;
  21378. /**
  21379. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21380. */
  21381. delayLoadState: number;
  21382. /**
  21383. * Gets the file containing the data to load when running in delay load state
  21384. */
  21385. delayLoadingFile: Nullable<string>;
  21386. /**
  21387. * Callback called when the geometry is updated
  21388. */
  21389. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21390. private _scene;
  21391. private _engine;
  21392. private _meshes;
  21393. private _totalVertices;
  21394. /** @hidden */
  21395. _indices: IndicesArray;
  21396. /** @hidden */
  21397. _vertexBuffers: {
  21398. [key: string]: VertexBuffer;
  21399. };
  21400. private _isDisposed;
  21401. private _extend;
  21402. private _boundingBias;
  21403. /** @hidden */
  21404. _delayInfo: Array<string>;
  21405. private _indexBuffer;
  21406. private _indexBufferIsUpdatable;
  21407. /** @hidden */
  21408. _boundingInfo: Nullable<BoundingInfo>;
  21409. /** @hidden */
  21410. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21411. /** @hidden */
  21412. _softwareSkinningFrameId: number;
  21413. private _vertexArrayObjects;
  21414. private _updatable;
  21415. /** @hidden */
  21416. _positions: Nullable<Vector3[]>;
  21417. /**
  21418. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21419. */
  21420. /**
  21421. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21422. */
  21423. boundingBias: Vector2;
  21424. /**
  21425. * Static function used to attach a new empty geometry to a mesh
  21426. * @param mesh defines the mesh to attach the geometry to
  21427. * @returns the new Geometry
  21428. */
  21429. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21430. /**
  21431. * Creates a new geometry
  21432. * @param id defines the unique ID
  21433. * @param scene defines the hosting scene
  21434. * @param vertexData defines the VertexData used to get geometry data
  21435. * @param updatable defines if geometry must be updatable (false by default)
  21436. * @param mesh defines the mesh that will be associated with the geometry
  21437. */
  21438. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21439. /**
  21440. * Gets the current extend of the geometry
  21441. */
  21442. readonly extend: {
  21443. minimum: Vector3;
  21444. maximum: Vector3;
  21445. };
  21446. /**
  21447. * Gets the hosting scene
  21448. * @returns the hosting Scene
  21449. */
  21450. getScene(): Scene;
  21451. /**
  21452. * Gets the hosting engine
  21453. * @returns the hosting Engine
  21454. */
  21455. getEngine(): Engine;
  21456. /**
  21457. * Defines if the geometry is ready to use
  21458. * @returns true if the geometry is ready to be used
  21459. */
  21460. isReady(): boolean;
  21461. /**
  21462. * Gets a value indicating that the geometry should not be serialized
  21463. */
  21464. readonly doNotSerialize: boolean;
  21465. /** @hidden */
  21466. _rebuild(): void;
  21467. /**
  21468. * Affects all geometry data in one call
  21469. * @param vertexData defines the geometry data
  21470. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21471. */
  21472. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21473. /**
  21474. * Set specific vertex data
  21475. * @param kind defines the data kind (Position, normal, etc...)
  21476. * @param data defines the vertex data to use
  21477. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21478. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21479. */
  21480. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21481. /**
  21482. * Removes a specific vertex data
  21483. * @param kind defines the data kind (Position, normal, etc...)
  21484. */
  21485. removeVerticesData(kind: string): void;
  21486. /**
  21487. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21488. * @param buffer defines the vertex buffer to use
  21489. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21490. */
  21491. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21492. /**
  21493. * Update a specific vertex buffer
  21494. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21495. * It will do nothing if the buffer is not updatable
  21496. * @param kind defines the data kind (Position, normal, etc...)
  21497. * @param data defines the data to use
  21498. * @param offset defines the offset in the target buffer where to store the data
  21499. * @param useBytes set to true if the offset is in bytes
  21500. */
  21501. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21502. /**
  21503. * Update a specific vertex buffer
  21504. * This function will create a new buffer if the current one is not updatable
  21505. * @param kind defines the data kind (Position, normal, etc...)
  21506. * @param data defines the data to use
  21507. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21508. */
  21509. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21510. private _updateBoundingInfo;
  21511. /** @hidden */
  21512. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21513. /**
  21514. * Gets total number of vertices
  21515. * @returns the total number of vertices
  21516. */
  21517. getTotalVertices(): number;
  21518. /**
  21519. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21520. * @param kind defines the data kind (Position, normal, etc...)
  21521. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21522. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21523. * @returns a float array containing vertex data
  21524. */
  21525. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21526. /**
  21527. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21528. * @param kind defines the data kind (Position, normal, etc...)
  21529. * @returns true if the vertex buffer with the specified kind is updatable
  21530. */
  21531. isVertexBufferUpdatable(kind: string): boolean;
  21532. /**
  21533. * Gets a specific vertex buffer
  21534. * @param kind defines the data kind (Position, normal, etc...)
  21535. * @returns a VertexBuffer
  21536. */
  21537. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21538. /**
  21539. * Returns all vertex buffers
  21540. * @return an object holding all vertex buffers indexed by kind
  21541. */
  21542. getVertexBuffers(): Nullable<{
  21543. [key: string]: VertexBuffer;
  21544. }>;
  21545. /**
  21546. * Gets a boolean indicating if specific vertex buffer is present
  21547. * @param kind defines the data kind (Position, normal, etc...)
  21548. * @returns true if data is present
  21549. */
  21550. isVerticesDataPresent(kind: string): boolean;
  21551. /**
  21552. * Gets a list of all attached data kinds (Position, normal, etc...)
  21553. * @returns a list of string containing all kinds
  21554. */
  21555. getVerticesDataKinds(): string[];
  21556. /**
  21557. * Update index buffer
  21558. * @param indices defines the indices to store in the index buffer
  21559. * @param offset defines the offset in the target buffer where to store the data
  21560. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21561. */
  21562. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21563. /**
  21564. * Creates a new index buffer
  21565. * @param indices defines the indices to store in the index buffer
  21566. * @param totalVertices defines the total number of vertices (could be null)
  21567. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21568. */
  21569. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21570. /**
  21571. * Return the total number of indices
  21572. * @returns the total number of indices
  21573. */
  21574. getTotalIndices(): number;
  21575. /**
  21576. * Gets the index buffer array
  21577. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21578. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21579. * @returns the index buffer array
  21580. */
  21581. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21582. /**
  21583. * Gets the index buffer
  21584. * @return the index buffer
  21585. */
  21586. getIndexBuffer(): Nullable<DataBuffer>;
  21587. /** @hidden */
  21588. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21589. /**
  21590. * Release the associated resources for a specific mesh
  21591. * @param mesh defines the source mesh
  21592. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21593. */
  21594. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21595. /**
  21596. * Apply current geometry to a given mesh
  21597. * @param mesh defines the mesh to apply geometry to
  21598. */
  21599. applyToMesh(mesh: Mesh): void;
  21600. private _updateExtend;
  21601. private _applyToMesh;
  21602. private notifyUpdate;
  21603. /**
  21604. * Load the geometry if it was flagged as delay loaded
  21605. * @param scene defines the hosting scene
  21606. * @param onLoaded defines a callback called when the geometry is loaded
  21607. */
  21608. load(scene: Scene, onLoaded?: () => void): void;
  21609. private _queueLoad;
  21610. /**
  21611. * Invert the geometry to move from a right handed system to a left handed one.
  21612. */
  21613. toLeftHanded(): void;
  21614. /** @hidden */
  21615. _resetPointsArrayCache(): void;
  21616. /** @hidden */
  21617. _generatePointsArray(): boolean;
  21618. /**
  21619. * Gets a value indicating if the geometry is disposed
  21620. * @returns true if the geometry was disposed
  21621. */
  21622. isDisposed(): boolean;
  21623. private _disposeVertexArrayObjects;
  21624. /**
  21625. * Free all associated resources
  21626. */
  21627. dispose(): void;
  21628. /**
  21629. * Clone the current geometry into a new geometry
  21630. * @param id defines the unique ID of the new geometry
  21631. * @returns a new geometry object
  21632. */
  21633. copy(id: string): Geometry;
  21634. /**
  21635. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21636. * @return a JSON representation of the current geometry data (without the vertices data)
  21637. */
  21638. serialize(): any;
  21639. private toNumberArray;
  21640. /**
  21641. * Serialize all vertices data into a JSON oject
  21642. * @returns a JSON representation of the current geometry data
  21643. */
  21644. serializeVerticeData(): any;
  21645. /**
  21646. * Extracts a clone of a mesh geometry
  21647. * @param mesh defines the source mesh
  21648. * @param id defines the unique ID of the new geometry object
  21649. * @returns the new geometry object
  21650. */
  21651. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21652. /**
  21653. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21654. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21655. * Be aware Math.random() could cause collisions, but:
  21656. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  21657. * @returns a string containing a new GUID
  21658. */
  21659. static RandomId(): string;
  21660. /** @hidden */
  21661. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21662. private static _CleanMatricesWeights;
  21663. /**
  21664. * Create a new geometry from persisted data (Using .babylon file format)
  21665. * @param parsedVertexData defines the persisted data
  21666. * @param scene defines the hosting scene
  21667. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21668. * @returns the new geometry object
  21669. */
  21670. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21671. }
  21672. }
  21673. declare module "babylonjs/Meshes/mesh.vertexData" {
  21674. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21675. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21676. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21677. import { Geometry } from "babylonjs/Meshes/geometry";
  21678. import { Mesh } from "babylonjs/Meshes/mesh";
  21679. /**
  21680. * Define an interface for all classes that will get and set the data on vertices
  21681. */
  21682. export interface IGetSetVerticesData {
  21683. /**
  21684. * Gets a boolean indicating if specific vertex data is present
  21685. * @param kind defines the vertex data kind to use
  21686. * @returns true is data kind is present
  21687. */
  21688. isVerticesDataPresent(kind: string): boolean;
  21689. /**
  21690. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21691. * @param kind defines the data kind (Position, normal, etc...)
  21692. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21693. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21694. * @returns a float array containing vertex data
  21695. */
  21696. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21697. /**
  21698. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21699. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  21700. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21701. * @returns the indices array or an empty array if the mesh has no geometry
  21702. */
  21703. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21704. /**
  21705. * Set specific vertex data
  21706. * @param kind defines the data kind (Position, normal, etc...)
  21707. * @param data defines the vertex data to use
  21708. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21709. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21710. */
  21711. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21712. /**
  21713. * Update a specific associated vertex buffer
  21714. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21715. * - VertexBuffer.PositionKind
  21716. * - VertexBuffer.UVKind
  21717. * - VertexBuffer.UV2Kind
  21718. * - VertexBuffer.UV3Kind
  21719. * - VertexBuffer.UV4Kind
  21720. * - VertexBuffer.UV5Kind
  21721. * - VertexBuffer.UV6Kind
  21722. * - VertexBuffer.ColorKind
  21723. * - VertexBuffer.MatricesIndicesKind
  21724. * - VertexBuffer.MatricesIndicesExtraKind
  21725. * - VertexBuffer.MatricesWeightsKind
  21726. * - VertexBuffer.MatricesWeightsExtraKind
  21727. * @param data defines the data source
  21728. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21729. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  21730. */
  21731. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21732. /**
  21733. * Creates a new index buffer
  21734. * @param indices defines the indices to store in the index buffer
  21735. * @param totalVertices defines the total number of vertices (could be null)
  21736. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21737. */
  21738. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21739. }
  21740. /**
  21741. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21742. */
  21743. export class VertexData {
  21744. /**
  21745. * Mesh side orientation : usually the external or front surface
  21746. */
  21747. static readonly FRONTSIDE: number;
  21748. /**
  21749. * Mesh side orientation : usually the internal or back surface
  21750. */
  21751. static readonly BACKSIDE: number;
  21752. /**
  21753. * Mesh side orientation : both internal and external or front and back surfaces
  21754. */
  21755. static readonly DOUBLESIDE: number;
  21756. /**
  21757. * Mesh side orientation : by default, `FRONTSIDE`
  21758. */
  21759. static readonly DEFAULTSIDE: number;
  21760. /**
  21761. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21762. */
  21763. positions: Nullable<FloatArray>;
  21764. /**
  21765. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21766. */
  21767. normals: Nullable<FloatArray>;
  21768. /**
  21769. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21770. */
  21771. tangents: Nullable<FloatArray>;
  21772. /**
  21773. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21774. */
  21775. uvs: Nullable<FloatArray>;
  21776. /**
  21777. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21778. */
  21779. uvs2: Nullable<FloatArray>;
  21780. /**
  21781. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21782. */
  21783. uvs3: Nullable<FloatArray>;
  21784. /**
  21785. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21786. */
  21787. uvs4: Nullable<FloatArray>;
  21788. /**
  21789. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21790. */
  21791. uvs5: Nullable<FloatArray>;
  21792. /**
  21793. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21794. */
  21795. uvs6: Nullable<FloatArray>;
  21796. /**
  21797. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21798. */
  21799. colors: Nullable<FloatArray>;
  21800. /**
  21801. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  21802. */
  21803. matricesIndices: Nullable<FloatArray>;
  21804. /**
  21805. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21806. */
  21807. matricesWeights: Nullable<FloatArray>;
  21808. /**
  21809. * An array extending the number of possible indices
  21810. */
  21811. matricesIndicesExtra: Nullable<FloatArray>;
  21812. /**
  21813. * An array extending the number of possible weights when the number of indices is extended
  21814. */
  21815. matricesWeightsExtra: Nullable<FloatArray>;
  21816. /**
  21817. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21818. */
  21819. indices: Nullable<IndicesArray>;
  21820. /**
  21821. * Uses the passed data array to set the set the values for the specified kind of data
  21822. * @param data a linear array of floating numbers
  21823. * @param kind the type of data that is being set, eg positions, colors etc
  21824. */
  21825. set(data: FloatArray, kind: string): void;
  21826. /**
  21827. * Associates the vertexData to the passed Mesh.
  21828. * Sets it as updatable or not (default `false`)
  21829. * @param mesh the mesh the vertexData is applied to
  21830. * @param updatable when used and having the value true allows new data to update the vertexData
  21831. * @returns the VertexData
  21832. */
  21833. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21834. /**
  21835. * Associates the vertexData to the passed Geometry.
  21836. * Sets it as updatable or not (default `false`)
  21837. * @param geometry the geometry the vertexData is applied to
  21838. * @param updatable when used and having the value true allows new data to update the vertexData
  21839. * @returns VertexData
  21840. */
  21841. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21842. /**
  21843. * Updates the associated mesh
  21844. * @param mesh the mesh to be updated
  21845. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21846. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21847. * @returns VertexData
  21848. */
  21849. updateMesh(mesh: Mesh): VertexData;
  21850. /**
  21851. * Updates the associated geometry
  21852. * @param geometry the geometry to be updated
  21853. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21854. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21855. * @returns VertexData.
  21856. */
  21857. updateGeometry(geometry: Geometry): VertexData;
  21858. private _applyTo;
  21859. private _update;
  21860. /**
  21861. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21862. * @param matrix the transforming matrix
  21863. * @returns the VertexData
  21864. */
  21865. transform(matrix: Matrix): VertexData;
  21866. /**
  21867. * Merges the passed VertexData into the current one
  21868. * @param other the VertexData to be merged into the current one
  21869. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21870. * @returns the modified VertexData
  21871. */
  21872. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21873. private _mergeElement;
  21874. private _validate;
  21875. /**
  21876. * Serializes the VertexData
  21877. * @returns a serialized object
  21878. */
  21879. serialize(): any;
  21880. /**
  21881. * Extracts the vertexData from a mesh
  21882. * @param mesh the mesh from which to extract the VertexData
  21883. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21884. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21885. * @returns the object VertexData associated to the passed mesh
  21886. */
  21887. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21888. /**
  21889. * Extracts the vertexData from the geometry
  21890. * @param geometry the geometry from which to extract the VertexData
  21891. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21892. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21893. * @returns the object VertexData associated to the passed mesh
  21894. */
  21895. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21896. private static _ExtractFrom;
  21897. /**
  21898. * Creates the VertexData for a Ribbon
  21899. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21900. * * pathArray array of paths, each of which an array of successive Vector3
  21901. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21902. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21903. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  21904. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21905. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21906. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21907. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21908. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21909. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21910. * @returns the VertexData of the ribbon
  21911. */
  21912. static CreateRibbon(options: {
  21913. pathArray: Vector3[][];
  21914. closeArray?: boolean;
  21915. closePath?: boolean;
  21916. offset?: number;
  21917. sideOrientation?: number;
  21918. frontUVs?: Vector4;
  21919. backUVs?: Vector4;
  21920. invertUV?: boolean;
  21921. uvs?: Vector2[];
  21922. colors?: Color4[];
  21923. }): VertexData;
  21924. /**
  21925. * Creates the VertexData for a box
  21926. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21927. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21928. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21929. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21930. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21931. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21932. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21933. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21934. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21935. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21936. * @returns the VertexData of the box
  21937. */
  21938. static CreateBox(options: {
  21939. size?: number;
  21940. width?: number;
  21941. height?: number;
  21942. depth?: number;
  21943. faceUV?: Vector4[];
  21944. faceColors?: Color4[];
  21945. sideOrientation?: number;
  21946. frontUVs?: Vector4;
  21947. backUVs?: Vector4;
  21948. }): VertexData;
  21949. /**
  21950. * Creates the VertexData for a tiled box
  21951. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21952. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21953. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21954. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21955. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21956. * @returns the VertexData of the box
  21957. */
  21958. static CreateTiledBox(options: {
  21959. pattern?: number;
  21960. width?: number;
  21961. height?: number;
  21962. depth?: number;
  21963. tileSize?: number;
  21964. tileWidth?: number;
  21965. tileHeight?: number;
  21966. alignHorizontal?: number;
  21967. alignVertical?: number;
  21968. faceUV?: Vector4[];
  21969. faceColors?: Color4[];
  21970. sideOrientation?: number;
  21971. }): VertexData;
  21972. /**
  21973. * Creates the VertexData for a tiled plane
  21974. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21975. * * pattern a limited pattern arrangement depending on the number
  21976. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21977. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21978. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21979. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21980. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21981. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21982. * @returns the VertexData of the tiled plane
  21983. */
  21984. static CreateTiledPlane(options: {
  21985. pattern?: number;
  21986. tileSize?: number;
  21987. tileWidth?: number;
  21988. tileHeight?: number;
  21989. size?: number;
  21990. width?: number;
  21991. height?: number;
  21992. alignHorizontal?: number;
  21993. alignVertical?: number;
  21994. sideOrientation?: number;
  21995. frontUVs?: Vector4;
  21996. backUVs?: Vector4;
  21997. }): VertexData;
  21998. /**
  21999. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22000. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22001. * * segments sets the number of horizontal strips optional, default 32
  22002. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22003. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22004. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22005. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22006. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22007. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22008. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22009. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22010. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22011. * @returns the VertexData of the ellipsoid
  22012. */
  22013. static CreateSphere(options: {
  22014. segments?: number;
  22015. diameter?: number;
  22016. diameterX?: number;
  22017. diameterY?: number;
  22018. diameterZ?: number;
  22019. arc?: number;
  22020. slice?: number;
  22021. sideOrientation?: number;
  22022. frontUVs?: Vector4;
  22023. backUVs?: Vector4;
  22024. }): VertexData;
  22025. /**
  22026. * Creates the VertexData for a cylinder, cone or prism
  22027. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22028. * * height sets the height (y direction) of the cylinder, optional, default 2
  22029. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22030. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22031. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22032. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22033. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22034. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22035. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22036. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22037. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22038. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22039. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22040. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22041. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22042. * @returns the VertexData of the cylinder, cone or prism
  22043. */
  22044. static CreateCylinder(options: {
  22045. height?: number;
  22046. diameterTop?: number;
  22047. diameterBottom?: number;
  22048. diameter?: number;
  22049. tessellation?: number;
  22050. subdivisions?: number;
  22051. arc?: number;
  22052. faceColors?: Color4[];
  22053. faceUV?: Vector4[];
  22054. hasRings?: boolean;
  22055. enclose?: boolean;
  22056. sideOrientation?: number;
  22057. frontUVs?: Vector4;
  22058. backUVs?: Vector4;
  22059. }): VertexData;
  22060. /**
  22061. * Creates the VertexData for a torus
  22062. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22063. * * diameter the diameter of the torus, optional default 1
  22064. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22065. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22066. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22067. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22068. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22069. * @returns the VertexData of the torus
  22070. */
  22071. static CreateTorus(options: {
  22072. diameter?: number;
  22073. thickness?: number;
  22074. tessellation?: number;
  22075. sideOrientation?: number;
  22076. frontUVs?: Vector4;
  22077. backUVs?: Vector4;
  22078. }): VertexData;
  22079. /**
  22080. * Creates the VertexData of the LineSystem
  22081. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22082. * - lines an array of lines, each line being an array of successive Vector3
  22083. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22084. * @returns the VertexData of the LineSystem
  22085. */
  22086. static CreateLineSystem(options: {
  22087. lines: Vector3[][];
  22088. colors?: Nullable<Color4[][]>;
  22089. }): VertexData;
  22090. /**
  22091. * Create the VertexData for a DashedLines
  22092. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22093. * - points an array successive Vector3
  22094. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22095. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22096. * - dashNb the intended total number of dashes, optional, default 200
  22097. * @returns the VertexData for the DashedLines
  22098. */
  22099. static CreateDashedLines(options: {
  22100. points: Vector3[];
  22101. dashSize?: number;
  22102. gapSize?: number;
  22103. dashNb?: number;
  22104. }): VertexData;
  22105. /**
  22106. * Creates the VertexData for a Ground
  22107. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22108. * - width the width (x direction) of the ground, optional, default 1
  22109. * - height the height (z direction) of the ground, optional, default 1
  22110. * - subdivisions the number of subdivisions per side, optional, default 1
  22111. * @returns the VertexData of the Ground
  22112. */
  22113. static CreateGround(options: {
  22114. width?: number;
  22115. height?: number;
  22116. subdivisions?: number;
  22117. subdivisionsX?: number;
  22118. subdivisionsY?: number;
  22119. }): VertexData;
  22120. /**
  22121. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22122. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22123. * * xmin the ground minimum X coordinate, optional, default -1
  22124. * * zmin the ground minimum Z coordinate, optional, default -1
  22125. * * xmax the ground maximum X coordinate, optional, default 1
  22126. * * zmax the ground maximum Z coordinate, optional, default 1
  22127. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22128. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22129. * @returns the VertexData of the TiledGround
  22130. */
  22131. static CreateTiledGround(options: {
  22132. xmin: number;
  22133. zmin: number;
  22134. xmax: number;
  22135. zmax: number;
  22136. subdivisions?: {
  22137. w: number;
  22138. h: number;
  22139. };
  22140. precision?: {
  22141. w: number;
  22142. h: number;
  22143. };
  22144. }): VertexData;
  22145. /**
  22146. * Creates the VertexData of the Ground designed from a heightmap
  22147. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22148. * * width the width (x direction) of the ground
  22149. * * height the height (z direction) of the ground
  22150. * * subdivisions the number of subdivisions per side
  22151. * * minHeight the minimum altitude on the ground, optional, default 0
  22152. * * maxHeight the maximum altitude on the ground, optional default 1
  22153. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22154. * * buffer the array holding the image color data
  22155. * * bufferWidth the width of image
  22156. * * bufferHeight the height of image
  22157. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22158. * @returns the VertexData of the Ground designed from a heightmap
  22159. */
  22160. static CreateGroundFromHeightMap(options: {
  22161. width: number;
  22162. height: number;
  22163. subdivisions: number;
  22164. minHeight: number;
  22165. maxHeight: number;
  22166. colorFilter: Color3;
  22167. buffer: Uint8Array;
  22168. bufferWidth: number;
  22169. bufferHeight: number;
  22170. alphaFilter: number;
  22171. }): VertexData;
  22172. /**
  22173. * Creates the VertexData for a Plane
  22174. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22175. * * size sets the width and height of the plane to the value of size, optional default 1
  22176. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22177. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22178. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22179. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22180. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22181. * @returns the VertexData of the box
  22182. */
  22183. static CreatePlane(options: {
  22184. size?: number;
  22185. width?: number;
  22186. height?: number;
  22187. sideOrientation?: number;
  22188. frontUVs?: Vector4;
  22189. backUVs?: Vector4;
  22190. }): VertexData;
  22191. /**
  22192. * Creates the VertexData of the Disc or regular Polygon
  22193. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22194. * * radius the radius of the disc, optional default 0.5
  22195. * * tessellation the number of polygon sides, optional, default 64
  22196. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22197. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22198. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22199. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22200. * @returns the VertexData of the box
  22201. */
  22202. static CreateDisc(options: {
  22203. radius?: number;
  22204. tessellation?: number;
  22205. arc?: number;
  22206. sideOrientation?: number;
  22207. frontUVs?: Vector4;
  22208. backUVs?: Vector4;
  22209. }): VertexData;
  22210. /**
  22211. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22212. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22213. * @param polygon a mesh built from polygonTriangulation.build()
  22214. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22215. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22216. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22217. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22218. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22219. * @returns the VertexData of the Polygon
  22220. */
  22221. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22222. /**
  22223. * Creates the VertexData of the IcoSphere
  22224. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22225. * * radius the radius of the IcoSphere, optional default 1
  22226. * * radiusX allows stretching in the x direction, optional, default radius
  22227. * * radiusY allows stretching in the y direction, optional, default radius
  22228. * * radiusZ allows stretching in the z direction, optional, default radius
  22229. * * flat when true creates a flat shaded mesh, optional, default true
  22230. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22231. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22232. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22233. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22234. * @returns the VertexData of the IcoSphere
  22235. */
  22236. static CreateIcoSphere(options: {
  22237. radius?: number;
  22238. radiusX?: number;
  22239. radiusY?: number;
  22240. radiusZ?: number;
  22241. flat?: boolean;
  22242. subdivisions?: number;
  22243. sideOrientation?: number;
  22244. frontUVs?: Vector4;
  22245. backUVs?: Vector4;
  22246. }): VertexData;
  22247. /**
  22248. * Creates the VertexData for a Polyhedron
  22249. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22250. * * type provided types are:
  22251. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22252. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22253. * * size the size of the IcoSphere, optional default 1
  22254. * * sizeX allows stretching in the x direction, optional, default size
  22255. * * sizeY allows stretching in the y direction, optional, default size
  22256. * * sizeZ allows stretching in the z direction, optional, default size
  22257. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22258. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22259. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22260. * * flat when true creates a flat shaded mesh, optional, default true
  22261. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22262. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22263. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22264. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22265. * @returns the VertexData of the Polyhedron
  22266. */
  22267. static CreatePolyhedron(options: {
  22268. type?: number;
  22269. size?: number;
  22270. sizeX?: number;
  22271. sizeY?: number;
  22272. sizeZ?: number;
  22273. custom?: any;
  22274. faceUV?: Vector4[];
  22275. faceColors?: Color4[];
  22276. flat?: boolean;
  22277. sideOrientation?: number;
  22278. frontUVs?: Vector4;
  22279. backUVs?: Vector4;
  22280. }): VertexData;
  22281. /**
  22282. * Creates the VertexData for a TorusKnot
  22283. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22284. * * radius the radius of the torus knot, optional, default 2
  22285. * * tube the thickness of the tube, optional, default 0.5
  22286. * * radialSegments the number of sides on each tube segments, optional, default 32
  22287. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22288. * * p the number of windings around the z axis, optional, default 2
  22289. * * q the number of windings around the x axis, optional, default 3
  22290. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22291. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22292. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22293. * @returns the VertexData of the Torus Knot
  22294. */
  22295. static CreateTorusKnot(options: {
  22296. radius?: number;
  22297. tube?: number;
  22298. radialSegments?: number;
  22299. tubularSegments?: number;
  22300. p?: number;
  22301. q?: number;
  22302. sideOrientation?: number;
  22303. frontUVs?: Vector4;
  22304. backUVs?: Vector4;
  22305. }): VertexData;
  22306. /**
  22307. * Compute normals for given positions and indices
  22308. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22309. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22310. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22311. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22312. * * facetNormals : optional array of facet normals (vector3)
  22313. * * facetPositions : optional array of facet positions (vector3)
  22314. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22315. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22316. * * bInfo : optional bounding info, required for facetPartitioning computation
  22317. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22318. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22319. * * useRightHandedSystem: optional boolean to for right handed system computation
  22320. * * depthSort : optional boolean to enable the facet depth sort computation
  22321. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22322. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22323. */
  22324. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22325. facetNormals?: any;
  22326. facetPositions?: any;
  22327. facetPartitioning?: any;
  22328. ratio?: number;
  22329. bInfo?: any;
  22330. bbSize?: Vector3;
  22331. subDiv?: any;
  22332. useRightHandedSystem?: boolean;
  22333. depthSort?: boolean;
  22334. distanceTo?: Vector3;
  22335. depthSortedFacets?: any;
  22336. }): void;
  22337. /** @hidden */
  22338. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22339. /**
  22340. * Applies VertexData created from the imported parameters to the geometry
  22341. * @param parsedVertexData the parsed data from an imported file
  22342. * @param geometry the geometry to apply the VertexData to
  22343. */
  22344. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22345. }
  22346. }
  22347. declare module "babylonjs/Morph/morphTarget" {
  22348. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22349. import { Observable } from "babylonjs/Misc/observable";
  22350. import { Nullable, FloatArray } from "babylonjs/types";
  22351. import { Scene } from "babylonjs/scene";
  22352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22353. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22354. /**
  22355. * Defines a target to use with MorphTargetManager
  22356. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22357. */
  22358. export class MorphTarget implements IAnimatable {
  22359. /** defines the name of the target */
  22360. name: string;
  22361. /**
  22362. * Gets or sets the list of animations
  22363. */
  22364. animations: import("babylonjs/Animations/animation").Animation[];
  22365. private _scene;
  22366. private _positions;
  22367. private _normals;
  22368. private _tangents;
  22369. private _uvs;
  22370. private _influence;
  22371. /**
  22372. * Observable raised when the influence changes
  22373. */
  22374. onInfluenceChanged: Observable<boolean>;
  22375. /** @hidden */
  22376. _onDataLayoutChanged: Observable<void>;
  22377. /**
  22378. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22379. */
  22380. influence: number;
  22381. /**
  22382. * Gets or sets the id of the morph Target
  22383. */
  22384. id: string;
  22385. private _animationPropertiesOverride;
  22386. /**
  22387. * Gets or sets the animation properties override
  22388. */
  22389. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22390. /**
  22391. * Creates a new MorphTarget
  22392. * @param name defines the name of the target
  22393. * @param influence defines the influence to use
  22394. * @param scene defines the scene the morphtarget belongs to
  22395. */
  22396. constructor(
  22397. /** defines the name of the target */
  22398. name: string, influence?: number, scene?: Nullable<Scene>);
  22399. /**
  22400. * Gets a boolean defining if the target contains position data
  22401. */
  22402. readonly hasPositions: boolean;
  22403. /**
  22404. * Gets a boolean defining if the target contains normal data
  22405. */
  22406. readonly hasNormals: boolean;
  22407. /**
  22408. * Gets a boolean defining if the target contains tangent data
  22409. */
  22410. readonly hasTangents: boolean;
  22411. /**
  22412. * Gets a boolean defining if the target contains texture coordinates data
  22413. */
  22414. readonly hasUVs: boolean;
  22415. /**
  22416. * Affects position data to this target
  22417. * @param data defines the position data to use
  22418. */
  22419. setPositions(data: Nullable<FloatArray>): void;
  22420. /**
  22421. * Gets the position data stored in this target
  22422. * @returns a FloatArray containing the position data (or null if not present)
  22423. */
  22424. getPositions(): Nullable<FloatArray>;
  22425. /**
  22426. * Affects normal data to this target
  22427. * @param data defines the normal data to use
  22428. */
  22429. setNormals(data: Nullable<FloatArray>): void;
  22430. /**
  22431. * Gets the normal data stored in this target
  22432. * @returns a FloatArray containing the normal data (or null if not present)
  22433. */
  22434. getNormals(): Nullable<FloatArray>;
  22435. /**
  22436. * Affects tangent data to this target
  22437. * @param data defines the tangent data to use
  22438. */
  22439. setTangents(data: Nullable<FloatArray>): void;
  22440. /**
  22441. * Gets the tangent data stored in this target
  22442. * @returns a FloatArray containing the tangent data (or null if not present)
  22443. */
  22444. getTangents(): Nullable<FloatArray>;
  22445. /**
  22446. * Affects texture coordinates data to this target
  22447. * @param data defines the texture coordinates data to use
  22448. */
  22449. setUVs(data: Nullable<FloatArray>): void;
  22450. /**
  22451. * Gets the texture coordinates data stored in this target
  22452. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22453. */
  22454. getUVs(): Nullable<FloatArray>;
  22455. /**
  22456. * Serializes the current target into a Serialization object
  22457. * @returns the serialized object
  22458. */
  22459. serialize(): any;
  22460. /**
  22461. * Returns the string "MorphTarget"
  22462. * @returns "MorphTarget"
  22463. */
  22464. getClassName(): string;
  22465. /**
  22466. * Creates a new target from serialized data
  22467. * @param serializationObject defines the serialized data to use
  22468. * @returns a new MorphTarget
  22469. */
  22470. static Parse(serializationObject: any): MorphTarget;
  22471. /**
  22472. * Creates a MorphTarget from mesh data
  22473. * @param mesh defines the source mesh
  22474. * @param name defines the name to use for the new target
  22475. * @param influence defines the influence to attach to the target
  22476. * @returns a new MorphTarget
  22477. */
  22478. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22479. }
  22480. }
  22481. declare module "babylonjs/Morph/morphTargetManager" {
  22482. import { Nullable } from "babylonjs/types";
  22483. import { Scene } from "babylonjs/scene";
  22484. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22485. /**
  22486. * This class is used to deform meshes using morphing between different targets
  22487. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22488. */
  22489. export class MorphTargetManager {
  22490. private _targets;
  22491. private _targetInfluenceChangedObservers;
  22492. private _targetDataLayoutChangedObservers;
  22493. private _activeTargets;
  22494. private _scene;
  22495. private _influences;
  22496. private _supportsNormals;
  22497. private _supportsTangents;
  22498. private _supportsUVs;
  22499. private _vertexCount;
  22500. private _uniqueId;
  22501. private _tempInfluences;
  22502. /**
  22503. * Gets or sets a boolean indicating if normals must be morphed
  22504. */
  22505. enableNormalMorphing: boolean;
  22506. /**
  22507. * Gets or sets a boolean indicating if tangents must be morphed
  22508. */
  22509. enableTangentMorphing: boolean;
  22510. /**
  22511. * Gets or sets a boolean indicating if UV must be morphed
  22512. */
  22513. enableUVMorphing: boolean;
  22514. /**
  22515. * Creates a new MorphTargetManager
  22516. * @param scene defines the current scene
  22517. */
  22518. constructor(scene?: Nullable<Scene>);
  22519. /**
  22520. * Gets the unique ID of this manager
  22521. */
  22522. readonly uniqueId: number;
  22523. /**
  22524. * Gets the number of vertices handled by this manager
  22525. */
  22526. readonly vertexCount: number;
  22527. /**
  22528. * Gets a boolean indicating if this manager supports morphing of normals
  22529. */
  22530. readonly supportsNormals: boolean;
  22531. /**
  22532. * Gets a boolean indicating if this manager supports morphing of tangents
  22533. */
  22534. readonly supportsTangents: boolean;
  22535. /**
  22536. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22537. */
  22538. readonly supportsUVs: boolean;
  22539. /**
  22540. * Gets the number of targets stored in this manager
  22541. */
  22542. readonly numTargets: number;
  22543. /**
  22544. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22545. */
  22546. readonly numInfluencers: number;
  22547. /**
  22548. * Gets the list of influences (one per target)
  22549. */
  22550. readonly influences: Float32Array;
  22551. /**
  22552. * Gets the active target at specified index. An active target is a target with an influence > 0
  22553. * @param index defines the index to check
  22554. * @returns the requested target
  22555. */
  22556. getActiveTarget(index: number): MorphTarget;
  22557. /**
  22558. * Gets the target at specified index
  22559. * @param index defines the index to check
  22560. * @returns the requested target
  22561. */
  22562. getTarget(index: number): MorphTarget;
  22563. /**
  22564. * Add a new target to this manager
  22565. * @param target defines the target to add
  22566. */
  22567. addTarget(target: MorphTarget): void;
  22568. /**
  22569. * Removes a target from the manager
  22570. * @param target defines the target to remove
  22571. */
  22572. removeTarget(target: MorphTarget): void;
  22573. /**
  22574. * Serializes the current manager into a Serialization object
  22575. * @returns the serialized object
  22576. */
  22577. serialize(): any;
  22578. private _syncActiveTargets;
  22579. /**
  22580. * Syncrhonize the targets with all the meshes using this morph target manager
  22581. */
  22582. synchronize(): void;
  22583. /**
  22584. * Creates a new MorphTargetManager from serialized data
  22585. * @param serializationObject defines the serialized data
  22586. * @param scene defines the hosting scene
  22587. * @returns the new MorphTargetManager
  22588. */
  22589. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22590. }
  22591. }
  22592. declare module "babylonjs/Meshes/meshLODLevel" {
  22593. import { Mesh } from "babylonjs/Meshes/mesh";
  22594. import { Nullable } from "babylonjs/types";
  22595. /**
  22596. * Class used to represent a specific level of detail of a mesh
  22597. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22598. */
  22599. export class MeshLODLevel {
  22600. /** Defines the distance where this level should star being displayed */
  22601. distance: number;
  22602. /** Defines the mesh to use to render this level */
  22603. mesh: Nullable<Mesh>;
  22604. /**
  22605. * Creates a new LOD level
  22606. * @param distance defines the distance where this level should star being displayed
  22607. * @param mesh defines the mesh to use to render this level
  22608. */
  22609. constructor(
  22610. /** Defines the distance where this level should star being displayed */
  22611. distance: number,
  22612. /** Defines the mesh to use to render this level */
  22613. mesh: Nullable<Mesh>);
  22614. }
  22615. }
  22616. declare module "babylonjs/Meshes/groundMesh" {
  22617. import { Scene } from "babylonjs/scene";
  22618. import { Vector3 } from "babylonjs/Maths/math.vector";
  22619. import { Mesh } from "babylonjs/Meshes/mesh";
  22620. /**
  22621. * Mesh representing the gorund
  22622. */
  22623. export class GroundMesh extends Mesh {
  22624. /** If octree should be generated */
  22625. generateOctree: boolean;
  22626. private _heightQuads;
  22627. /** @hidden */
  22628. _subdivisionsX: number;
  22629. /** @hidden */
  22630. _subdivisionsY: number;
  22631. /** @hidden */
  22632. _width: number;
  22633. /** @hidden */
  22634. _height: number;
  22635. /** @hidden */
  22636. _minX: number;
  22637. /** @hidden */
  22638. _maxX: number;
  22639. /** @hidden */
  22640. _minZ: number;
  22641. /** @hidden */
  22642. _maxZ: number;
  22643. constructor(name: string, scene: Scene);
  22644. /**
  22645. * "GroundMesh"
  22646. * @returns "GroundMesh"
  22647. */
  22648. getClassName(): string;
  22649. /**
  22650. * The minimum of x and y subdivisions
  22651. */
  22652. readonly subdivisions: number;
  22653. /**
  22654. * X subdivisions
  22655. */
  22656. readonly subdivisionsX: number;
  22657. /**
  22658. * Y subdivisions
  22659. */
  22660. readonly subdivisionsY: number;
  22661. /**
  22662. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22663. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22664. * @param chunksCount the number of subdivisions for x and y
  22665. * @param octreeBlocksSize (Default: 32)
  22666. */
  22667. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22668. /**
  22669. * Returns a height (y) value in the Worl system :
  22670. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22671. * @param x x coordinate
  22672. * @param z z coordinate
  22673. * @returns the ground y position if (x, z) are outside the ground surface.
  22674. */
  22675. getHeightAtCoordinates(x: number, z: number): number;
  22676. /**
  22677. * Returns a normalized vector (Vector3) orthogonal to the ground
  22678. * at the ground coordinates (x, z) expressed in the World system.
  22679. * @param x x coordinate
  22680. * @param z z coordinate
  22681. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22682. */
  22683. getNormalAtCoordinates(x: number, z: number): Vector3;
  22684. /**
  22685. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22686. * at the ground coordinates (x, z) expressed in the World system.
  22687. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22688. * @param x x coordinate
  22689. * @param z z coordinate
  22690. * @param ref vector to store the result
  22691. * @returns the GroundMesh.
  22692. */
  22693. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22694. /**
  22695. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22696. * if the ground has been updated.
  22697. * This can be used in the render loop.
  22698. * @returns the GroundMesh.
  22699. */
  22700. updateCoordinateHeights(): GroundMesh;
  22701. private _getFacetAt;
  22702. private _initHeightQuads;
  22703. private _computeHeightQuads;
  22704. /**
  22705. * Serializes this ground mesh
  22706. * @param serializationObject object to write serialization to
  22707. */
  22708. serialize(serializationObject: any): void;
  22709. /**
  22710. * Parses a serialized ground mesh
  22711. * @param parsedMesh the serialized mesh
  22712. * @param scene the scene to create the ground mesh in
  22713. * @returns the created ground mesh
  22714. */
  22715. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22716. }
  22717. }
  22718. declare module "babylonjs/Physics/physicsJoint" {
  22719. import { Vector3 } from "babylonjs/Maths/math.vector";
  22720. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22721. /**
  22722. * Interface for Physics-Joint data
  22723. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22724. */
  22725. export interface PhysicsJointData {
  22726. /**
  22727. * The main pivot of the joint
  22728. */
  22729. mainPivot?: Vector3;
  22730. /**
  22731. * The connected pivot of the joint
  22732. */
  22733. connectedPivot?: Vector3;
  22734. /**
  22735. * The main axis of the joint
  22736. */
  22737. mainAxis?: Vector3;
  22738. /**
  22739. * The connected axis of the joint
  22740. */
  22741. connectedAxis?: Vector3;
  22742. /**
  22743. * The collision of the joint
  22744. */
  22745. collision?: boolean;
  22746. /**
  22747. * Native Oimo/Cannon/Energy data
  22748. */
  22749. nativeParams?: any;
  22750. }
  22751. /**
  22752. * This is a holder class for the physics joint created by the physics plugin
  22753. * It holds a set of functions to control the underlying joint
  22754. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22755. */
  22756. export class PhysicsJoint {
  22757. /**
  22758. * The type of the physics joint
  22759. */
  22760. type: number;
  22761. /**
  22762. * The data for the physics joint
  22763. */
  22764. jointData: PhysicsJointData;
  22765. private _physicsJoint;
  22766. protected _physicsPlugin: IPhysicsEnginePlugin;
  22767. /**
  22768. * Initializes the physics joint
  22769. * @param type The type of the physics joint
  22770. * @param jointData The data for the physics joint
  22771. */
  22772. constructor(
  22773. /**
  22774. * The type of the physics joint
  22775. */
  22776. type: number,
  22777. /**
  22778. * The data for the physics joint
  22779. */
  22780. jointData: PhysicsJointData);
  22781. /**
  22782. * Gets the physics joint
  22783. */
  22784. /**
  22785. * Sets the physics joint
  22786. */
  22787. physicsJoint: any;
  22788. /**
  22789. * Sets the physics plugin
  22790. */
  22791. physicsPlugin: IPhysicsEnginePlugin;
  22792. /**
  22793. * Execute a function that is physics-plugin specific.
  22794. * @param {Function} func the function that will be executed.
  22795. * It accepts two parameters: the physics world and the physics joint
  22796. */
  22797. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22798. /**
  22799. * Distance-Joint type
  22800. */
  22801. static DistanceJoint: number;
  22802. /**
  22803. * Hinge-Joint type
  22804. */
  22805. static HingeJoint: number;
  22806. /**
  22807. * Ball-and-Socket joint type
  22808. */
  22809. static BallAndSocketJoint: number;
  22810. /**
  22811. * Wheel-Joint type
  22812. */
  22813. static WheelJoint: number;
  22814. /**
  22815. * Slider-Joint type
  22816. */
  22817. static SliderJoint: number;
  22818. /**
  22819. * Prismatic-Joint type
  22820. */
  22821. static PrismaticJoint: number;
  22822. /**
  22823. * Universal-Joint type
  22824. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22825. */
  22826. static UniversalJoint: number;
  22827. /**
  22828. * Hinge-Joint 2 type
  22829. */
  22830. static Hinge2Joint: number;
  22831. /**
  22832. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22833. */
  22834. static PointToPointJoint: number;
  22835. /**
  22836. * Spring-Joint type
  22837. */
  22838. static SpringJoint: number;
  22839. /**
  22840. * Lock-Joint type
  22841. */
  22842. static LockJoint: number;
  22843. }
  22844. /**
  22845. * A class representing a physics distance joint
  22846. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22847. */
  22848. export class DistanceJoint extends PhysicsJoint {
  22849. /**
  22850. *
  22851. * @param jointData The data for the Distance-Joint
  22852. */
  22853. constructor(jointData: DistanceJointData);
  22854. /**
  22855. * Update the predefined distance.
  22856. * @param maxDistance The maximum preferred distance
  22857. * @param minDistance The minimum preferred distance
  22858. */
  22859. updateDistance(maxDistance: number, minDistance?: number): void;
  22860. }
  22861. /**
  22862. * Represents a Motor-Enabled Joint
  22863. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22864. */
  22865. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22866. /**
  22867. * Initializes the Motor-Enabled Joint
  22868. * @param type The type of the joint
  22869. * @param jointData The physica joint data for the joint
  22870. */
  22871. constructor(type: number, jointData: PhysicsJointData);
  22872. /**
  22873. * Set the motor values.
  22874. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22875. * @param force the force to apply
  22876. * @param maxForce max force for this motor.
  22877. */
  22878. setMotor(force?: number, maxForce?: number): void;
  22879. /**
  22880. * Set the motor's limits.
  22881. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22882. * @param upperLimit The upper limit of the motor
  22883. * @param lowerLimit The lower limit of the motor
  22884. */
  22885. setLimit(upperLimit: number, lowerLimit?: number): void;
  22886. }
  22887. /**
  22888. * This class represents a single physics Hinge-Joint
  22889. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22890. */
  22891. export class HingeJoint extends MotorEnabledJoint {
  22892. /**
  22893. * Initializes the Hinge-Joint
  22894. * @param jointData The joint data for the Hinge-Joint
  22895. */
  22896. constructor(jointData: PhysicsJointData);
  22897. /**
  22898. * Set the motor values.
  22899. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22900. * @param {number} force the force to apply
  22901. * @param {number} maxForce max force for this motor.
  22902. */
  22903. setMotor(force?: number, maxForce?: number): void;
  22904. /**
  22905. * Set the motor's limits.
  22906. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22907. * @param upperLimit The upper limit of the motor
  22908. * @param lowerLimit The lower limit of the motor
  22909. */
  22910. setLimit(upperLimit: number, lowerLimit?: number): void;
  22911. }
  22912. /**
  22913. * This class represents a dual hinge physics joint (same as wheel joint)
  22914. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22915. */
  22916. export class Hinge2Joint extends MotorEnabledJoint {
  22917. /**
  22918. * Initializes the Hinge2-Joint
  22919. * @param jointData The joint data for the Hinge2-Joint
  22920. */
  22921. constructor(jointData: PhysicsJointData);
  22922. /**
  22923. * Set the motor values.
  22924. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22925. * @param {number} targetSpeed the speed the motor is to reach
  22926. * @param {number} maxForce max force for this motor.
  22927. * @param {motorIndex} the motor's index, 0 or 1.
  22928. */
  22929. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22930. /**
  22931. * Set the motor limits.
  22932. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22933. * @param {number} upperLimit the upper limit
  22934. * @param {number} lowerLimit lower limit
  22935. * @param {motorIndex} the motor's index, 0 or 1.
  22936. */
  22937. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22938. }
  22939. /**
  22940. * Interface for a motor enabled joint
  22941. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22942. */
  22943. export interface IMotorEnabledJoint {
  22944. /**
  22945. * Physics joint
  22946. */
  22947. physicsJoint: any;
  22948. /**
  22949. * Sets the motor of the motor-enabled joint
  22950. * @param force The force of the motor
  22951. * @param maxForce The maximum force of the motor
  22952. * @param motorIndex The index of the motor
  22953. */
  22954. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22955. /**
  22956. * Sets the limit of the motor
  22957. * @param upperLimit The upper limit of the motor
  22958. * @param lowerLimit The lower limit of the motor
  22959. * @param motorIndex The index of the motor
  22960. */
  22961. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22962. }
  22963. /**
  22964. * Joint data for a Distance-Joint
  22965. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22966. */
  22967. export interface DistanceJointData extends PhysicsJointData {
  22968. /**
  22969. * Max distance the 2 joint objects can be apart
  22970. */
  22971. maxDistance: number;
  22972. }
  22973. /**
  22974. * Joint data from a spring joint
  22975. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22976. */
  22977. export interface SpringJointData extends PhysicsJointData {
  22978. /**
  22979. * Length of the spring
  22980. */
  22981. length: number;
  22982. /**
  22983. * Stiffness of the spring
  22984. */
  22985. stiffness: number;
  22986. /**
  22987. * Damping of the spring
  22988. */
  22989. damping: number;
  22990. /** this callback will be called when applying the force to the impostors. */
  22991. forceApplicationCallback: () => void;
  22992. }
  22993. }
  22994. declare module "babylonjs/Physics/physicsRaycastResult" {
  22995. import { Vector3 } from "babylonjs/Maths/math.vector";
  22996. /**
  22997. * Holds the data for the raycast result
  22998. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22999. */
  23000. export class PhysicsRaycastResult {
  23001. private _hasHit;
  23002. private _hitDistance;
  23003. private _hitNormalWorld;
  23004. private _hitPointWorld;
  23005. private _rayFromWorld;
  23006. private _rayToWorld;
  23007. /**
  23008. * Gets if there was a hit
  23009. */
  23010. readonly hasHit: boolean;
  23011. /**
  23012. * Gets the distance from the hit
  23013. */
  23014. readonly hitDistance: number;
  23015. /**
  23016. * Gets the hit normal/direction in the world
  23017. */
  23018. readonly hitNormalWorld: Vector3;
  23019. /**
  23020. * Gets the hit point in the world
  23021. */
  23022. readonly hitPointWorld: Vector3;
  23023. /**
  23024. * Gets the ray "start point" of the ray in the world
  23025. */
  23026. readonly rayFromWorld: Vector3;
  23027. /**
  23028. * Gets the ray "end point" of the ray in the world
  23029. */
  23030. readonly rayToWorld: Vector3;
  23031. /**
  23032. * Sets the hit data (normal & point in world space)
  23033. * @param hitNormalWorld defines the normal in world space
  23034. * @param hitPointWorld defines the point in world space
  23035. */
  23036. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23037. /**
  23038. * Sets the distance from the start point to the hit point
  23039. * @param distance
  23040. */
  23041. setHitDistance(distance: number): void;
  23042. /**
  23043. * Calculates the distance manually
  23044. */
  23045. calculateHitDistance(): void;
  23046. /**
  23047. * Resets all the values to default
  23048. * @param from The from point on world space
  23049. * @param to The to point on world space
  23050. */
  23051. reset(from?: Vector3, to?: Vector3): void;
  23052. }
  23053. /**
  23054. * Interface for the size containing width and height
  23055. */
  23056. interface IXYZ {
  23057. /**
  23058. * X
  23059. */
  23060. x: number;
  23061. /**
  23062. * Y
  23063. */
  23064. y: number;
  23065. /**
  23066. * Z
  23067. */
  23068. z: number;
  23069. }
  23070. }
  23071. declare module "babylonjs/Physics/IPhysicsEngine" {
  23072. import { Nullable } from "babylonjs/types";
  23073. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23074. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23075. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23076. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23077. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23078. /**
  23079. * Interface used to describe a physics joint
  23080. */
  23081. export interface PhysicsImpostorJoint {
  23082. /** Defines the main impostor to which the joint is linked */
  23083. mainImpostor: PhysicsImpostor;
  23084. /** Defines the impostor that is connected to the main impostor using this joint */
  23085. connectedImpostor: PhysicsImpostor;
  23086. /** Defines the joint itself */
  23087. joint: PhysicsJoint;
  23088. }
  23089. /** @hidden */
  23090. export interface IPhysicsEnginePlugin {
  23091. world: any;
  23092. name: string;
  23093. setGravity(gravity: Vector3): void;
  23094. setTimeStep(timeStep: number): void;
  23095. getTimeStep(): number;
  23096. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23097. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23098. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23099. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23100. removePhysicsBody(impostor: PhysicsImpostor): void;
  23101. generateJoint(joint: PhysicsImpostorJoint): void;
  23102. removeJoint(joint: PhysicsImpostorJoint): void;
  23103. isSupported(): boolean;
  23104. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23105. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23106. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23107. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23108. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23109. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23110. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23111. getBodyMass(impostor: PhysicsImpostor): number;
  23112. getBodyFriction(impostor: PhysicsImpostor): number;
  23113. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23114. getBodyRestitution(impostor: PhysicsImpostor): number;
  23115. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23116. getBodyPressure?(impostor: PhysicsImpostor): number;
  23117. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23118. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23119. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23120. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23121. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23122. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23123. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23124. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23125. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23126. sleepBody(impostor: PhysicsImpostor): void;
  23127. wakeUpBody(impostor: PhysicsImpostor): void;
  23128. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23129. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23130. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23131. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23132. getRadius(impostor: PhysicsImpostor): number;
  23133. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23134. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23135. dispose(): void;
  23136. }
  23137. /**
  23138. * Interface used to define a physics engine
  23139. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23140. */
  23141. export interface IPhysicsEngine {
  23142. /**
  23143. * Gets the gravity vector used by the simulation
  23144. */
  23145. gravity: Vector3;
  23146. /**
  23147. * Sets the gravity vector used by the simulation
  23148. * @param gravity defines the gravity vector to use
  23149. */
  23150. setGravity(gravity: Vector3): void;
  23151. /**
  23152. * Set the time step of the physics engine.
  23153. * Default is 1/60.
  23154. * To slow it down, enter 1/600 for example.
  23155. * To speed it up, 1/30
  23156. * @param newTimeStep the new timestep to apply to this world.
  23157. */
  23158. setTimeStep(newTimeStep: number): void;
  23159. /**
  23160. * Get the time step of the physics engine.
  23161. * @returns the current time step
  23162. */
  23163. getTimeStep(): number;
  23164. /**
  23165. * Release all resources
  23166. */
  23167. dispose(): void;
  23168. /**
  23169. * Gets the name of the current physics plugin
  23170. * @returns the name of the plugin
  23171. */
  23172. getPhysicsPluginName(): string;
  23173. /**
  23174. * Adding a new impostor for the impostor tracking.
  23175. * This will be done by the impostor itself.
  23176. * @param impostor the impostor to add
  23177. */
  23178. addImpostor(impostor: PhysicsImpostor): void;
  23179. /**
  23180. * Remove an impostor from the engine.
  23181. * This impostor and its mesh will not longer be updated by the physics engine.
  23182. * @param impostor the impostor to remove
  23183. */
  23184. removeImpostor(impostor: PhysicsImpostor): void;
  23185. /**
  23186. * Add a joint to the physics engine
  23187. * @param mainImpostor defines the main impostor to which the joint is added.
  23188. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23189. * @param joint defines the joint that will connect both impostors.
  23190. */
  23191. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23192. /**
  23193. * Removes a joint from the simulation
  23194. * @param mainImpostor defines the impostor used with the joint
  23195. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23196. * @param joint defines the joint to remove
  23197. */
  23198. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23199. /**
  23200. * Gets the current plugin used to run the simulation
  23201. * @returns current plugin
  23202. */
  23203. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23204. /**
  23205. * Gets the list of physic impostors
  23206. * @returns an array of PhysicsImpostor
  23207. */
  23208. getImpostors(): Array<PhysicsImpostor>;
  23209. /**
  23210. * Gets the impostor for a physics enabled object
  23211. * @param object defines the object impersonated by the impostor
  23212. * @returns the PhysicsImpostor or null if not found
  23213. */
  23214. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23215. /**
  23216. * Gets the impostor for a physics body object
  23217. * @param body defines physics body used by the impostor
  23218. * @returns the PhysicsImpostor or null if not found
  23219. */
  23220. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23221. /**
  23222. * Does a raycast in the physics world
  23223. * @param from when should the ray start?
  23224. * @param to when should the ray end?
  23225. * @returns PhysicsRaycastResult
  23226. */
  23227. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23228. /**
  23229. * Called by the scene. No need to call it.
  23230. * @param delta defines the timespam between frames
  23231. */
  23232. _step(delta: number): void;
  23233. }
  23234. }
  23235. declare module "babylonjs/Physics/physicsImpostor" {
  23236. import { Nullable, IndicesArray } from "babylonjs/types";
  23237. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23238. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23239. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23240. import { Scene } from "babylonjs/scene";
  23241. import { Bone } from "babylonjs/Bones/bone";
  23242. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23243. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23244. import { Space } from "babylonjs/Maths/math.axis";
  23245. /**
  23246. * The interface for the physics imposter parameters
  23247. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23248. */
  23249. export interface PhysicsImpostorParameters {
  23250. /**
  23251. * The mass of the physics imposter
  23252. */
  23253. mass: number;
  23254. /**
  23255. * The friction of the physics imposter
  23256. */
  23257. friction?: number;
  23258. /**
  23259. * The coefficient of restitution of the physics imposter
  23260. */
  23261. restitution?: number;
  23262. /**
  23263. * The native options of the physics imposter
  23264. */
  23265. nativeOptions?: any;
  23266. /**
  23267. * Specifies if the parent should be ignored
  23268. */
  23269. ignoreParent?: boolean;
  23270. /**
  23271. * Specifies if bi-directional transformations should be disabled
  23272. */
  23273. disableBidirectionalTransformation?: boolean;
  23274. /**
  23275. * The pressure inside the physics imposter, soft object only
  23276. */
  23277. pressure?: number;
  23278. /**
  23279. * The stiffness the physics imposter, soft object only
  23280. */
  23281. stiffness?: number;
  23282. /**
  23283. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23284. */
  23285. velocityIterations?: number;
  23286. /**
  23287. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23288. */
  23289. positionIterations?: number;
  23290. /**
  23291. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23292. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23293. * Add to fix multiple points
  23294. */
  23295. fixedPoints?: number;
  23296. /**
  23297. * The collision margin around a soft object
  23298. */
  23299. margin?: number;
  23300. /**
  23301. * The collision margin around a soft object
  23302. */
  23303. damping?: number;
  23304. /**
  23305. * The path for a rope based on an extrusion
  23306. */
  23307. path?: any;
  23308. /**
  23309. * The shape of an extrusion used for a rope based on an extrusion
  23310. */
  23311. shape?: any;
  23312. }
  23313. /**
  23314. * Interface for a physics-enabled object
  23315. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23316. */
  23317. export interface IPhysicsEnabledObject {
  23318. /**
  23319. * The position of the physics-enabled object
  23320. */
  23321. position: Vector3;
  23322. /**
  23323. * The rotation of the physics-enabled object
  23324. */
  23325. rotationQuaternion: Nullable<Quaternion>;
  23326. /**
  23327. * The scale of the physics-enabled object
  23328. */
  23329. scaling: Vector3;
  23330. /**
  23331. * The rotation of the physics-enabled object
  23332. */
  23333. rotation?: Vector3;
  23334. /**
  23335. * The parent of the physics-enabled object
  23336. */
  23337. parent?: any;
  23338. /**
  23339. * The bounding info of the physics-enabled object
  23340. * @returns The bounding info of the physics-enabled object
  23341. */
  23342. getBoundingInfo(): BoundingInfo;
  23343. /**
  23344. * Computes the world matrix
  23345. * @param force Specifies if the world matrix should be computed by force
  23346. * @returns A world matrix
  23347. */
  23348. computeWorldMatrix(force: boolean): Matrix;
  23349. /**
  23350. * Gets the world matrix
  23351. * @returns A world matrix
  23352. */
  23353. getWorldMatrix?(): Matrix;
  23354. /**
  23355. * Gets the child meshes
  23356. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23357. * @returns An array of abstract meshes
  23358. */
  23359. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23360. /**
  23361. * Gets the vertex data
  23362. * @param kind The type of vertex data
  23363. * @returns A nullable array of numbers, or a float32 array
  23364. */
  23365. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23366. /**
  23367. * Gets the indices from the mesh
  23368. * @returns A nullable array of index arrays
  23369. */
  23370. getIndices?(): Nullable<IndicesArray>;
  23371. /**
  23372. * Gets the scene from the mesh
  23373. * @returns the indices array or null
  23374. */
  23375. getScene?(): Scene;
  23376. /**
  23377. * Gets the absolute position from the mesh
  23378. * @returns the absolute position
  23379. */
  23380. getAbsolutePosition(): Vector3;
  23381. /**
  23382. * Gets the absolute pivot point from the mesh
  23383. * @returns the absolute pivot point
  23384. */
  23385. getAbsolutePivotPoint(): Vector3;
  23386. /**
  23387. * Rotates the mesh
  23388. * @param axis The axis of rotation
  23389. * @param amount The amount of rotation
  23390. * @param space The space of the rotation
  23391. * @returns The rotation transform node
  23392. */
  23393. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23394. /**
  23395. * Translates the mesh
  23396. * @param axis The axis of translation
  23397. * @param distance The distance of translation
  23398. * @param space The space of the translation
  23399. * @returns The transform node
  23400. */
  23401. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23402. /**
  23403. * Sets the absolute position of the mesh
  23404. * @param absolutePosition The absolute position of the mesh
  23405. * @returns The transform node
  23406. */
  23407. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23408. /**
  23409. * Gets the class name of the mesh
  23410. * @returns The class name
  23411. */
  23412. getClassName(): string;
  23413. }
  23414. /**
  23415. * Represents a physics imposter
  23416. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23417. */
  23418. export class PhysicsImpostor {
  23419. /**
  23420. * The physics-enabled object used as the physics imposter
  23421. */
  23422. object: IPhysicsEnabledObject;
  23423. /**
  23424. * The type of the physics imposter
  23425. */
  23426. type: number;
  23427. private _options;
  23428. private _scene?;
  23429. /**
  23430. * The default object size of the imposter
  23431. */
  23432. static DEFAULT_OBJECT_SIZE: Vector3;
  23433. /**
  23434. * The identity quaternion of the imposter
  23435. */
  23436. static IDENTITY_QUATERNION: Quaternion;
  23437. /** @hidden */
  23438. _pluginData: any;
  23439. private _physicsEngine;
  23440. private _physicsBody;
  23441. private _bodyUpdateRequired;
  23442. private _onBeforePhysicsStepCallbacks;
  23443. private _onAfterPhysicsStepCallbacks;
  23444. /** @hidden */
  23445. _onPhysicsCollideCallbacks: Array<{
  23446. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23447. otherImpostors: Array<PhysicsImpostor>;
  23448. }>;
  23449. private _deltaPosition;
  23450. private _deltaRotation;
  23451. private _deltaRotationConjugated;
  23452. /** @hidden */
  23453. _isFromLine: boolean;
  23454. private _parent;
  23455. private _isDisposed;
  23456. private static _tmpVecs;
  23457. private static _tmpQuat;
  23458. /**
  23459. * Specifies if the physics imposter is disposed
  23460. */
  23461. readonly isDisposed: boolean;
  23462. /**
  23463. * Gets the mass of the physics imposter
  23464. */
  23465. mass: number;
  23466. /**
  23467. * Gets the coefficient of friction
  23468. */
  23469. /**
  23470. * Sets the coefficient of friction
  23471. */
  23472. friction: number;
  23473. /**
  23474. * Gets the coefficient of restitution
  23475. */
  23476. /**
  23477. * Sets the coefficient of restitution
  23478. */
  23479. restitution: number;
  23480. /**
  23481. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23482. */
  23483. /**
  23484. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23485. */
  23486. pressure: number;
  23487. /**
  23488. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23489. */
  23490. /**
  23491. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23492. */
  23493. stiffness: number;
  23494. /**
  23495. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23496. */
  23497. /**
  23498. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23499. */
  23500. velocityIterations: number;
  23501. /**
  23502. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23503. */
  23504. /**
  23505. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23506. */
  23507. positionIterations: number;
  23508. /**
  23509. * The unique id of the physics imposter
  23510. * set by the physics engine when adding this impostor to the array
  23511. */
  23512. uniqueId: number;
  23513. /**
  23514. * @hidden
  23515. */
  23516. soft: boolean;
  23517. /**
  23518. * @hidden
  23519. */
  23520. segments: number;
  23521. private _joints;
  23522. /**
  23523. * Initializes the physics imposter
  23524. * @param object The physics-enabled object used as the physics imposter
  23525. * @param type The type of the physics imposter
  23526. * @param _options The options for the physics imposter
  23527. * @param _scene The Babylon scene
  23528. */
  23529. constructor(
  23530. /**
  23531. * The physics-enabled object used as the physics imposter
  23532. */
  23533. object: IPhysicsEnabledObject,
  23534. /**
  23535. * The type of the physics imposter
  23536. */
  23537. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23538. /**
  23539. * This function will completly initialize this impostor.
  23540. * It will create a new body - but only if this mesh has no parent.
  23541. * If it has, this impostor will not be used other than to define the impostor
  23542. * of the child mesh.
  23543. * @hidden
  23544. */
  23545. _init(): void;
  23546. private _getPhysicsParent;
  23547. /**
  23548. * Should a new body be generated.
  23549. * @returns boolean specifying if body initialization is required
  23550. */
  23551. isBodyInitRequired(): boolean;
  23552. /**
  23553. * Sets the updated scaling
  23554. * @param updated Specifies if the scaling is updated
  23555. */
  23556. setScalingUpdated(): void;
  23557. /**
  23558. * Force a regeneration of this or the parent's impostor's body.
  23559. * Use under cautious - This will remove all joints already implemented.
  23560. */
  23561. forceUpdate(): void;
  23562. /**
  23563. * Gets the body that holds this impostor. Either its own, or its parent.
  23564. */
  23565. /**
  23566. * Set the physics body. Used mainly by the physics engine/plugin
  23567. */
  23568. physicsBody: any;
  23569. /**
  23570. * Get the parent of the physics imposter
  23571. * @returns Physics imposter or null
  23572. */
  23573. /**
  23574. * Sets the parent of the physics imposter
  23575. */
  23576. parent: Nullable<PhysicsImpostor>;
  23577. /**
  23578. * Resets the update flags
  23579. */
  23580. resetUpdateFlags(): void;
  23581. /**
  23582. * Gets the object extend size
  23583. * @returns the object extend size
  23584. */
  23585. getObjectExtendSize(): Vector3;
  23586. /**
  23587. * Gets the object center
  23588. * @returns The object center
  23589. */
  23590. getObjectCenter(): Vector3;
  23591. /**
  23592. * Get a specific parametes from the options parameter
  23593. * @param paramName The object parameter name
  23594. * @returns The object parameter
  23595. */
  23596. getParam(paramName: string): any;
  23597. /**
  23598. * Sets a specific parameter in the options given to the physics plugin
  23599. * @param paramName The parameter name
  23600. * @param value The value of the parameter
  23601. */
  23602. setParam(paramName: string, value: number): void;
  23603. /**
  23604. * Specifically change the body's mass option. Won't recreate the physics body object
  23605. * @param mass The mass of the physics imposter
  23606. */
  23607. setMass(mass: number): void;
  23608. /**
  23609. * Gets the linear velocity
  23610. * @returns linear velocity or null
  23611. */
  23612. getLinearVelocity(): Nullable<Vector3>;
  23613. /**
  23614. * Sets the linear velocity
  23615. * @param velocity linear velocity or null
  23616. */
  23617. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23618. /**
  23619. * Gets the angular velocity
  23620. * @returns angular velocity or null
  23621. */
  23622. getAngularVelocity(): Nullable<Vector3>;
  23623. /**
  23624. * Sets the angular velocity
  23625. * @param velocity The velocity or null
  23626. */
  23627. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23628. /**
  23629. * Execute a function with the physics plugin native code
  23630. * Provide a function the will have two variables - the world object and the physics body object
  23631. * @param func The function to execute with the physics plugin native code
  23632. */
  23633. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23634. /**
  23635. * Register a function that will be executed before the physics world is stepping forward
  23636. * @param func The function to execute before the physics world is stepped forward
  23637. */
  23638. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23639. /**
  23640. * Unregister a function that will be executed before the physics world is stepping forward
  23641. * @param func The function to execute before the physics world is stepped forward
  23642. */
  23643. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23644. /**
  23645. * Register a function that will be executed after the physics step
  23646. * @param func The function to execute after physics step
  23647. */
  23648. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23649. /**
  23650. * Unregisters a function that will be executed after the physics step
  23651. * @param func The function to execute after physics step
  23652. */
  23653. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23654. /**
  23655. * register a function that will be executed when this impostor collides against a different body
  23656. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23657. * @param func Callback that is executed on collision
  23658. */
  23659. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23660. /**
  23661. * Unregisters the physics imposter on contact
  23662. * @param collideAgainst The physics object to collide against
  23663. * @param func Callback to execute on collision
  23664. */
  23665. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23666. private _tmpQuat;
  23667. private _tmpQuat2;
  23668. /**
  23669. * Get the parent rotation
  23670. * @returns The parent rotation
  23671. */
  23672. getParentsRotation(): Quaternion;
  23673. /**
  23674. * this function is executed by the physics engine.
  23675. */
  23676. beforeStep: () => void;
  23677. /**
  23678. * this function is executed by the physics engine
  23679. */
  23680. afterStep: () => void;
  23681. /**
  23682. * Legacy collision detection event support
  23683. */
  23684. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23685. /**
  23686. * event and body object due to cannon's event-based architecture.
  23687. */
  23688. onCollide: (e: {
  23689. body: any;
  23690. }) => void;
  23691. /**
  23692. * Apply a force
  23693. * @param force The force to apply
  23694. * @param contactPoint The contact point for the force
  23695. * @returns The physics imposter
  23696. */
  23697. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23698. /**
  23699. * Apply an impulse
  23700. * @param force The impulse force
  23701. * @param contactPoint The contact point for the impulse force
  23702. * @returns The physics imposter
  23703. */
  23704. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23705. /**
  23706. * A help function to create a joint
  23707. * @param otherImpostor A physics imposter used to create a joint
  23708. * @param jointType The type of joint
  23709. * @param jointData The data for the joint
  23710. * @returns The physics imposter
  23711. */
  23712. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23713. /**
  23714. * Add a joint to this impostor with a different impostor
  23715. * @param otherImpostor A physics imposter used to add a joint
  23716. * @param joint The joint to add
  23717. * @returns The physics imposter
  23718. */
  23719. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23720. /**
  23721. * Add an anchor to a cloth impostor
  23722. * @param otherImpostor rigid impostor to anchor to
  23723. * @param width ratio across width from 0 to 1
  23724. * @param height ratio up height from 0 to 1
  23725. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23726. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23727. * @returns impostor the soft imposter
  23728. */
  23729. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23730. /**
  23731. * Add a hook to a rope impostor
  23732. * @param otherImpostor rigid impostor to anchor to
  23733. * @param length ratio across rope from 0 to 1
  23734. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23735. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23736. * @returns impostor the rope imposter
  23737. */
  23738. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23739. /**
  23740. * Will keep this body still, in a sleep mode.
  23741. * @returns the physics imposter
  23742. */
  23743. sleep(): PhysicsImpostor;
  23744. /**
  23745. * Wake the body up.
  23746. * @returns The physics imposter
  23747. */
  23748. wakeUp(): PhysicsImpostor;
  23749. /**
  23750. * Clones the physics imposter
  23751. * @param newObject The physics imposter clones to this physics-enabled object
  23752. * @returns A nullable physics imposter
  23753. */
  23754. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23755. /**
  23756. * Disposes the physics imposter
  23757. */
  23758. dispose(): void;
  23759. /**
  23760. * Sets the delta position
  23761. * @param position The delta position amount
  23762. */
  23763. setDeltaPosition(position: Vector3): void;
  23764. /**
  23765. * Sets the delta rotation
  23766. * @param rotation The delta rotation amount
  23767. */
  23768. setDeltaRotation(rotation: Quaternion): void;
  23769. /**
  23770. * Gets the box size of the physics imposter and stores the result in the input parameter
  23771. * @param result Stores the box size
  23772. * @returns The physics imposter
  23773. */
  23774. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23775. /**
  23776. * Gets the radius of the physics imposter
  23777. * @returns Radius of the physics imposter
  23778. */
  23779. getRadius(): number;
  23780. /**
  23781. * Sync a bone with this impostor
  23782. * @param bone The bone to sync to the impostor.
  23783. * @param boneMesh The mesh that the bone is influencing.
  23784. * @param jointPivot The pivot of the joint / bone in local space.
  23785. * @param distToJoint Optional distance from the impostor to the joint.
  23786. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23787. */
  23788. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23789. /**
  23790. * Sync impostor to a bone
  23791. * @param bone The bone that the impostor will be synced to.
  23792. * @param boneMesh The mesh that the bone is influencing.
  23793. * @param jointPivot The pivot of the joint / bone in local space.
  23794. * @param distToJoint Optional distance from the impostor to the joint.
  23795. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23796. * @param boneAxis Optional vector3 axis the bone is aligned with
  23797. */
  23798. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23799. /**
  23800. * No-Imposter type
  23801. */
  23802. static NoImpostor: number;
  23803. /**
  23804. * Sphere-Imposter type
  23805. */
  23806. static SphereImpostor: number;
  23807. /**
  23808. * Box-Imposter type
  23809. */
  23810. static BoxImpostor: number;
  23811. /**
  23812. * Plane-Imposter type
  23813. */
  23814. static PlaneImpostor: number;
  23815. /**
  23816. * Mesh-imposter type
  23817. */
  23818. static MeshImpostor: number;
  23819. /**
  23820. * Capsule-Impostor type (Ammo.js plugin only)
  23821. */
  23822. static CapsuleImpostor: number;
  23823. /**
  23824. * Cylinder-Imposter type
  23825. */
  23826. static CylinderImpostor: number;
  23827. /**
  23828. * Particle-Imposter type
  23829. */
  23830. static ParticleImpostor: number;
  23831. /**
  23832. * Heightmap-Imposter type
  23833. */
  23834. static HeightmapImpostor: number;
  23835. /**
  23836. * ConvexHull-Impostor type (Ammo.js plugin only)
  23837. */
  23838. static ConvexHullImpostor: number;
  23839. /**
  23840. * Rope-Imposter type
  23841. */
  23842. static RopeImpostor: number;
  23843. /**
  23844. * Cloth-Imposter type
  23845. */
  23846. static ClothImpostor: number;
  23847. /**
  23848. * Softbody-Imposter type
  23849. */
  23850. static SoftbodyImpostor: number;
  23851. }
  23852. }
  23853. declare module "babylonjs/Meshes/mesh" {
  23854. import { Observable } from "babylonjs/Misc/observable";
  23855. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23856. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23857. import { Camera } from "babylonjs/Cameras/camera";
  23858. import { Scene } from "babylonjs/scene";
  23859. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23860. import { Color4 } from "babylonjs/Maths/math.color";
  23861. import { Engine } from "babylonjs/Engines/engine";
  23862. import { Node } from "babylonjs/node";
  23863. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23864. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23865. import { Buffer } from "babylonjs/Meshes/buffer";
  23866. import { Geometry } from "babylonjs/Meshes/geometry";
  23867. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23868. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23869. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23870. import { Effect } from "babylonjs/Materials/effect";
  23871. import { Material } from "babylonjs/Materials/material";
  23872. import { Skeleton } from "babylonjs/Bones/skeleton";
  23873. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23874. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23875. import { Path3D } from "babylonjs/Maths/math.path";
  23876. import { Plane } from "babylonjs/Maths/math.plane";
  23877. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23878. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23879. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23880. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23881. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23882. /**
  23883. * @hidden
  23884. **/
  23885. export class _CreationDataStorage {
  23886. closePath?: boolean;
  23887. closeArray?: boolean;
  23888. idx: number[];
  23889. dashSize: number;
  23890. gapSize: number;
  23891. path3D: Path3D;
  23892. pathArray: Vector3[][];
  23893. arc: number;
  23894. radius: number;
  23895. cap: number;
  23896. tessellation: number;
  23897. }
  23898. /**
  23899. * @hidden
  23900. **/
  23901. class _InstanceDataStorage {
  23902. visibleInstances: any;
  23903. batchCache: _InstancesBatch;
  23904. instancesBufferSize: number;
  23905. instancesBuffer: Nullable<Buffer>;
  23906. instancesData: Float32Array;
  23907. overridenInstanceCount: number;
  23908. isFrozen: boolean;
  23909. previousBatch: Nullable<_InstancesBatch>;
  23910. hardwareInstancedRendering: boolean;
  23911. sideOrientation: number;
  23912. }
  23913. /**
  23914. * @hidden
  23915. **/
  23916. export class _InstancesBatch {
  23917. mustReturn: boolean;
  23918. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23919. renderSelf: boolean[];
  23920. hardwareInstancedRendering: boolean[];
  23921. }
  23922. /**
  23923. * Class used to represent renderable models
  23924. */
  23925. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23926. /**
  23927. * Mesh side orientation : usually the external or front surface
  23928. */
  23929. static readonly FRONTSIDE: number;
  23930. /**
  23931. * Mesh side orientation : usually the internal or back surface
  23932. */
  23933. static readonly BACKSIDE: number;
  23934. /**
  23935. * Mesh side orientation : both internal and external or front and back surfaces
  23936. */
  23937. static readonly DOUBLESIDE: number;
  23938. /**
  23939. * Mesh side orientation : by default, `FRONTSIDE`
  23940. */
  23941. static readonly DEFAULTSIDE: number;
  23942. /**
  23943. * Mesh cap setting : no cap
  23944. */
  23945. static readonly NO_CAP: number;
  23946. /**
  23947. * Mesh cap setting : one cap at the beginning of the mesh
  23948. */
  23949. static readonly CAP_START: number;
  23950. /**
  23951. * Mesh cap setting : one cap at the end of the mesh
  23952. */
  23953. static readonly CAP_END: number;
  23954. /**
  23955. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23956. */
  23957. static readonly CAP_ALL: number;
  23958. /**
  23959. * Mesh pattern setting : no flip or rotate
  23960. */
  23961. static readonly NO_FLIP: number;
  23962. /**
  23963. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23964. */
  23965. static readonly FLIP_TILE: number;
  23966. /**
  23967. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23968. */
  23969. static readonly ROTATE_TILE: number;
  23970. /**
  23971. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23972. */
  23973. static readonly FLIP_ROW: number;
  23974. /**
  23975. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23976. */
  23977. static readonly ROTATE_ROW: number;
  23978. /**
  23979. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23980. */
  23981. static readonly FLIP_N_ROTATE_TILE: number;
  23982. /**
  23983. * Mesh pattern setting : rotate pattern and rotate
  23984. */
  23985. static readonly FLIP_N_ROTATE_ROW: number;
  23986. /**
  23987. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23988. */
  23989. static readonly CENTER: number;
  23990. /**
  23991. * Mesh tile positioning : part tiles on left
  23992. */
  23993. static readonly LEFT: number;
  23994. /**
  23995. * Mesh tile positioning : part tiles on right
  23996. */
  23997. static readonly RIGHT: number;
  23998. /**
  23999. * Mesh tile positioning : part tiles on top
  24000. */
  24001. static readonly TOP: number;
  24002. /**
  24003. * Mesh tile positioning : part tiles on bottom
  24004. */
  24005. static readonly BOTTOM: number;
  24006. /**
  24007. * Gets the default side orientation.
  24008. * @param orientation the orientation to value to attempt to get
  24009. * @returns the default orientation
  24010. * @hidden
  24011. */
  24012. static _GetDefaultSideOrientation(orientation?: number): number;
  24013. private _internalMeshDataInfo;
  24014. /**
  24015. * An event triggered before rendering the mesh
  24016. */
  24017. readonly onBeforeRenderObservable: Observable<Mesh>;
  24018. /**
  24019. * An event triggered before binding the mesh
  24020. */
  24021. readonly onBeforeBindObservable: Observable<Mesh>;
  24022. /**
  24023. * An event triggered after rendering the mesh
  24024. */
  24025. readonly onAfterRenderObservable: Observable<Mesh>;
  24026. /**
  24027. * An event triggered before drawing the mesh
  24028. */
  24029. readonly onBeforeDrawObservable: Observable<Mesh>;
  24030. private _onBeforeDrawObserver;
  24031. /**
  24032. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24033. */
  24034. onBeforeDraw: () => void;
  24035. /**
  24036. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24037. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24038. */
  24039. delayLoadState: number;
  24040. /**
  24041. * Gets the list of instances created from this mesh
  24042. * it is not supposed to be modified manually.
  24043. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24044. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24045. */
  24046. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24047. /**
  24048. * Gets the file containing delay loading data for this mesh
  24049. */
  24050. delayLoadingFile: string;
  24051. /** @hidden */
  24052. _binaryInfo: any;
  24053. /**
  24054. * User defined function used to change how LOD level selection is done
  24055. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24056. */
  24057. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24058. /**
  24059. * Gets or sets the morph target manager
  24060. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24061. */
  24062. morphTargetManager: Nullable<MorphTargetManager>;
  24063. /** @hidden */
  24064. _creationDataStorage: Nullable<_CreationDataStorage>;
  24065. /** @hidden */
  24066. _geometry: Nullable<Geometry>;
  24067. /** @hidden */
  24068. _delayInfo: Array<string>;
  24069. /** @hidden */
  24070. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24071. /** @hidden */
  24072. _instanceDataStorage: _InstanceDataStorage;
  24073. private _effectiveMaterial;
  24074. /** @hidden */
  24075. _shouldGenerateFlatShading: boolean;
  24076. /** @hidden */
  24077. _originalBuilderSideOrientation: number;
  24078. /**
  24079. * Use this property to change the original side orientation defined at construction time
  24080. */
  24081. overrideMaterialSideOrientation: Nullable<number>;
  24082. /**
  24083. * Gets the source mesh (the one used to clone this one from)
  24084. */
  24085. readonly source: Nullable<Mesh>;
  24086. /**
  24087. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24088. */
  24089. isUnIndexed: boolean;
  24090. /**
  24091. * @constructor
  24092. * @param name The value used by scene.getMeshByName() to do a lookup.
  24093. * @param scene The scene to add this mesh to.
  24094. * @param parent The parent of this mesh, if it has one
  24095. * @param source An optional Mesh from which geometry is shared, cloned.
  24096. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24097. * When false, achieved by calling a clone(), also passing False.
  24098. * This will make creation of children, recursive.
  24099. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24100. */
  24101. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24102. /**
  24103. * Gets the class name
  24104. * @returns the string "Mesh".
  24105. */
  24106. getClassName(): string;
  24107. /** @hidden */
  24108. readonly _isMesh: boolean;
  24109. /**
  24110. * Returns a description of this mesh
  24111. * @param fullDetails define if full details about this mesh must be used
  24112. * @returns a descriptive string representing this mesh
  24113. */
  24114. toString(fullDetails?: boolean): string;
  24115. /** @hidden */
  24116. _unBindEffect(): void;
  24117. /**
  24118. * Gets a boolean indicating if this mesh has LOD
  24119. */
  24120. readonly hasLODLevels: boolean;
  24121. /**
  24122. * Gets the list of MeshLODLevel associated with the current mesh
  24123. * @returns an array of MeshLODLevel
  24124. */
  24125. getLODLevels(): MeshLODLevel[];
  24126. private _sortLODLevels;
  24127. /**
  24128. * Add a mesh as LOD level triggered at the given distance.
  24129. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24130. * @param distance The distance from the center of the object to show this level
  24131. * @param mesh The mesh to be added as LOD level (can be null)
  24132. * @return This mesh (for chaining)
  24133. */
  24134. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24135. /**
  24136. * Returns the LOD level mesh at the passed distance or null if not found.
  24137. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24138. * @param distance The distance from the center of the object to show this level
  24139. * @returns a Mesh or `null`
  24140. */
  24141. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24142. /**
  24143. * Remove a mesh from the LOD array
  24144. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24145. * @param mesh defines the mesh to be removed
  24146. * @return This mesh (for chaining)
  24147. */
  24148. removeLODLevel(mesh: Mesh): Mesh;
  24149. /**
  24150. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24151. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24152. * @param camera defines the camera to use to compute distance
  24153. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24154. * @return This mesh (for chaining)
  24155. */
  24156. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24157. /**
  24158. * Gets the mesh internal Geometry object
  24159. */
  24160. readonly geometry: Nullable<Geometry>;
  24161. /**
  24162. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24163. * @returns the total number of vertices
  24164. */
  24165. getTotalVertices(): number;
  24166. /**
  24167. * Returns the content of an associated vertex buffer
  24168. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24169. * - VertexBuffer.PositionKind
  24170. * - VertexBuffer.UVKind
  24171. * - VertexBuffer.UV2Kind
  24172. * - VertexBuffer.UV3Kind
  24173. * - VertexBuffer.UV4Kind
  24174. * - VertexBuffer.UV5Kind
  24175. * - VertexBuffer.UV6Kind
  24176. * - VertexBuffer.ColorKind
  24177. * - VertexBuffer.MatricesIndicesKind
  24178. * - VertexBuffer.MatricesIndicesExtraKind
  24179. * - VertexBuffer.MatricesWeightsKind
  24180. * - VertexBuffer.MatricesWeightsExtraKind
  24181. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24182. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24183. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24184. */
  24185. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24186. /**
  24187. * Returns the mesh VertexBuffer object from the requested `kind`
  24188. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24189. * - VertexBuffer.PositionKind
  24190. * - VertexBuffer.NormalKind
  24191. * - VertexBuffer.UVKind
  24192. * - VertexBuffer.UV2Kind
  24193. * - VertexBuffer.UV3Kind
  24194. * - VertexBuffer.UV4Kind
  24195. * - VertexBuffer.UV5Kind
  24196. * - VertexBuffer.UV6Kind
  24197. * - VertexBuffer.ColorKind
  24198. * - VertexBuffer.MatricesIndicesKind
  24199. * - VertexBuffer.MatricesIndicesExtraKind
  24200. * - VertexBuffer.MatricesWeightsKind
  24201. * - VertexBuffer.MatricesWeightsExtraKind
  24202. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24203. */
  24204. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24205. /**
  24206. * Tests if a specific vertex buffer is associated with this mesh
  24207. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24208. * - VertexBuffer.PositionKind
  24209. * - VertexBuffer.NormalKind
  24210. * - VertexBuffer.UVKind
  24211. * - VertexBuffer.UV2Kind
  24212. * - VertexBuffer.UV3Kind
  24213. * - VertexBuffer.UV4Kind
  24214. * - VertexBuffer.UV5Kind
  24215. * - VertexBuffer.UV6Kind
  24216. * - VertexBuffer.ColorKind
  24217. * - VertexBuffer.MatricesIndicesKind
  24218. * - VertexBuffer.MatricesIndicesExtraKind
  24219. * - VertexBuffer.MatricesWeightsKind
  24220. * - VertexBuffer.MatricesWeightsExtraKind
  24221. * @returns a boolean
  24222. */
  24223. isVerticesDataPresent(kind: string): boolean;
  24224. /**
  24225. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24226. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24227. * - VertexBuffer.PositionKind
  24228. * - VertexBuffer.UVKind
  24229. * - VertexBuffer.UV2Kind
  24230. * - VertexBuffer.UV3Kind
  24231. * - VertexBuffer.UV4Kind
  24232. * - VertexBuffer.UV5Kind
  24233. * - VertexBuffer.UV6Kind
  24234. * - VertexBuffer.ColorKind
  24235. * - VertexBuffer.MatricesIndicesKind
  24236. * - VertexBuffer.MatricesIndicesExtraKind
  24237. * - VertexBuffer.MatricesWeightsKind
  24238. * - VertexBuffer.MatricesWeightsExtraKind
  24239. * @returns a boolean
  24240. */
  24241. isVertexBufferUpdatable(kind: string): boolean;
  24242. /**
  24243. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24244. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24245. * - VertexBuffer.PositionKind
  24246. * - VertexBuffer.NormalKind
  24247. * - VertexBuffer.UVKind
  24248. * - VertexBuffer.UV2Kind
  24249. * - VertexBuffer.UV3Kind
  24250. * - VertexBuffer.UV4Kind
  24251. * - VertexBuffer.UV5Kind
  24252. * - VertexBuffer.UV6Kind
  24253. * - VertexBuffer.ColorKind
  24254. * - VertexBuffer.MatricesIndicesKind
  24255. * - VertexBuffer.MatricesIndicesExtraKind
  24256. * - VertexBuffer.MatricesWeightsKind
  24257. * - VertexBuffer.MatricesWeightsExtraKind
  24258. * @returns an array of strings
  24259. */
  24260. getVerticesDataKinds(): string[];
  24261. /**
  24262. * Returns a positive integer : the total number of indices in this mesh geometry.
  24263. * @returns the numner of indices or zero if the mesh has no geometry.
  24264. */
  24265. getTotalIndices(): number;
  24266. /**
  24267. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24268. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24269. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24270. * @returns the indices array or an empty array if the mesh has no geometry
  24271. */
  24272. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24273. readonly isBlocked: boolean;
  24274. /**
  24275. * Determine if the current mesh is ready to be rendered
  24276. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24277. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24278. * @returns true if all associated assets are ready (material, textures, shaders)
  24279. */
  24280. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24281. /**
  24282. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24283. */
  24284. readonly areNormalsFrozen: boolean;
  24285. /**
  24286. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24287. * @returns the current mesh
  24288. */
  24289. freezeNormals(): Mesh;
  24290. /**
  24291. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24292. * @returns the current mesh
  24293. */
  24294. unfreezeNormals(): Mesh;
  24295. /**
  24296. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24297. */
  24298. overridenInstanceCount: number;
  24299. /** @hidden */
  24300. _preActivate(): Mesh;
  24301. /** @hidden */
  24302. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24303. /** @hidden */
  24304. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24305. /**
  24306. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24307. * This means the mesh underlying bounding box and sphere are recomputed.
  24308. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24309. * @returns the current mesh
  24310. */
  24311. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24312. /** @hidden */
  24313. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24314. /**
  24315. * This function will subdivide the mesh into multiple submeshes
  24316. * @param count defines the expected number of submeshes
  24317. */
  24318. subdivide(count: number): void;
  24319. /**
  24320. * Copy a FloatArray into a specific associated vertex buffer
  24321. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24322. * - VertexBuffer.PositionKind
  24323. * - VertexBuffer.UVKind
  24324. * - VertexBuffer.UV2Kind
  24325. * - VertexBuffer.UV3Kind
  24326. * - VertexBuffer.UV4Kind
  24327. * - VertexBuffer.UV5Kind
  24328. * - VertexBuffer.UV6Kind
  24329. * - VertexBuffer.ColorKind
  24330. * - VertexBuffer.MatricesIndicesKind
  24331. * - VertexBuffer.MatricesIndicesExtraKind
  24332. * - VertexBuffer.MatricesWeightsKind
  24333. * - VertexBuffer.MatricesWeightsExtraKind
  24334. * @param data defines the data source
  24335. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24336. * @param stride defines the data stride size (can be null)
  24337. * @returns the current mesh
  24338. */
  24339. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24340. /**
  24341. * Flags an associated vertex buffer as updatable
  24342. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24343. * - VertexBuffer.PositionKind
  24344. * - VertexBuffer.UVKind
  24345. * - VertexBuffer.UV2Kind
  24346. * - VertexBuffer.UV3Kind
  24347. * - VertexBuffer.UV4Kind
  24348. * - VertexBuffer.UV5Kind
  24349. * - VertexBuffer.UV6Kind
  24350. * - VertexBuffer.ColorKind
  24351. * - VertexBuffer.MatricesIndicesKind
  24352. * - VertexBuffer.MatricesIndicesExtraKind
  24353. * - VertexBuffer.MatricesWeightsKind
  24354. * - VertexBuffer.MatricesWeightsExtraKind
  24355. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24356. */
  24357. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24358. /**
  24359. * Sets the mesh global Vertex Buffer
  24360. * @param buffer defines the buffer to use
  24361. * @returns the current mesh
  24362. */
  24363. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24364. /**
  24365. * Update a specific associated vertex buffer
  24366. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24367. * - VertexBuffer.PositionKind
  24368. * - VertexBuffer.UVKind
  24369. * - VertexBuffer.UV2Kind
  24370. * - VertexBuffer.UV3Kind
  24371. * - VertexBuffer.UV4Kind
  24372. * - VertexBuffer.UV5Kind
  24373. * - VertexBuffer.UV6Kind
  24374. * - VertexBuffer.ColorKind
  24375. * - VertexBuffer.MatricesIndicesKind
  24376. * - VertexBuffer.MatricesIndicesExtraKind
  24377. * - VertexBuffer.MatricesWeightsKind
  24378. * - VertexBuffer.MatricesWeightsExtraKind
  24379. * @param data defines the data source
  24380. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24381. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24382. * @returns the current mesh
  24383. */
  24384. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24385. /**
  24386. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24387. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24388. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24389. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24390. * @returns the current mesh
  24391. */
  24392. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24393. /**
  24394. * Creates a un-shared specific occurence of the geometry for the mesh.
  24395. * @returns the current mesh
  24396. */
  24397. makeGeometryUnique(): Mesh;
  24398. /**
  24399. * Set the index buffer of this mesh
  24400. * @param indices defines the source data
  24401. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24402. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24403. * @returns the current mesh
  24404. */
  24405. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24406. /**
  24407. * Update the current index buffer
  24408. * @param indices defines the source data
  24409. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24410. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24411. * @returns the current mesh
  24412. */
  24413. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24414. /**
  24415. * Invert the geometry to move from a right handed system to a left handed one.
  24416. * @returns the current mesh
  24417. */
  24418. toLeftHanded(): Mesh;
  24419. /** @hidden */
  24420. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24421. /** @hidden */
  24422. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24423. /**
  24424. * Registers for this mesh a javascript function called just before the rendering process
  24425. * @param func defines the function to call before rendering this mesh
  24426. * @returns the current mesh
  24427. */
  24428. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24429. /**
  24430. * Disposes a previously registered javascript function called before the rendering
  24431. * @param func defines the function to remove
  24432. * @returns the current mesh
  24433. */
  24434. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24435. /**
  24436. * Registers for this mesh a javascript function called just after the rendering is complete
  24437. * @param func defines the function to call after rendering this mesh
  24438. * @returns the current mesh
  24439. */
  24440. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24441. /**
  24442. * Disposes a previously registered javascript function called after the rendering.
  24443. * @param func defines the function to remove
  24444. * @returns the current mesh
  24445. */
  24446. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24447. /** @hidden */
  24448. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24449. /** @hidden */
  24450. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24451. /** @hidden */
  24452. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24453. /** @hidden */
  24454. _rebuild(): void;
  24455. /** @hidden */
  24456. _freeze(): void;
  24457. /** @hidden */
  24458. _unFreeze(): void;
  24459. /**
  24460. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  24461. * @param subMesh defines the subMesh to render
  24462. * @param enableAlphaMode defines if alpha mode can be changed
  24463. * @returns the current mesh
  24464. */
  24465. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24466. private _onBeforeDraw;
  24467. /**
  24468. * Renormalize the mesh and patch it up if there are no weights
  24469. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24470. * However in the case of zero weights then we set just a single influence to 1.
  24471. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24472. */
  24473. cleanMatrixWeights(): void;
  24474. private normalizeSkinFourWeights;
  24475. private normalizeSkinWeightsAndExtra;
  24476. /**
  24477. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24478. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24479. * the user know there was an issue with importing the mesh
  24480. * @returns a validation object with skinned, valid and report string
  24481. */
  24482. validateSkinning(): {
  24483. skinned: boolean;
  24484. valid: boolean;
  24485. report: string;
  24486. };
  24487. /** @hidden */
  24488. _checkDelayState(): Mesh;
  24489. private _queueLoad;
  24490. /**
  24491. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24492. * A mesh is in the frustum if its bounding box intersects the frustum
  24493. * @param frustumPlanes defines the frustum to test
  24494. * @returns true if the mesh is in the frustum planes
  24495. */
  24496. isInFrustum(frustumPlanes: Plane[]): boolean;
  24497. /**
  24498. * Sets the mesh material by the material or multiMaterial `id` property
  24499. * @param id is a string identifying the material or the multiMaterial
  24500. * @returns the current mesh
  24501. */
  24502. setMaterialByID(id: string): Mesh;
  24503. /**
  24504. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24505. * @returns an array of IAnimatable
  24506. */
  24507. getAnimatables(): IAnimatable[];
  24508. /**
  24509. * Modifies the mesh geometry according to the passed transformation matrix.
  24510. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24511. * The mesh normals are modified using the same transformation.
  24512. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24513. * @param transform defines the transform matrix to use
  24514. * @see http://doc.babylonjs.com/resources/baking_transformations
  24515. * @returns the current mesh
  24516. */
  24517. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24518. /**
  24519. * Modifies the mesh geometry according to its own current World Matrix.
  24520. * The mesh World Matrix is then reset.
  24521. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24522. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24523. * @see http://doc.babylonjs.com/resources/baking_transformations
  24524. * @returns the current mesh
  24525. */
  24526. bakeCurrentTransformIntoVertices(): Mesh;
  24527. /** @hidden */
  24528. readonly _positions: Nullable<Vector3[]>;
  24529. /** @hidden */
  24530. _resetPointsArrayCache(): Mesh;
  24531. /** @hidden */
  24532. _generatePointsArray(): boolean;
  24533. /**
  24534. * Returns a new Mesh object generated from the current mesh properties.
  24535. * This method must not get confused with createInstance()
  24536. * @param name is a string, the name given to the new mesh
  24537. * @param newParent can be any Node object (default `null`)
  24538. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24539. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24540. * @returns a new mesh
  24541. */
  24542. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24543. /**
  24544. * Releases resources associated with this mesh.
  24545. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24546. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24547. */
  24548. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24549. /**
  24550. * Modifies the mesh geometry according to a displacement map.
  24551. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24552. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24553. * @param url is a string, the URL from the image file is to be downloaded.
  24554. * @param minHeight is the lower limit of the displacement.
  24555. * @param maxHeight is the upper limit of the displacement.
  24556. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24557. * @param uvOffset is an optional vector2 used to offset UV.
  24558. * @param uvScale is an optional vector2 used to scale UV.
  24559. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24560. * @returns the Mesh.
  24561. */
  24562. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24563. /**
  24564. * Modifies the mesh geometry according to a displacementMap buffer.
  24565. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24566. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24567. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24568. * @param heightMapWidth is the width of the buffer image.
  24569. * @param heightMapHeight is the height of the buffer image.
  24570. * @param minHeight is the lower limit of the displacement.
  24571. * @param maxHeight is the upper limit of the displacement.
  24572. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24573. * @param uvOffset is an optional vector2 used to offset UV.
  24574. * @param uvScale is an optional vector2 used to scale UV.
  24575. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24576. * @returns the Mesh.
  24577. */
  24578. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24579. /**
  24580. * Modify the mesh to get a flat shading rendering.
  24581. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24582. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24583. * @returns current mesh
  24584. */
  24585. convertToFlatShadedMesh(): Mesh;
  24586. /**
  24587. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24588. * In other words, more vertices, no more indices and a single bigger VBO.
  24589. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24590. * @returns current mesh
  24591. */
  24592. convertToUnIndexedMesh(): Mesh;
  24593. /**
  24594. * Inverses facet orientations.
  24595. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24596. * @param flipNormals will also inverts the normals
  24597. * @returns current mesh
  24598. */
  24599. flipFaces(flipNormals?: boolean): Mesh;
  24600. /**
  24601. * Increase the number of facets and hence vertices in a mesh
  24602. * Vertex normals are interpolated from existing vertex normals
  24603. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24604. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24605. */
  24606. increaseVertices(numberPerEdge: number): void;
  24607. /**
  24608. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24609. * This will undo any application of covertToFlatShadedMesh
  24610. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24611. */
  24612. forceSharedVertices(): void;
  24613. /** @hidden */
  24614. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24615. /** @hidden */
  24616. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24617. /**
  24618. * Creates a new InstancedMesh object from the mesh model.
  24619. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24620. * @param name defines the name of the new instance
  24621. * @returns a new InstancedMesh
  24622. */
  24623. createInstance(name: string): InstancedMesh;
  24624. /**
  24625. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24626. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24627. * @returns the current mesh
  24628. */
  24629. synchronizeInstances(): Mesh;
  24630. /**
  24631. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24632. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24633. * This should be used together with the simplification to avoid disappearing triangles.
  24634. * @param successCallback an optional success callback to be called after the optimization finished.
  24635. * @returns the current mesh
  24636. */
  24637. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24638. /**
  24639. * Serialize current mesh
  24640. * @param serializationObject defines the object which will receive the serialization data
  24641. */
  24642. serialize(serializationObject: any): void;
  24643. /** @hidden */
  24644. _syncGeometryWithMorphTargetManager(): void;
  24645. /** @hidden */
  24646. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24647. /**
  24648. * Returns a new Mesh object parsed from the source provided.
  24649. * @param parsedMesh is the source
  24650. * @param scene defines the hosting scene
  24651. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24652. * @returns a new Mesh
  24653. */
  24654. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24655. /**
  24656. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24657. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24658. * @param name defines the name of the mesh to create
  24659. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24660. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24661. * @param closePath creates a seam between the first and the last points of each path of the path array
  24662. * @param offset is taken in account only if the `pathArray` is containing a single path
  24663. * @param scene defines the hosting scene
  24664. * @param updatable defines if the mesh must be flagged as updatable
  24665. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24666. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  24667. * @returns a new Mesh
  24668. */
  24669. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24670. /**
  24671. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24672. * @param name defines the name of the mesh to create
  24673. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24674. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  24675. * @param scene defines the hosting scene
  24676. * @param updatable defines if the mesh must be flagged as updatable
  24677. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24678. * @returns a new Mesh
  24679. */
  24680. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24681. /**
  24682. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24683. * @param name defines the name of the mesh to create
  24684. * @param size sets the size (float) of each box side (default 1)
  24685. * @param scene defines the hosting scene
  24686. * @param updatable defines if the mesh must be flagged as updatable
  24687. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24688. * @returns a new Mesh
  24689. */
  24690. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24691. /**
  24692. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24693. * @param name defines the name of the mesh to create
  24694. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24695. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24696. * @param scene defines the hosting scene
  24697. * @param updatable defines if the mesh must be flagged as updatable
  24698. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24699. * @returns a new Mesh
  24700. */
  24701. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24702. /**
  24703. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24704. * @param name defines the name of the mesh to create
  24705. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24706. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24707. * @param scene defines the hosting scene
  24708. * @returns a new Mesh
  24709. */
  24710. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24711. /**
  24712. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24713. * @param name defines the name of the mesh to create
  24714. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24715. * @param diameterTop set the top cap diameter (floats, default 1)
  24716. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24717. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24718. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24719. * @param scene defines the hosting scene
  24720. * @param updatable defines if the mesh must be flagged as updatable
  24721. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24722. * @returns a new Mesh
  24723. */
  24724. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24725. /**
  24726. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24727. * @param name defines the name of the mesh to create
  24728. * @param diameter sets the diameter size (float) of the torus (default 1)
  24729. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24730. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24731. * @param scene defines the hosting scene
  24732. * @param updatable defines if the mesh must be flagged as updatable
  24733. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24734. * @returns a new Mesh
  24735. */
  24736. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24737. /**
  24738. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24739. * @param name defines the name of the mesh to create
  24740. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24741. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24742. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24743. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24744. * @param p the number of windings on X axis (positive integers, default 2)
  24745. * @param q the number of windings on Y axis (positive integers, default 3)
  24746. * @param scene defines the hosting scene
  24747. * @param updatable defines if the mesh must be flagged as updatable
  24748. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24749. * @returns a new Mesh
  24750. */
  24751. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24752. /**
  24753. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24754. * @param name defines the name of the mesh to create
  24755. * @param points is an array successive Vector3
  24756. * @param scene defines the hosting scene
  24757. * @param updatable defines if the mesh must be flagged as updatable
  24758. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  24759. * @returns a new Mesh
  24760. */
  24761. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24762. /**
  24763. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24764. * @param name defines the name of the mesh to create
  24765. * @param points is an array successive Vector3
  24766. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24767. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24768. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24769. * @param scene defines the hosting scene
  24770. * @param updatable defines if the mesh must be flagged as updatable
  24771. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  24772. * @returns a new Mesh
  24773. */
  24774. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24775. /**
  24776. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24777. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24778. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  24779. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24780. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24781. * Remember you can only change the shape positions, not their number when updating a polygon.
  24782. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24783. * @param name defines the name of the mesh to create
  24784. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24785. * @param scene defines the hosting scene
  24786. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24787. * @param updatable defines if the mesh must be flagged as updatable
  24788. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24789. * @param earcutInjection can be used to inject your own earcut reference
  24790. * @returns a new Mesh
  24791. */
  24792. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24793. /**
  24794. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24795. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24796. * @param name defines the name of the mesh to create
  24797. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24798. * @param depth defines the height of extrusion
  24799. * @param scene defines the hosting scene
  24800. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24801. * @param updatable defines if the mesh must be flagged as updatable
  24802. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24803. * @param earcutInjection can be used to inject your own earcut reference
  24804. * @returns a new Mesh
  24805. */
  24806. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24807. /**
  24808. * Creates an extruded shape mesh.
  24809. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  24810. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24811. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24812. * @param name defines the name of the mesh to create
  24813. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24814. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24815. * @param scale is the value to scale the shape
  24816. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  24817. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24818. * @param scene defines the hosting scene
  24819. * @param updatable defines if the mesh must be flagged as updatable
  24820. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24821. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  24822. * @returns a new Mesh
  24823. */
  24824. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24825. /**
  24826. * Creates an custom extruded shape mesh.
  24827. * The custom extrusion is a parametric shape.
  24828. * It has no predefined shape. Its final shape will depend on the input parameters.
  24829. * Please consider using the same method from the MeshBuilder class instead
  24830. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24831. * @param name defines the name of the mesh to create
  24832. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24833. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24834. * @param scaleFunction is a custom Javascript function called on each path point
  24835. * @param rotationFunction is a custom Javascript function called on each path point
  24836. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24837. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24838. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24839. * @param scene defines the hosting scene
  24840. * @param updatable defines if the mesh must be flagged as updatable
  24841. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24842. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  24843. * @returns a new Mesh
  24844. */
  24845. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24846. /**
  24847. * Creates lathe mesh.
  24848. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24849. * Please consider using the same method from the MeshBuilder class instead
  24850. * @param name defines the name of the mesh to create
  24851. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  24852. * @param radius is the radius value of the lathe
  24853. * @param tessellation is the side number of the lathe.
  24854. * @param scene defines the hosting scene
  24855. * @param updatable defines if the mesh must be flagged as updatable
  24856. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24857. * @returns a new Mesh
  24858. */
  24859. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24860. /**
  24861. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24862. * @param name defines the name of the mesh to create
  24863. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24864. * @param scene defines the hosting scene
  24865. * @param updatable defines if the mesh must be flagged as updatable
  24866. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24867. * @returns a new Mesh
  24868. */
  24869. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24870. /**
  24871. * Creates a ground mesh.
  24872. * Please consider using the same method from the MeshBuilder class instead
  24873. * @param name defines the name of the mesh to create
  24874. * @param width set the width of the ground
  24875. * @param height set the height of the ground
  24876. * @param subdivisions sets the number of subdivisions per side
  24877. * @param scene defines the hosting scene
  24878. * @param updatable defines if the mesh must be flagged as updatable
  24879. * @returns a new Mesh
  24880. */
  24881. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24882. /**
  24883. * Creates a tiled ground mesh.
  24884. * Please consider using the same method from the MeshBuilder class instead
  24885. * @param name defines the name of the mesh to create
  24886. * @param xmin set the ground minimum X coordinate
  24887. * @param zmin set the ground minimum Y coordinate
  24888. * @param xmax set the ground maximum X coordinate
  24889. * @param zmax set the ground maximum Z coordinate
  24890. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  24891. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  24892. * @param scene defines the hosting scene
  24893. * @param updatable defines if the mesh must be flagged as updatable
  24894. * @returns a new Mesh
  24895. */
  24896. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24897. w: number;
  24898. h: number;
  24899. }, precision: {
  24900. w: number;
  24901. h: number;
  24902. }, scene: Scene, updatable?: boolean): Mesh;
  24903. /**
  24904. * Creates a ground mesh from a height map.
  24905. * Please consider using the same method from the MeshBuilder class instead
  24906. * @see http://doc.babylonjs.com/babylon101/height_map
  24907. * @param name defines the name of the mesh to create
  24908. * @param url sets the URL of the height map image resource
  24909. * @param width set the ground width size
  24910. * @param height set the ground height size
  24911. * @param subdivisions sets the number of subdivision per side
  24912. * @param minHeight is the minimum altitude on the ground
  24913. * @param maxHeight is the maximum altitude on the ground
  24914. * @param scene defines the hosting scene
  24915. * @param updatable defines if the mesh must be flagged as updatable
  24916. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24917. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24918. * @returns a new Mesh
  24919. */
  24920. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  24921. /**
  24922. * Creates a tube mesh.
  24923. * The tube is a parametric shape.
  24924. * It has no predefined shape. Its final shape will depend on the input parameters.
  24925. * Please consider using the same method from the MeshBuilder class instead
  24926. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24927. * @param name defines the name of the mesh to create
  24928. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24929. * @param radius sets the tube radius size
  24930. * @param tessellation is the number of sides on the tubular surface
  24931. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  24932. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24933. * @param scene defines the hosting scene
  24934. * @param updatable defines if the mesh must be flagged as updatable
  24935. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24936. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  24937. * @returns a new Mesh
  24938. */
  24939. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24940. (i: number, distance: number): number;
  24941. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24942. /**
  24943. * Creates a polyhedron mesh.
  24944. * Please consider using the same method from the MeshBuilder class instead.
  24945. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  24946. * * The parameter `size` (positive float, default 1) sets the polygon size
  24947. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24948. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  24949. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  24950. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  24951. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  24952. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  24953. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24954. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24956. * @param name defines the name of the mesh to create
  24957. * @param options defines the options used to create the mesh
  24958. * @param scene defines the hosting scene
  24959. * @returns a new Mesh
  24960. */
  24961. static CreatePolyhedron(name: string, options: {
  24962. type?: number;
  24963. size?: number;
  24964. sizeX?: number;
  24965. sizeY?: number;
  24966. sizeZ?: number;
  24967. custom?: any;
  24968. faceUV?: Vector4[];
  24969. faceColors?: Color4[];
  24970. updatable?: boolean;
  24971. sideOrientation?: number;
  24972. }, scene: Scene): Mesh;
  24973. /**
  24974. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24975. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24976. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  24977. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24978. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  24979. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24980. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24981. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24982. * @param name defines the name of the mesh
  24983. * @param options defines the options used to create the mesh
  24984. * @param scene defines the hosting scene
  24985. * @returns a new Mesh
  24986. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24987. */
  24988. static CreateIcoSphere(name: string, options: {
  24989. radius?: number;
  24990. flat?: boolean;
  24991. subdivisions?: number;
  24992. sideOrientation?: number;
  24993. updatable?: boolean;
  24994. }, scene: Scene): Mesh;
  24995. /**
  24996. * Creates a decal mesh.
  24997. * Please consider using the same method from the MeshBuilder class instead.
  24998. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24999. * @param name defines the name of the mesh
  25000. * @param sourceMesh defines the mesh receiving the decal
  25001. * @param position sets the position of the decal in world coordinates
  25002. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25003. * @param size sets the decal scaling
  25004. * @param angle sets the angle to rotate the decal
  25005. * @returns a new Mesh
  25006. */
  25007. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25008. /**
  25009. * Prepare internal position array for software CPU skinning
  25010. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25011. */
  25012. setPositionsForCPUSkinning(): Float32Array;
  25013. /**
  25014. * Prepare internal normal array for software CPU skinning
  25015. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25016. */
  25017. setNormalsForCPUSkinning(): Float32Array;
  25018. /**
  25019. * Updates the vertex buffer by applying transformation from the bones
  25020. * @param skeleton defines the skeleton to apply to current mesh
  25021. * @returns the current mesh
  25022. */
  25023. applySkeleton(skeleton: Skeleton): Mesh;
  25024. /**
  25025. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25026. * @param meshes defines the list of meshes to scan
  25027. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25028. */
  25029. static MinMax(meshes: AbstractMesh[]): {
  25030. min: Vector3;
  25031. max: Vector3;
  25032. };
  25033. /**
  25034. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25035. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25036. * @returns a vector3
  25037. */
  25038. static Center(meshesOrMinMaxVector: {
  25039. min: Vector3;
  25040. max: Vector3;
  25041. } | AbstractMesh[]): Vector3;
  25042. /**
  25043. * Merge the array of meshes into a single mesh for performance reasons.
  25044. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25045. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25046. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25047. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25048. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25049. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25050. * @returns a new mesh
  25051. */
  25052. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25053. /** @hidden */
  25054. addInstance(instance: InstancedMesh): void;
  25055. /** @hidden */
  25056. removeInstance(instance: InstancedMesh): void;
  25057. }
  25058. }
  25059. declare module "babylonjs/Cameras/camera" {
  25060. import { SmartArray } from "babylonjs/Misc/smartArray";
  25061. import { Observable } from "babylonjs/Misc/observable";
  25062. import { Nullable } from "babylonjs/types";
  25063. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25064. import { Scene } from "babylonjs/scene";
  25065. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25066. import { Node } from "babylonjs/node";
  25067. import { Mesh } from "babylonjs/Meshes/mesh";
  25068. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25069. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25070. import { Viewport } from "babylonjs/Maths/math.viewport";
  25071. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25072. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25073. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25074. import { Ray } from "babylonjs/Culling/ray";
  25075. /**
  25076. * This is the base class of all the camera used in the application.
  25077. * @see http://doc.babylonjs.com/features/cameras
  25078. */
  25079. export class Camera extends Node {
  25080. /** @hidden */
  25081. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25082. /**
  25083. * This is the default projection mode used by the cameras.
  25084. * It helps recreating a feeling of perspective and better appreciate depth.
  25085. * This is the best way to simulate real life cameras.
  25086. */
  25087. static readonly PERSPECTIVE_CAMERA: number;
  25088. /**
  25089. * This helps creating camera with an orthographic mode.
  25090. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25091. */
  25092. static readonly ORTHOGRAPHIC_CAMERA: number;
  25093. /**
  25094. * This is the default FOV mode for perspective cameras.
  25095. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25096. */
  25097. static readonly FOVMODE_VERTICAL_FIXED: number;
  25098. /**
  25099. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25100. */
  25101. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25102. /**
  25103. * This specifies ther is no need for a camera rig.
  25104. * Basically only one eye is rendered corresponding to the camera.
  25105. */
  25106. static readonly RIG_MODE_NONE: number;
  25107. /**
  25108. * Simulates a camera Rig with one blue eye and one red eye.
  25109. * This can be use with 3d blue and red glasses.
  25110. */
  25111. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25112. /**
  25113. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25114. */
  25115. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25116. /**
  25117. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25118. */
  25119. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25120. /**
  25121. * Defines that both eyes of the camera will be rendered over under each other.
  25122. */
  25123. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25124. /**
  25125. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25126. */
  25127. static readonly RIG_MODE_VR: number;
  25128. /**
  25129. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25130. */
  25131. static readonly RIG_MODE_WEBVR: number;
  25132. /**
  25133. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25134. */
  25135. static readonly RIG_MODE_CUSTOM: number;
  25136. /**
  25137. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25138. */
  25139. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25140. /**
  25141. * Define the input manager associated with the camera.
  25142. */
  25143. inputs: CameraInputsManager<Camera>;
  25144. /** @hidden */
  25145. _position: Vector3;
  25146. /**
  25147. * Define the current local position of the camera in the scene
  25148. */
  25149. position: Vector3;
  25150. /**
  25151. * The vector the camera should consider as up.
  25152. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25153. */
  25154. upVector: Vector3;
  25155. /**
  25156. * Define the current limit on the left side for an orthographic camera
  25157. * In scene unit
  25158. */
  25159. orthoLeft: Nullable<number>;
  25160. /**
  25161. * Define the current limit on the right side for an orthographic camera
  25162. * In scene unit
  25163. */
  25164. orthoRight: Nullable<number>;
  25165. /**
  25166. * Define the current limit on the bottom side for an orthographic camera
  25167. * In scene unit
  25168. */
  25169. orthoBottom: Nullable<number>;
  25170. /**
  25171. * Define the current limit on the top side for an orthographic camera
  25172. * In scene unit
  25173. */
  25174. orthoTop: Nullable<number>;
  25175. /**
  25176. * Field Of View is set in Radians. (default is 0.8)
  25177. */
  25178. fov: number;
  25179. /**
  25180. * Define the minimum distance the camera can see from.
  25181. * This is important to note that the depth buffer are not infinite and the closer it starts
  25182. * the more your scene might encounter depth fighting issue.
  25183. */
  25184. minZ: number;
  25185. /**
  25186. * Define the maximum distance the camera can see to.
  25187. * This is important to note that the depth buffer are not infinite and the further it end
  25188. * the more your scene might encounter depth fighting issue.
  25189. */
  25190. maxZ: number;
  25191. /**
  25192. * Define the default inertia of the camera.
  25193. * This helps giving a smooth feeling to the camera movement.
  25194. */
  25195. inertia: number;
  25196. /**
  25197. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25198. */
  25199. mode: number;
  25200. /**
  25201. * Define wether the camera is intermediate.
  25202. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25203. */
  25204. isIntermediate: boolean;
  25205. /**
  25206. * Define the viewport of the camera.
  25207. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25208. */
  25209. viewport: Viewport;
  25210. /**
  25211. * Restricts the camera to viewing objects with the same layerMask.
  25212. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25213. */
  25214. layerMask: number;
  25215. /**
  25216. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25217. */
  25218. fovMode: number;
  25219. /**
  25220. * Rig mode of the camera.
  25221. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25222. * This is normally controlled byt the camera themselves as internal use.
  25223. */
  25224. cameraRigMode: number;
  25225. /**
  25226. * Defines the distance between both "eyes" in case of a RIG
  25227. */
  25228. interaxialDistance: number;
  25229. /**
  25230. * Defines if stereoscopic rendering is done side by side or over under.
  25231. */
  25232. isStereoscopicSideBySide: boolean;
  25233. /**
  25234. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25235. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25236. * else in the scene. (Eg. security camera)
  25237. *
  25238. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25239. */
  25240. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25241. /**
  25242. * When set, the camera will render to this render target instead of the default canvas
  25243. *
  25244. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25245. */
  25246. outputRenderTarget: Nullable<RenderTargetTexture>;
  25247. /**
  25248. * Observable triggered when the camera view matrix has changed.
  25249. */
  25250. onViewMatrixChangedObservable: Observable<Camera>;
  25251. /**
  25252. * Observable triggered when the camera Projection matrix has changed.
  25253. */
  25254. onProjectionMatrixChangedObservable: Observable<Camera>;
  25255. /**
  25256. * Observable triggered when the inputs have been processed.
  25257. */
  25258. onAfterCheckInputsObservable: Observable<Camera>;
  25259. /**
  25260. * Observable triggered when reset has been called and applied to the camera.
  25261. */
  25262. onRestoreStateObservable: Observable<Camera>;
  25263. /** @hidden */
  25264. _cameraRigParams: any;
  25265. /** @hidden */
  25266. _rigCameras: Camera[];
  25267. /** @hidden */
  25268. _rigPostProcess: Nullable<PostProcess>;
  25269. protected _webvrViewMatrix: Matrix;
  25270. /** @hidden */
  25271. _skipRendering: boolean;
  25272. /** @hidden */
  25273. _projectionMatrix: Matrix;
  25274. /** @hidden */
  25275. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25276. /** @hidden */
  25277. _activeMeshes: SmartArray<AbstractMesh>;
  25278. protected _globalPosition: Vector3;
  25279. /** @hidden */
  25280. _computedViewMatrix: Matrix;
  25281. private _doNotComputeProjectionMatrix;
  25282. private _transformMatrix;
  25283. private _frustumPlanes;
  25284. private _refreshFrustumPlanes;
  25285. private _storedFov;
  25286. private _stateStored;
  25287. /**
  25288. * Instantiates a new camera object.
  25289. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25290. * @see http://doc.babylonjs.com/features/cameras
  25291. * @param name Defines the name of the camera in the scene
  25292. * @param position Defines the position of the camera
  25293. * @param scene Defines the scene the camera belongs too
  25294. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25295. */
  25296. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25297. /**
  25298. * Store current camera state (fov, position, etc..)
  25299. * @returns the camera
  25300. */
  25301. storeState(): Camera;
  25302. /**
  25303. * Restores the camera state values if it has been stored. You must call storeState() first
  25304. */
  25305. protected _restoreStateValues(): boolean;
  25306. /**
  25307. * Restored camera state. You must call storeState() first.
  25308. * @returns true if restored and false otherwise
  25309. */
  25310. restoreState(): boolean;
  25311. /**
  25312. * Gets the class name of the camera.
  25313. * @returns the class name
  25314. */
  25315. getClassName(): string;
  25316. /** @hidden */
  25317. readonly _isCamera: boolean;
  25318. /**
  25319. * Gets a string representation of the camera useful for debug purpose.
  25320. * @param fullDetails Defines that a more verboe level of logging is required
  25321. * @returns the string representation
  25322. */
  25323. toString(fullDetails?: boolean): string;
  25324. /**
  25325. * Gets the current world space position of the camera.
  25326. */
  25327. readonly globalPosition: Vector3;
  25328. /**
  25329. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25330. * @returns the active meshe list
  25331. */
  25332. getActiveMeshes(): SmartArray<AbstractMesh>;
  25333. /**
  25334. * Check wether a mesh is part of the current active mesh list of the camera
  25335. * @param mesh Defines the mesh to check
  25336. * @returns true if active, false otherwise
  25337. */
  25338. isActiveMesh(mesh: Mesh): boolean;
  25339. /**
  25340. * Is this camera ready to be used/rendered
  25341. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25342. * @return true if the camera is ready
  25343. */
  25344. isReady(completeCheck?: boolean): boolean;
  25345. /** @hidden */
  25346. _initCache(): void;
  25347. /** @hidden */
  25348. _updateCache(ignoreParentClass?: boolean): void;
  25349. /** @hidden */
  25350. _isSynchronized(): boolean;
  25351. /** @hidden */
  25352. _isSynchronizedViewMatrix(): boolean;
  25353. /** @hidden */
  25354. _isSynchronizedProjectionMatrix(): boolean;
  25355. /**
  25356. * Attach the input controls to a specific dom element to get the input from.
  25357. * @param element Defines the element the controls should be listened from
  25358. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25359. */
  25360. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25361. /**
  25362. * Detach the current controls from the specified dom element.
  25363. * @param element Defines the element to stop listening the inputs from
  25364. */
  25365. detachControl(element: HTMLElement): void;
  25366. /**
  25367. * Update the camera state according to the different inputs gathered during the frame.
  25368. */
  25369. update(): void;
  25370. /** @hidden */
  25371. _checkInputs(): void;
  25372. /** @hidden */
  25373. readonly rigCameras: Camera[];
  25374. /**
  25375. * Gets the post process used by the rig cameras
  25376. */
  25377. readonly rigPostProcess: Nullable<PostProcess>;
  25378. /**
  25379. * Internal, gets the first post proces.
  25380. * @returns the first post process to be run on this camera.
  25381. */
  25382. _getFirstPostProcess(): Nullable<PostProcess>;
  25383. private _cascadePostProcessesToRigCams;
  25384. /**
  25385. * Attach a post process to the camera.
  25386. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25387. * @param postProcess The post process to attach to the camera
  25388. * @param insertAt The position of the post process in case several of them are in use in the scene
  25389. * @returns the position the post process has been inserted at
  25390. */
  25391. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25392. /**
  25393. * Detach a post process to the camera.
  25394. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25395. * @param postProcess The post process to detach from the camera
  25396. */
  25397. detachPostProcess(postProcess: PostProcess): void;
  25398. /**
  25399. * Gets the current world matrix of the camera
  25400. */
  25401. getWorldMatrix(): Matrix;
  25402. /** @hidden */
  25403. _getViewMatrix(): Matrix;
  25404. /**
  25405. * Gets the current view matrix of the camera.
  25406. * @param force forces the camera to recompute the matrix without looking at the cached state
  25407. * @returns the view matrix
  25408. */
  25409. getViewMatrix(force?: boolean): Matrix;
  25410. /**
  25411. * Freeze the projection matrix.
  25412. * It will prevent the cache check of the camera projection compute and can speed up perf
  25413. * if no parameter of the camera are meant to change
  25414. * @param projection Defines manually a projection if necessary
  25415. */
  25416. freezeProjectionMatrix(projection?: Matrix): void;
  25417. /**
  25418. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25419. */
  25420. unfreezeProjectionMatrix(): void;
  25421. /**
  25422. * Gets the current projection matrix of the camera.
  25423. * @param force forces the camera to recompute the matrix without looking at the cached state
  25424. * @returns the projection matrix
  25425. */
  25426. getProjectionMatrix(force?: boolean): Matrix;
  25427. /**
  25428. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25429. * @returns a Matrix
  25430. */
  25431. getTransformationMatrix(): Matrix;
  25432. private _updateFrustumPlanes;
  25433. /**
  25434. * Checks if a cullable object (mesh...) is in the camera frustum
  25435. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25436. * @param target The object to check
  25437. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25438. * @returns true if the object is in frustum otherwise false
  25439. */
  25440. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25441. /**
  25442. * Checks if a cullable object (mesh...) is in the camera frustum
  25443. * Unlike isInFrustum this cheks the full bounding box
  25444. * @param target The object to check
  25445. * @returns true if the object is in frustum otherwise false
  25446. */
  25447. isCompletelyInFrustum(target: ICullable): boolean;
  25448. /**
  25449. * Gets a ray in the forward direction from the camera.
  25450. * @param length Defines the length of the ray to create
  25451. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25452. * @param origin Defines the start point of the ray which defaults to the camera position
  25453. * @returns the forward ray
  25454. */
  25455. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25456. /**
  25457. * Releases resources associated with this node.
  25458. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25459. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25460. */
  25461. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25462. /** @hidden */
  25463. _isLeftCamera: boolean;
  25464. /**
  25465. * Gets the left camera of a rig setup in case of Rigged Camera
  25466. */
  25467. readonly isLeftCamera: boolean;
  25468. /** @hidden */
  25469. _isRightCamera: boolean;
  25470. /**
  25471. * Gets the right camera of a rig setup in case of Rigged Camera
  25472. */
  25473. readonly isRightCamera: boolean;
  25474. /**
  25475. * Gets the left camera of a rig setup in case of Rigged Camera
  25476. */
  25477. readonly leftCamera: Nullable<FreeCamera>;
  25478. /**
  25479. * Gets the right camera of a rig setup in case of Rigged Camera
  25480. */
  25481. readonly rightCamera: Nullable<FreeCamera>;
  25482. /**
  25483. * Gets the left camera target of a rig setup in case of Rigged Camera
  25484. * @returns the target position
  25485. */
  25486. getLeftTarget(): Nullable<Vector3>;
  25487. /**
  25488. * Gets the right camera target of a rig setup in case of Rigged Camera
  25489. * @returns the target position
  25490. */
  25491. getRightTarget(): Nullable<Vector3>;
  25492. /**
  25493. * @hidden
  25494. */
  25495. setCameraRigMode(mode: number, rigParams: any): void;
  25496. /** @hidden */
  25497. static _setStereoscopicRigMode(camera: Camera): void;
  25498. /** @hidden */
  25499. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25500. /** @hidden */
  25501. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25502. /** @hidden */
  25503. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25504. /** @hidden */
  25505. _getVRProjectionMatrix(): Matrix;
  25506. protected _updateCameraRotationMatrix(): void;
  25507. protected _updateWebVRCameraRotationMatrix(): void;
  25508. /**
  25509. * This function MUST be overwritten by the different WebVR cameras available.
  25510. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25511. * @hidden
  25512. */
  25513. _getWebVRProjectionMatrix(): Matrix;
  25514. /**
  25515. * This function MUST be overwritten by the different WebVR cameras available.
  25516. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25517. * @hidden
  25518. */
  25519. _getWebVRViewMatrix(): Matrix;
  25520. /** @hidden */
  25521. setCameraRigParameter(name: string, value: any): void;
  25522. /**
  25523. * needs to be overridden by children so sub has required properties to be copied
  25524. * @hidden
  25525. */
  25526. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25527. /**
  25528. * May need to be overridden by children
  25529. * @hidden
  25530. */
  25531. _updateRigCameras(): void;
  25532. /** @hidden */
  25533. _setupInputs(): void;
  25534. /**
  25535. * Serialiaze the camera setup to a json represention
  25536. * @returns the JSON representation
  25537. */
  25538. serialize(): any;
  25539. /**
  25540. * Clones the current camera.
  25541. * @param name The cloned camera name
  25542. * @returns the cloned camera
  25543. */
  25544. clone(name: string): Camera;
  25545. /**
  25546. * Gets the direction of the camera relative to a given local axis.
  25547. * @param localAxis Defines the reference axis to provide a relative direction.
  25548. * @return the direction
  25549. */
  25550. getDirection(localAxis: Vector3): Vector3;
  25551. /**
  25552. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25553. * @param localAxis Defines the reference axis to provide a relative direction.
  25554. * @param result Defines the vector to store the result in
  25555. */
  25556. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25557. /**
  25558. * Gets a camera constructor for a given camera type
  25559. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25560. * @param name The name of the camera the result will be able to instantiate
  25561. * @param scene The scene the result will construct the camera in
  25562. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25563. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25564. * @returns a factory method to construc the camera
  25565. */
  25566. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25567. /**
  25568. * Compute the world matrix of the camera.
  25569. * @returns the camera workd matrix
  25570. */
  25571. computeWorldMatrix(): Matrix;
  25572. /**
  25573. * Parse a JSON and creates the camera from the parsed information
  25574. * @param parsedCamera The JSON to parse
  25575. * @param scene The scene to instantiate the camera in
  25576. * @returns the newly constructed camera
  25577. */
  25578. static Parse(parsedCamera: any, scene: Scene): Camera;
  25579. }
  25580. }
  25581. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25582. import { Nullable } from "babylonjs/types";
  25583. import { Scene } from "babylonjs/scene";
  25584. import { Vector4 } from "babylonjs/Maths/math.vector";
  25585. import { Mesh } from "babylonjs/Meshes/mesh";
  25586. /**
  25587. * Class containing static functions to help procedurally build meshes
  25588. */
  25589. export class DiscBuilder {
  25590. /**
  25591. * Creates a plane polygonal mesh. By default, this is a disc
  25592. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25593. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25594. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  25595. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25596. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25597. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25598. * @param name defines the name of the mesh
  25599. * @param options defines the options used to create the mesh
  25600. * @param scene defines the hosting scene
  25601. * @returns the plane polygonal mesh
  25602. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25603. */
  25604. static CreateDisc(name: string, options: {
  25605. radius?: number;
  25606. tessellation?: number;
  25607. arc?: number;
  25608. updatable?: boolean;
  25609. sideOrientation?: number;
  25610. frontUVs?: Vector4;
  25611. backUVs?: Vector4;
  25612. }, scene?: Nullable<Scene>): Mesh;
  25613. }
  25614. }
  25615. declare module "babylonjs/Particles/solidParticleSystem" {
  25616. import { Vector3 } from "babylonjs/Maths/math.vector";
  25617. import { Mesh } from "babylonjs/Meshes/mesh";
  25618. import { Scene, IDisposable } from "babylonjs/scene";
  25619. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25620. /**
  25621. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25622. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  25623. * The SPS is also a particle system. It provides some methods to manage the particles.
  25624. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25625. *
  25626. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25627. */
  25628. export class SolidParticleSystem implements IDisposable {
  25629. /**
  25630. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25631. * Example : var p = SPS.particles[i];
  25632. */
  25633. particles: SolidParticle[];
  25634. /**
  25635. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25636. */
  25637. nbParticles: number;
  25638. /**
  25639. * If the particles must ever face the camera (default false). Useful for planar particles.
  25640. */
  25641. billboard: boolean;
  25642. /**
  25643. * Recompute normals when adding a shape
  25644. */
  25645. recomputeNormals: boolean;
  25646. /**
  25647. * This a counter ofr your own usage. It's not set by any SPS functions.
  25648. */
  25649. counter: number;
  25650. /**
  25651. * The SPS name. This name is also given to the underlying mesh.
  25652. */
  25653. name: string;
  25654. /**
  25655. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25656. */
  25657. mesh: Mesh;
  25658. /**
  25659. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25660. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25661. */
  25662. vars: any;
  25663. /**
  25664. * This array is populated when the SPS is set as 'pickable'.
  25665. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25666. * Each element of this array is an object `{idx: int, faceId: int}`.
  25667. * `idx` is the picked particle index in the `SPS.particles` array
  25668. * `faceId` is the picked face index counted within this particle.
  25669. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25670. */
  25671. pickedParticles: {
  25672. idx: number;
  25673. faceId: number;
  25674. }[];
  25675. /**
  25676. * This array is populated when `enableDepthSort` is set to true.
  25677. * Each element of this array is an instance of the class DepthSortedParticle.
  25678. */
  25679. depthSortedParticles: DepthSortedParticle[];
  25680. /**
  25681. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25682. * @hidden
  25683. */
  25684. _bSphereOnly: boolean;
  25685. /**
  25686. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25687. * @hidden
  25688. */
  25689. _bSphereRadiusFactor: number;
  25690. private _scene;
  25691. private _positions;
  25692. private _indices;
  25693. private _normals;
  25694. private _colors;
  25695. private _uvs;
  25696. private _indices32;
  25697. private _positions32;
  25698. private _normals32;
  25699. private _fixedNormal32;
  25700. private _colors32;
  25701. private _uvs32;
  25702. private _index;
  25703. private _updatable;
  25704. private _pickable;
  25705. private _isVisibilityBoxLocked;
  25706. private _alwaysVisible;
  25707. private _depthSort;
  25708. private _shapeCounter;
  25709. private _copy;
  25710. private _color;
  25711. private _computeParticleColor;
  25712. private _computeParticleTexture;
  25713. private _computeParticleRotation;
  25714. private _computeParticleVertex;
  25715. private _computeBoundingBox;
  25716. private _depthSortParticles;
  25717. private _camera;
  25718. private _mustUnrotateFixedNormals;
  25719. private _particlesIntersect;
  25720. private _needs32Bits;
  25721. /**
  25722. * Creates a SPS (Solid Particle System) object.
  25723. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25724. * @param scene (Scene) is the scene in which the SPS is added.
  25725. * @param options defines the options of the sps e.g.
  25726. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25727. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25728. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25729. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25730. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25731. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25732. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25733. */
  25734. constructor(name: string, scene: Scene, options?: {
  25735. updatable?: boolean;
  25736. isPickable?: boolean;
  25737. enableDepthSort?: boolean;
  25738. particleIntersection?: boolean;
  25739. boundingSphereOnly?: boolean;
  25740. bSphereRadiusFactor?: number;
  25741. });
  25742. /**
  25743. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25744. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25745. * @returns the created mesh
  25746. */
  25747. buildMesh(): Mesh;
  25748. /**
  25749. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25750. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25751. * Thus the particles generated from `digest()` have their property `position` set yet.
  25752. * @param mesh ( Mesh ) is the mesh to be digested
  25753. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  25754. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25755. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25756. * @returns the current SPS
  25757. */
  25758. digest(mesh: Mesh, options?: {
  25759. facetNb?: number;
  25760. number?: number;
  25761. delta?: number;
  25762. }): SolidParticleSystem;
  25763. private _unrotateFixedNormals;
  25764. private _resetCopy;
  25765. private _meshBuilder;
  25766. private _posToShape;
  25767. private _uvsToShapeUV;
  25768. private _addParticle;
  25769. /**
  25770. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25771. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25772. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25773. * @param nb (positive integer) the number of particles to be created from this model
  25774. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25775. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25776. * @returns the number of shapes in the system
  25777. */
  25778. addShape(mesh: Mesh, nb: number, options?: {
  25779. positionFunction?: any;
  25780. vertexFunction?: any;
  25781. }): number;
  25782. private _rebuildParticle;
  25783. /**
  25784. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25785. * @returns the SPS.
  25786. */
  25787. rebuildMesh(): SolidParticleSystem;
  25788. /**
  25789. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25790. * This method calls `updateParticle()` for each particle of the SPS.
  25791. * For an animated SPS, it is usually called within the render loop.
  25792. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25793. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25794. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25795. * @returns the SPS.
  25796. */
  25797. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25798. /**
  25799. * Disposes the SPS.
  25800. */
  25801. dispose(): void;
  25802. /**
  25803. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25804. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25805. * @returns the SPS.
  25806. */
  25807. refreshVisibleSize(): SolidParticleSystem;
  25808. /**
  25809. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25810. * @param size the size (float) of the visibility box
  25811. * note : this doesn't lock the SPS mesh bounding box.
  25812. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25813. */
  25814. setVisibilityBox(size: number): void;
  25815. /**
  25816. * Gets whether the SPS as always visible or not
  25817. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25818. */
  25819. /**
  25820. * Sets the SPS as always visible or not
  25821. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25822. */
  25823. isAlwaysVisible: boolean;
  25824. /**
  25825. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25826. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25827. */
  25828. /**
  25829. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25830. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25831. */
  25832. isVisibilityBoxLocked: boolean;
  25833. /**
  25834. * Tells to `setParticles()` to compute the particle rotations or not.
  25835. * Default value : true. The SPS is faster when it's set to false.
  25836. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25837. */
  25838. /**
  25839. * Gets if `setParticles()` computes the particle rotations or not.
  25840. * Default value : true. The SPS is faster when it's set to false.
  25841. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25842. */
  25843. computeParticleRotation: boolean;
  25844. /**
  25845. * Tells to `setParticles()` to compute the particle colors or not.
  25846. * Default value : true. The SPS is faster when it's set to false.
  25847. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25848. */
  25849. /**
  25850. * Gets if `setParticles()` computes the particle colors or not.
  25851. * Default value : true. The SPS is faster when it's set to false.
  25852. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25853. */
  25854. computeParticleColor: boolean;
  25855. /**
  25856. * Gets if `setParticles()` computes the particle textures or not.
  25857. * Default value : true. The SPS is faster when it's set to false.
  25858. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25859. */
  25860. computeParticleTexture: boolean;
  25861. /**
  25862. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25863. * Default value : false. The SPS is faster when it's set to false.
  25864. * Note : the particle custom vertex positions aren't stored values.
  25865. */
  25866. /**
  25867. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25868. * Default value : false. The SPS is faster when it's set to false.
  25869. * Note : the particle custom vertex positions aren't stored values.
  25870. */
  25871. computeParticleVertex: boolean;
  25872. /**
  25873. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25874. */
  25875. /**
  25876. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25877. */
  25878. computeBoundingBox: boolean;
  25879. /**
  25880. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25881. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25882. * Default : `true`
  25883. */
  25884. /**
  25885. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25886. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25887. * Default : `true`
  25888. */
  25889. depthSortParticles: boolean;
  25890. /**
  25891. * This function does nothing. It may be overwritten to set all the particle first values.
  25892. * The SPS doesn't call this function, you may have to call it by your own.
  25893. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25894. */
  25895. initParticles(): void;
  25896. /**
  25897. * This function does nothing. It may be overwritten to recycle a particle.
  25898. * The SPS doesn't call this function, you may have to call it by your own.
  25899. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25900. * @param particle The particle to recycle
  25901. * @returns the recycled particle
  25902. */
  25903. recycleParticle(particle: SolidParticle): SolidParticle;
  25904. /**
  25905. * Updates a particle : this function should be overwritten by the user.
  25906. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25907. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25908. * @example : just set a particle position or velocity and recycle conditions
  25909. * @param particle The particle to update
  25910. * @returns the updated particle
  25911. */
  25912. updateParticle(particle: SolidParticle): SolidParticle;
  25913. /**
  25914. * Updates a vertex of a particle : it can be overwritten by the user.
  25915. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25916. * @param particle the current particle
  25917. * @param vertex the current index of the current particle
  25918. * @param pt the index of the current vertex in the particle shape
  25919. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25920. * @example : just set a vertex particle position
  25921. * @returns the updated vertex
  25922. */
  25923. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25924. /**
  25925. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25926. * This does nothing and may be overwritten by the user.
  25927. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25928. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25929. * @param update the boolean update value actually passed to setParticles()
  25930. */
  25931. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25932. /**
  25933. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25934. * This will be passed three parameters.
  25935. * This does nothing and may be overwritten by the user.
  25936. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25937. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25938. * @param update the boolean update value actually passed to setParticles()
  25939. */
  25940. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25941. }
  25942. }
  25943. declare module "babylonjs/Particles/solidParticle" {
  25944. import { Nullable } from "babylonjs/types";
  25945. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25946. import { Color4 } from "babylonjs/Maths/math.color";
  25947. import { Mesh } from "babylonjs/Meshes/mesh";
  25948. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25949. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25950. import { Plane } from "babylonjs/Maths/math.plane";
  25951. /**
  25952. * Represents one particle of a solid particle system.
  25953. */
  25954. export class SolidParticle {
  25955. /**
  25956. * particle global index
  25957. */
  25958. idx: number;
  25959. /**
  25960. * The color of the particle
  25961. */
  25962. color: Nullable<Color4>;
  25963. /**
  25964. * The world space position of the particle.
  25965. */
  25966. position: Vector3;
  25967. /**
  25968. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25969. */
  25970. rotation: Vector3;
  25971. /**
  25972. * The world space rotation quaternion of the particle.
  25973. */
  25974. rotationQuaternion: Nullable<Quaternion>;
  25975. /**
  25976. * The scaling of the particle.
  25977. */
  25978. scaling: Vector3;
  25979. /**
  25980. * The uvs of the particle.
  25981. */
  25982. uvs: Vector4;
  25983. /**
  25984. * The current speed of the particle.
  25985. */
  25986. velocity: Vector3;
  25987. /**
  25988. * The pivot point in the particle local space.
  25989. */
  25990. pivot: Vector3;
  25991. /**
  25992. * Must the particle be translated from its pivot point in its local space ?
  25993. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25994. * Default : false
  25995. */
  25996. translateFromPivot: boolean;
  25997. /**
  25998. * Is the particle active or not ?
  25999. */
  26000. alive: boolean;
  26001. /**
  26002. * Is the particle visible or not ?
  26003. */
  26004. isVisible: boolean;
  26005. /**
  26006. * Index of this particle in the global "positions" array (Internal use)
  26007. * @hidden
  26008. */
  26009. _pos: number;
  26010. /**
  26011. * @hidden Index of this particle in the global "indices" array (Internal use)
  26012. */
  26013. _ind: number;
  26014. /**
  26015. * @hidden ModelShape of this particle (Internal use)
  26016. */
  26017. _model: ModelShape;
  26018. /**
  26019. * ModelShape id of this particle
  26020. */
  26021. shapeId: number;
  26022. /**
  26023. * Index of the particle in its shape id (Internal use)
  26024. */
  26025. idxInShape: number;
  26026. /**
  26027. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26028. */
  26029. _modelBoundingInfo: BoundingInfo;
  26030. /**
  26031. * @hidden Particle BoundingInfo object (Internal use)
  26032. */
  26033. _boundingInfo: BoundingInfo;
  26034. /**
  26035. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26036. */
  26037. _sps: SolidParticleSystem;
  26038. /**
  26039. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26040. */
  26041. _stillInvisible: boolean;
  26042. /**
  26043. * @hidden Last computed particle rotation matrix
  26044. */
  26045. _rotationMatrix: number[];
  26046. /**
  26047. * Parent particle Id, if any.
  26048. * Default null.
  26049. */
  26050. parentId: Nullable<number>;
  26051. /**
  26052. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26053. * The possible values are :
  26054. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26055. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26056. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26057. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26058. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26059. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26060. * */
  26061. cullingStrategy: number;
  26062. /**
  26063. * @hidden Internal global position in the SPS.
  26064. */
  26065. _globalPosition: Vector3;
  26066. /**
  26067. * Creates a Solid Particle object.
  26068. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26069. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26070. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26071. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26072. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26073. * @param shapeId (integer) is the model shape identifier in the SPS.
  26074. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26075. * @param sps defines the sps it is associated to
  26076. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26077. */
  26078. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26079. /**
  26080. * Legacy support, changed scale to scaling
  26081. */
  26082. /**
  26083. * Legacy support, changed scale to scaling
  26084. */
  26085. scale: Vector3;
  26086. /**
  26087. * Legacy support, changed quaternion to rotationQuaternion
  26088. */
  26089. /**
  26090. * Legacy support, changed quaternion to rotationQuaternion
  26091. */
  26092. quaternion: Nullable<Quaternion>;
  26093. /**
  26094. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26095. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26096. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26097. * @returns true if it intersects
  26098. */
  26099. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26100. /**
  26101. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26102. * A particle is in the frustum if its bounding box intersects the frustum
  26103. * @param frustumPlanes defines the frustum to test
  26104. * @returns true if the particle is in the frustum planes
  26105. */
  26106. isInFrustum(frustumPlanes: Plane[]): boolean;
  26107. /**
  26108. * get the rotation matrix of the particle
  26109. * @hidden
  26110. */
  26111. getRotationMatrix(m: Matrix): void;
  26112. }
  26113. /**
  26114. * Represents the shape of the model used by one particle of a solid particle system.
  26115. * SPS internal tool, don't use it manually.
  26116. */
  26117. export class ModelShape {
  26118. /**
  26119. * The shape id
  26120. * @hidden
  26121. */
  26122. shapeID: number;
  26123. /**
  26124. * flat array of model positions (internal use)
  26125. * @hidden
  26126. */
  26127. _shape: Vector3[];
  26128. /**
  26129. * flat array of model UVs (internal use)
  26130. * @hidden
  26131. */
  26132. _shapeUV: number[];
  26133. /**
  26134. * length of the shape in the model indices array (internal use)
  26135. * @hidden
  26136. */
  26137. _indicesLength: number;
  26138. /**
  26139. * Custom position function (internal use)
  26140. * @hidden
  26141. */
  26142. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26143. /**
  26144. * Custom vertex function (internal use)
  26145. * @hidden
  26146. */
  26147. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26148. /**
  26149. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26150. * SPS internal tool, don't use it manually.
  26151. * @hidden
  26152. */
  26153. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26154. }
  26155. /**
  26156. * Represents a Depth Sorted Particle in the solid particle system.
  26157. */
  26158. export class DepthSortedParticle {
  26159. /**
  26160. * Index of the particle in the "indices" array
  26161. */
  26162. ind: number;
  26163. /**
  26164. * Length of the particle shape in the "indices" array
  26165. */
  26166. indicesLength: number;
  26167. /**
  26168. * Squared distance from the particle to the camera
  26169. */
  26170. sqDistance: number;
  26171. }
  26172. }
  26173. declare module "babylonjs/Collisions/meshCollisionData" {
  26174. import { Collider } from "babylonjs/Collisions/collider";
  26175. import { Vector3 } from "babylonjs/Maths/math.vector";
  26176. import { Nullable } from "babylonjs/types";
  26177. import { Observer } from "babylonjs/Misc/observable";
  26178. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26179. /**
  26180. * @hidden
  26181. */
  26182. export class _MeshCollisionData {
  26183. _checkCollisions: boolean;
  26184. _collisionMask: number;
  26185. _collisionGroup: number;
  26186. _collider: Nullable<Collider>;
  26187. _oldPositionForCollisions: Vector3;
  26188. _diffPositionForCollisions: Vector3;
  26189. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26190. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26191. }
  26192. }
  26193. declare module "babylonjs/Meshes/abstractMesh" {
  26194. import { Observable } from "babylonjs/Misc/observable";
  26195. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26196. import { Camera } from "babylonjs/Cameras/camera";
  26197. import { Scene, IDisposable } from "babylonjs/scene";
  26198. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26199. import { Node } from "babylonjs/node";
  26200. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26201. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26202. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26203. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26204. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26205. import { Material } from "babylonjs/Materials/material";
  26206. import { Light } from "babylonjs/Lights/light";
  26207. import { Skeleton } from "babylonjs/Bones/skeleton";
  26208. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26209. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26210. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26211. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26212. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26213. import { Plane } from "babylonjs/Maths/math.plane";
  26214. import { Ray } from "babylonjs/Culling/ray";
  26215. import { Collider } from "babylonjs/Collisions/collider";
  26216. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26217. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26218. /** @hidden */
  26219. class _FacetDataStorage {
  26220. facetPositions: Vector3[];
  26221. facetNormals: Vector3[];
  26222. facetPartitioning: number[][];
  26223. facetNb: number;
  26224. partitioningSubdivisions: number;
  26225. partitioningBBoxRatio: number;
  26226. facetDataEnabled: boolean;
  26227. facetParameters: any;
  26228. bbSize: Vector3;
  26229. subDiv: {
  26230. max: number;
  26231. X: number;
  26232. Y: number;
  26233. Z: number;
  26234. };
  26235. facetDepthSort: boolean;
  26236. facetDepthSortEnabled: boolean;
  26237. depthSortedIndices: IndicesArray;
  26238. depthSortedFacets: {
  26239. ind: number;
  26240. sqDistance: number;
  26241. }[];
  26242. facetDepthSortFunction: (f1: {
  26243. ind: number;
  26244. sqDistance: number;
  26245. }, f2: {
  26246. ind: number;
  26247. sqDistance: number;
  26248. }) => number;
  26249. facetDepthSortFrom: Vector3;
  26250. facetDepthSortOrigin: Vector3;
  26251. invertedMatrix: Matrix;
  26252. }
  26253. /**
  26254. * @hidden
  26255. **/
  26256. class _InternalAbstractMeshDataInfo {
  26257. _hasVertexAlpha: boolean;
  26258. _useVertexColors: boolean;
  26259. _numBoneInfluencers: number;
  26260. _applyFog: boolean;
  26261. _receiveShadows: boolean;
  26262. _facetData: _FacetDataStorage;
  26263. _visibility: number;
  26264. _skeleton: Nullable<Skeleton>;
  26265. _layerMask: number;
  26266. _computeBonesUsingShaders: boolean;
  26267. _isActive: boolean;
  26268. _onlyForInstances: boolean;
  26269. _isActiveIntermediate: boolean;
  26270. _onlyForInstancesIntermediate: boolean;
  26271. }
  26272. /**
  26273. * Class used to store all common mesh properties
  26274. */
  26275. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26276. /** No occlusion */
  26277. static OCCLUSION_TYPE_NONE: number;
  26278. /** Occlusion set to optimisitic */
  26279. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26280. /** Occlusion set to strict */
  26281. static OCCLUSION_TYPE_STRICT: number;
  26282. /** Use an accurante occlusion algorithm */
  26283. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26284. /** Use a conservative occlusion algorithm */
  26285. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26286. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26287. * Test order :
  26288. * Is the bounding sphere outside the frustum ?
  26289. * If not, are the bounding box vertices outside the frustum ?
  26290. * It not, then the cullable object is in the frustum.
  26291. */
  26292. static readonly CULLINGSTRATEGY_STANDARD: number;
  26293. /** Culling strategy : Bounding Sphere Only.
  26294. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26295. * It's also less accurate than the standard because some not visible objects can still be selected.
  26296. * Test : is the bounding sphere outside the frustum ?
  26297. * If not, then the cullable object is in the frustum.
  26298. */
  26299. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26300. /** Culling strategy : Optimistic Inclusion.
  26301. * This in an inclusion test first, then the standard exclusion test.
  26302. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26303. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  26304. * Anyway, it's as accurate as the standard strategy.
  26305. * Test :
  26306. * Is the cullable object bounding sphere center in the frustum ?
  26307. * If not, apply the default culling strategy.
  26308. */
  26309. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26310. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26311. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26312. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26313. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  26314. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26315. * Test :
  26316. * Is the cullable object bounding sphere center in the frustum ?
  26317. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26318. */
  26319. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26320. /**
  26321. * No billboard
  26322. */
  26323. static readonly BILLBOARDMODE_NONE: number;
  26324. /** Billboard on X axis */
  26325. static readonly BILLBOARDMODE_X: number;
  26326. /** Billboard on Y axis */
  26327. static readonly BILLBOARDMODE_Y: number;
  26328. /** Billboard on Z axis */
  26329. static readonly BILLBOARDMODE_Z: number;
  26330. /** Billboard on all axes */
  26331. static readonly BILLBOARDMODE_ALL: number;
  26332. /** Billboard on using position instead of orientation */
  26333. static readonly BILLBOARDMODE_USE_POSITION: number;
  26334. /** @hidden */
  26335. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26336. /**
  26337. * The culling strategy to use to check whether the mesh must be rendered or not.
  26338. * This value can be changed at any time and will be used on the next render mesh selection.
  26339. * The possible values are :
  26340. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26341. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26342. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26343. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26344. * Please read each static variable documentation to get details about the culling process.
  26345. * */
  26346. cullingStrategy: number;
  26347. /**
  26348. * Gets the number of facets in the mesh
  26349. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26350. */
  26351. readonly facetNb: number;
  26352. /**
  26353. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26354. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26355. */
  26356. partitioningSubdivisions: number;
  26357. /**
  26358. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26359. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26360. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26361. */
  26362. partitioningBBoxRatio: number;
  26363. /**
  26364. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26365. * Works only for updatable meshes.
  26366. * Doesn't work with multi-materials
  26367. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26368. */
  26369. mustDepthSortFacets: boolean;
  26370. /**
  26371. * The location (Vector3) where the facet depth sort must be computed from.
  26372. * By default, the active camera position.
  26373. * Used only when facet depth sort is enabled
  26374. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26375. */
  26376. facetDepthSortFrom: Vector3;
  26377. /**
  26378. * gets a boolean indicating if facetData is enabled
  26379. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26380. */
  26381. readonly isFacetDataEnabled: boolean;
  26382. /** @hidden */
  26383. _updateNonUniformScalingState(value: boolean): boolean;
  26384. /**
  26385. * An event triggered when this mesh collides with another one
  26386. */
  26387. onCollideObservable: Observable<AbstractMesh>;
  26388. /** Set a function to call when this mesh collides with another one */
  26389. onCollide: () => void;
  26390. /**
  26391. * An event triggered when the collision's position changes
  26392. */
  26393. onCollisionPositionChangeObservable: Observable<Vector3>;
  26394. /** Set a function to call when the collision's position changes */
  26395. onCollisionPositionChange: () => void;
  26396. /**
  26397. * An event triggered when material is changed
  26398. */
  26399. onMaterialChangedObservable: Observable<AbstractMesh>;
  26400. /**
  26401. * Gets or sets the orientation for POV movement & rotation
  26402. */
  26403. definedFacingForward: boolean;
  26404. /** @hidden */
  26405. _occlusionQuery: Nullable<WebGLQuery>;
  26406. /** @hidden */
  26407. _renderingGroup: Nullable<RenderingGroup>;
  26408. /**
  26409. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26410. */
  26411. /**
  26412. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26413. */
  26414. visibility: number;
  26415. /** Gets or sets the alpha index used to sort transparent meshes
  26416. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26417. */
  26418. alphaIndex: number;
  26419. /**
  26420. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26421. */
  26422. isVisible: boolean;
  26423. /**
  26424. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26425. */
  26426. isPickable: boolean;
  26427. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26428. showSubMeshesBoundingBox: boolean;
  26429. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26430. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26431. */
  26432. isBlocker: boolean;
  26433. /**
  26434. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26435. */
  26436. enablePointerMoveEvents: boolean;
  26437. /**
  26438. * Specifies the rendering group id for this mesh (0 by default)
  26439. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26440. */
  26441. renderingGroupId: number;
  26442. private _material;
  26443. /** Gets or sets current material */
  26444. material: Nullable<Material>;
  26445. /**
  26446. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26447. * @see http://doc.babylonjs.com/babylon101/shadows
  26448. */
  26449. receiveShadows: boolean;
  26450. /** Defines color to use when rendering outline */
  26451. outlineColor: Color3;
  26452. /** Define width to use when rendering outline */
  26453. outlineWidth: number;
  26454. /** Defines color to use when rendering overlay */
  26455. overlayColor: Color3;
  26456. /** Defines alpha to use when rendering overlay */
  26457. overlayAlpha: number;
  26458. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26459. hasVertexAlpha: boolean;
  26460. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  26461. useVertexColors: boolean;
  26462. /**
  26463. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26464. */
  26465. computeBonesUsingShaders: boolean;
  26466. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26467. numBoneInfluencers: number;
  26468. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26469. applyFog: boolean;
  26470. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26471. useOctreeForRenderingSelection: boolean;
  26472. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26473. useOctreeForPicking: boolean;
  26474. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26475. useOctreeForCollisions: boolean;
  26476. /**
  26477. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26478. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26479. */
  26480. layerMask: number;
  26481. /**
  26482. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26483. */
  26484. alwaysSelectAsActiveMesh: boolean;
  26485. /**
  26486. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26487. */
  26488. doNotSyncBoundingInfo: boolean;
  26489. /**
  26490. * Gets or sets the current action manager
  26491. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26492. */
  26493. actionManager: Nullable<AbstractActionManager>;
  26494. private _meshCollisionData;
  26495. /**
  26496. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26497. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26498. */
  26499. ellipsoid: Vector3;
  26500. /**
  26501. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26502. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26503. */
  26504. ellipsoidOffset: Vector3;
  26505. /**
  26506. * Gets or sets a collision mask used to mask collisions (default is -1).
  26507. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26508. */
  26509. collisionMask: number;
  26510. /**
  26511. * Gets or sets the current collision group mask (-1 by default).
  26512. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26513. */
  26514. collisionGroup: number;
  26515. /**
  26516. * Defines edge width used when edgesRenderer is enabled
  26517. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26518. */
  26519. edgesWidth: number;
  26520. /**
  26521. * Defines edge color used when edgesRenderer is enabled
  26522. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26523. */
  26524. edgesColor: Color4;
  26525. /** @hidden */
  26526. _edgesRenderer: Nullable<IEdgesRenderer>;
  26527. /** @hidden */
  26528. _masterMesh: Nullable<AbstractMesh>;
  26529. /** @hidden */
  26530. _boundingInfo: Nullable<BoundingInfo>;
  26531. /** @hidden */
  26532. _renderId: number;
  26533. /**
  26534. * Gets or sets the list of subMeshes
  26535. * @see http://doc.babylonjs.com/how_to/multi_materials
  26536. */
  26537. subMeshes: SubMesh[];
  26538. /** @hidden */
  26539. _intersectionsInProgress: AbstractMesh[];
  26540. /** @hidden */
  26541. _unIndexed: boolean;
  26542. /** @hidden */
  26543. _lightSources: Light[];
  26544. /** Gets the list of lights affecting that mesh */
  26545. readonly lightSources: Light[];
  26546. /** @hidden */
  26547. readonly _positions: Nullable<Vector3[]>;
  26548. /** @hidden */
  26549. _waitingData: {
  26550. lods: Nullable<any>;
  26551. actions: Nullable<any>;
  26552. freezeWorldMatrix: Nullable<boolean>;
  26553. };
  26554. /** @hidden */
  26555. _bonesTransformMatrices: Nullable<Float32Array>;
  26556. /** @hidden */
  26557. _transformMatrixTexture: Nullable<RawTexture>;
  26558. /**
  26559. * Gets or sets a skeleton to apply skining transformations
  26560. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26561. */
  26562. skeleton: Nullable<Skeleton>;
  26563. /**
  26564. * An event triggered when the mesh is rebuilt.
  26565. */
  26566. onRebuildObservable: Observable<AbstractMesh>;
  26567. /**
  26568. * Creates a new AbstractMesh
  26569. * @param name defines the name of the mesh
  26570. * @param scene defines the hosting scene
  26571. */
  26572. constructor(name: string, scene?: Nullable<Scene>);
  26573. /**
  26574. * Returns the string "AbstractMesh"
  26575. * @returns "AbstractMesh"
  26576. */
  26577. getClassName(): string;
  26578. /**
  26579. * Gets a string representation of the current mesh
  26580. * @param fullDetails defines a boolean indicating if full details must be included
  26581. * @returns a string representation of the current mesh
  26582. */
  26583. toString(fullDetails?: boolean): string;
  26584. /**
  26585. * @hidden
  26586. */
  26587. protected _getEffectiveParent(): Nullable<Node>;
  26588. /** @hidden */
  26589. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26590. /** @hidden */
  26591. _rebuild(): void;
  26592. /** @hidden */
  26593. _resyncLightSources(): void;
  26594. /** @hidden */
  26595. _resyncLighSource(light: Light): void;
  26596. /** @hidden */
  26597. _unBindEffect(): void;
  26598. /** @hidden */
  26599. _removeLightSource(light: Light): void;
  26600. private _markSubMeshesAsDirty;
  26601. /** @hidden */
  26602. _markSubMeshesAsLightDirty(): void;
  26603. /** @hidden */
  26604. _markSubMeshesAsAttributesDirty(): void;
  26605. /** @hidden */
  26606. _markSubMeshesAsMiscDirty(): void;
  26607. /**
  26608. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26609. */
  26610. scaling: Vector3;
  26611. /**
  26612. * Returns true if the mesh is blocked. Implemented by child classes
  26613. */
  26614. readonly isBlocked: boolean;
  26615. /**
  26616. * Returns the mesh itself by default. Implemented by child classes
  26617. * @param camera defines the camera to use to pick the right LOD level
  26618. * @returns the currentAbstractMesh
  26619. */
  26620. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26621. /**
  26622. * Returns 0 by default. Implemented by child classes
  26623. * @returns an integer
  26624. */
  26625. getTotalVertices(): number;
  26626. /**
  26627. * Returns a positive integer : the total number of indices in this mesh geometry.
  26628. * @returns the numner of indices or zero if the mesh has no geometry.
  26629. */
  26630. getTotalIndices(): number;
  26631. /**
  26632. * Returns null by default. Implemented by child classes
  26633. * @returns null
  26634. */
  26635. getIndices(): Nullable<IndicesArray>;
  26636. /**
  26637. * Returns the array of the requested vertex data kind. Implemented by child classes
  26638. * @param kind defines the vertex data kind to use
  26639. * @returns null
  26640. */
  26641. getVerticesData(kind: string): Nullable<FloatArray>;
  26642. /**
  26643. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26644. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26645. * Note that a new underlying VertexBuffer object is created each call.
  26646. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26647. * @param kind defines vertex data kind:
  26648. * * VertexBuffer.PositionKind
  26649. * * VertexBuffer.UVKind
  26650. * * VertexBuffer.UV2Kind
  26651. * * VertexBuffer.UV3Kind
  26652. * * VertexBuffer.UV4Kind
  26653. * * VertexBuffer.UV5Kind
  26654. * * VertexBuffer.UV6Kind
  26655. * * VertexBuffer.ColorKind
  26656. * * VertexBuffer.MatricesIndicesKind
  26657. * * VertexBuffer.MatricesIndicesExtraKind
  26658. * * VertexBuffer.MatricesWeightsKind
  26659. * * VertexBuffer.MatricesWeightsExtraKind
  26660. * @param data defines the data source
  26661. * @param updatable defines if the data must be flagged as updatable (or static)
  26662. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  26663. * @returns the current mesh
  26664. */
  26665. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26666. /**
  26667. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26668. * If the mesh has no geometry, it is simply returned as it is.
  26669. * @param kind defines vertex data kind:
  26670. * * VertexBuffer.PositionKind
  26671. * * VertexBuffer.UVKind
  26672. * * VertexBuffer.UV2Kind
  26673. * * VertexBuffer.UV3Kind
  26674. * * VertexBuffer.UV4Kind
  26675. * * VertexBuffer.UV5Kind
  26676. * * VertexBuffer.UV6Kind
  26677. * * VertexBuffer.ColorKind
  26678. * * VertexBuffer.MatricesIndicesKind
  26679. * * VertexBuffer.MatricesIndicesExtraKind
  26680. * * VertexBuffer.MatricesWeightsKind
  26681. * * VertexBuffer.MatricesWeightsExtraKind
  26682. * @param data defines the data source
  26683. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  26684. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26685. * @returns the current mesh
  26686. */
  26687. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26688. /**
  26689. * Sets the mesh indices,
  26690. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26691. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26692. * @param totalVertices Defines the total number of vertices
  26693. * @returns the current mesh
  26694. */
  26695. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26696. /**
  26697. * Gets a boolean indicating if specific vertex data is present
  26698. * @param kind defines the vertex data kind to use
  26699. * @returns true is data kind is present
  26700. */
  26701. isVerticesDataPresent(kind: string): boolean;
  26702. /**
  26703. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26704. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26705. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26706. * @returns a BoundingInfo
  26707. */
  26708. getBoundingInfo(): BoundingInfo;
  26709. /**
  26710. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26711. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26712. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26713. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26714. * @returns the current mesh
  26715. */
  26716. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26717. /**
  26718. * Overwrite the current bounding info
  26719. * @param boundingInfo defines the new bounding info
  26720. * @returns the current mesh
  26721. */
  26722. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26723. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26724. readonly useBones: boolean;
  26725. /** @hidden */
  26726. _preActivate(): void;
  26727. /** @hidden */
  26728. _preActivateForIntermediateRendering(renderId: number): void;
  26729. /** @hidden */
  26730. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26731. /** @hidden */
  26732. _postActivate(): void;
  26733. /** @hidden */
  26734. _freeze(): void;
  26735. /** @hidden */
  26736. _unFreeze(): void;
  26737. /**
  26738. * Gets the current world matrix
  26739. * @returns a Matrix
  26740. */
  26741. getWorldMatrix(): Matrix;
  26742. /** @hidden */
  26743. _getWorldMatrixDeterminant(): number;
  26744. /**
  26745. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26746. */
  26747. readonly isAnInstance: boolean;
  26748. /**
  26749. * Perform relative position change from the point of view of behind the front of the mesh.
  26750. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26751. * Supports definition of mesh facing forward or backward
  26752. * @param amountRight defines the distance on the right axis
  26753. * @param amountUp defines the distance on the up axis
  26754. * @param amountForward defines the distance on the forward axis
  26755. * @returns the current mesh
  26756. */
  26757. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26758. /**
  26759. * Calculate relative position change from the point of view of behind the front of the mesh.
  26760. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26761. * Supports definition of mesh facing forward or backward
  26762. * @param amountRight defines the distance on the right axis
  26763. * @param amountUp defines the distance on the up axis
  26764. * @param amountForward defines the distance on the forward axis
  26765. * @returns the new displacement vector
  26766. */
  26767. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26768. /**
  26769. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26770. * Supports definition of mesh facing forward or backward
  26771. * @param flipBack defines the flip
  26772. * @param twirlClockwise defines the twirl
  26773. * @param tiltRight defines the tilt
  26774. * @returns the current mesh
  26775. */
  26776. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26777. /**
  26778. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26779. * Supports definition of mesh facing forward or backward.
  26780. * @param flipBack defines the flip
  26781. * @param twirlClockwise defines the twirl
  26782. * @param tiltRight defines the tilt
  26783. * @returns the new rotation vector
  26784. */
  26785. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26786. /**
  26787. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26788. * This means the mesh underlying bounding box and sphere are recomputed.
  26789. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26790. * @returns the current mesh
  26791. */
  26792. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26793. /** @hidden */
  26794. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26795. /** @hidden */
  26796. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26797. /** @hidden */
  26798. _updateBoundingInfo(): AbstractMesh;
  26799. /** @hidden */
  26800. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26801. /** @hidden */
  26802. protected _afterComputeWorldMatrix(): void;
  26803. /** @hidden */
  26804. readonly _effectiveMesh: AbstractMesh;
  26805. /**
  26806. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26807. * A mesh is in the frustum if its bounding box intersects the frustum
  26808. * @param frustumPlanes defines the frustum to test
  26809. * @returns true if the mesh is in the frustum planes
  26810. */
  26811. isInFrustum(frustumPlanes: Plane[]): boolean;
  26812. /**
  26813. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26814. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26815. * @param frustumPlanes defines the frustum to test
  26816. * @returns true if the mesh is completely in the frustum planes
  26817. */
  26818. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26819. /**
  26820. * True if the mesh intersects another mesh or a SolidParticle object
  26821. * @param mesh defines a target mesh or SolidParticle to test
  26822. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  26823. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26824. * @returns true if there is an intersection
  26825. */
  26826. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26827. /**
  26828. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26829. * @param point defines the point to test
  26830. * @returns true if there is an intersection
  26831. */
  26832. intersectsPoint(point: Vector3): boolean;
  26833. /**
  26834. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26835. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26836. */
  26837. checkCollisions: boolean;
  26838. /**
  26839. * Gets Collider object used to compute collisions (not physics)
  26840. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26841. */
  26842. readonly collider: Nullable<Collider>;
  26843. /**
  26844. * Move the mesh using collision engine
  26845. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26846. * @param displacement defines the requested displacement vector
  26847. * @returns the current mesh
  26848. */
  26849. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26850. private _onCollisionPositionChange;
  26851. /** @hidden */
  26852. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26853. /** @hidden */
  26854. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26855. /** @hidden */
  26856. _checkCollision(collider: Collider): AbstractMesh;
  26857. /** @hidden */
  26858. _generatePointsArray(): boolean;
  26859. /**
  26860. * Checks if the passed Ray intersects with the mesh
  26861. * @param ray defines the ray to use
  26862. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26863. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26864. * @returns the picking info
  26865. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26866. */
  26867. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26868. /**
  26869. * Clones the current mesh
  26870. * @param name defines the mesh name
  26871. * @param newParent defines the new mesh parent
  26872. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26873. * @returns the new mesh
  26874. */
  26875. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26876. /**
  26877. * Disposes all the submeshes of the current meshnp
  26878. * @returns the current mesh
  26879. */
  26880. releaseSubMeshes(): AbstractMesh;
  26881. /**
  26882. * Releases resources associated with this abstract mesh.
  26883. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26884. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26885. */
  26886. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26887. /**
  26888. * Adds the passed mesh as a child to the current mesh
  26889. * @param mesh defines the child mesh
  26890. * @returns the current mesh
  26891. */
  26892. addChild(mesh: AbstractMesh): AbstractMesh;
  26893. /**
  26894. * Removes the passed mesh from the current mesh children list
  26895. * @param mesh defines the child mesh
  26896. * @returns the current mesh
  26897. */
  26898. removeChild(mesh: AbstractMesh): AbstractMesh;
  26899. /** @hidden */
  26900. private _initFacetData;
  26901. /**
  26902. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26903. * This method can be called within the render loop.
  26904. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  26905. * @returns the current mesh
  26906. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26907. */
  26908. updateFacetData(): AbstractMesh;
  26909. /**
  26910. * Returns the facetLocalNormals array.
  26911. * The normals are expressed in the mesh local spac
  26912. * @returns an array of Vector3
  26913. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26914. */
  26915. getFacetLocalNormals(): Vector3[];
  26916. /**
  26917. * Returns the facetLocalPositions array.
  26918. * The facet positions are expressed in the mesh local space
  26919. * @returns an array of Vector3
  26920. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26921. */
  26922. getFacetLocalPositions(): Vector3[];
  26923. /**
  26924. * Returns the facetLocalPartioning array
  26925. * @returns an array of array of numbers
  26926. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26927. */
  26928. getFacetLocalPartitioning(): number[][];
  26929. /**
  26930. * Returns the i-th facet position in the world system.
  26931. * This method allocates a new Vector3 per call
  26932. * @param i defines the facet index
  26933. * @returns a new Vector3
  26934. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26935. */
  26936. getFacetPosition(i: number): Vector3;
  26937. /**
  26938. * Sets the reference Vector3 with the i-th facet position in the world system
  26939. * @param i defines the facet index
  26940. * @param ref defines the target vector
  26941. * @returns the current mesh
  26942. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26943. */
  26944. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26945. /**
  26946. * Returns the i-th facet normal in the world system.
  26947. * This method allocates a new Vector3 per call
  26948. * @param i defines the facet index
  26949. * @returns a new Vector3
  26950. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26951. */
  26952. getFacetNormal(i: number): Vector3;
  26953. /**
  26954. * Sets the reference Vector3 with the i-th facet normal in the world system
  26955. * @param i defines the facet index
  26956. * @param ref defines the target vector
  26957. * @returns the current mesh
  26958. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26959. */
  26960. getFacetNormalToRef(i: number, ref: Vector3): this;
  26961. /**
  26962. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  26963. * @param x defines x coordinate
  26964. * @param y defines y coordinate
  26965. * @param z defines z coordinate
  26966. * @returns the array of facet indexes
  26967. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26968. */
  26969. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26970. /**
  26971. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26972. * @param projected sets as the (x,y,z) world projection on the facet
  26973. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  26974. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  26975. * @param x defines x coordinate
  26976. * @param y defines y coordinate
  26977. * @param z defines z coordinate
  26978. * @returns the face index if found (or null instead)
  26979. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26980. */
  26981. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26982. /**
  26983. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26984. * @param projected sets as the (x,y,z) local projection on the facet
  26985. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  26986. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  26987. * @param x defines x coordinate
  26988. * @param y defines y coordinate
  26989. * @param z defines z coordinate
  26990. * @returns the face index if found (or null instead)
  26991. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26992. */
  26993. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26994. /**
  26995. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26996. * @returns the parameters
  26997. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26998. */
  26999. getFacetDataParameters(): any;
  27000. /**
  27001. * Disables the feature FacetData and frees the related memory
  27002. * @returns the current mesh
  27003. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27004. */
  27005. disableFacetData(): AbstractMesh;
  27006. /**
  27007. * Updates the AbstractMesh indices array
  27008. * @param indices defines the data source
  27009. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27010. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27011. * @returns the current mesh
  27012. */
  27013. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27014. /**
  27015. * Creates new normals data for the mesh
  27016. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27017. * @returns the current mesh
  27018. */
  27019. createNormals(updatable: boolean): AbstractMesh;
  27020. /**
  27021. * Align the mesh with a normal
  27022. * @param normal defines the normal to use
  27023. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27024. * @returns the current mesh
  27025. */
  27026. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27027. /** @hidden */
  27028. _checkOcclusionQuery(): boolean;
  27029. /**
  27030. * Disables the mesh edge rendering mode
  27031. * @returns the currentAbstractMesh
  27032. */
  27033. disableEdgesRendering(): AbstractMesh;
  27034. /**
  27035. * Enables the edge rendering mode on the mesh.
  27036. * This mode makes the mesh edges visible
  27037. * @param epsilon defines the maximal distance between two angles to detect a face
  27038. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27039. * @returns the currentAbstractMesh
  27040. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27041. */
  27042. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27043. }
  27044. }
  27045. declare module "babylonjs/Actions/actionEvent" {
  27046. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27047. import { Nullable } from "babylonjs/types";
  27048. import { Sprite } from "babylonjs/Sprites/sprite";
  27049. import { Scene } from "babylonjs/scene";
  27050. import { Vector2 } from "babylonjs/Maths/math.vector";
  27051. /**
  27052. * Interface used to define ActionEvent
  27053. */
  27054. export interface IActionEvent {
  27055. /** The mesh or sprite that triggered the action */
  27056. source: any;
  27057. /** The X mouse cursor position at the time of the event */
  27058. pointerX: number;
  27059. /** The Y mouse cursor position at the time of the event */
  27060. pointerY: number;
  27061. /** The mesh that is currently pointed at (can be null) */
  27062. meshUnderPointer: Nullable<AbstractMesh>;
  27063. /** the original (browser) event that triggered the ActionEvent */
  27064. sourceEvent?: any;
  27065. /** additional data for the event */
  27066. additionalData?: any;
  27067. }
  27068. /**
  27069. * ActionEvent is the event being sent when an action is triggered.
  27070. */
  27071. export class ActionEvent implements IActionEvent {
  27072. /** The mesh or sprite that triggered the action */
  27073. source: any;
  27074. /** The X mouse cursor position at the time of the event */
  27075. pointerX: number;
  27076. /** The Y mouse cursor position at the time of the event */
  27077. pointerY: number;
  27078. /** The mesh that is currently pointed at (can be null) */
  27079. meshUnderPointer: Nullable<AbstractMesh>;
  27080. /** the original (browser) event that triggered the ActionEvent */
  27081. sourceEvent?: any;
  27082. /** additional data for the event */
  27083. additionalData?: any;
  27084. /**
  27085. * Creates a new ActionEvent
  27086. * @param source The mesh or sprite that triggered the action
  27087. * @param pointerX The X mouse cursor position at the time of the event
  27088. * @param pointerY The Y mouse cursor position at the time of the event
  27089. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27090. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27091. * @param additionalData additional data for the event
  27092. */
  27093. constructor(
  27094. /** The mesh or sprite that triggered the action */
  27095. source: any,
  27096. /** The X mouse cursor position at the time of the event */
  27097. pointerX: number,
  27098. /** The Y mouse cursor position at the time of the event */
  27099. pointerY: number,
  27100. /** The mesh that is currently pointed at (can be null) */
  27101. meshUnderPointer: Nullable<AbstractMesh>,
  27102. /** the original (browser) event that triggered the ActionEvent */
  27103. sourceEvent?: any,
  27104. /** additional data for the event */
  27105. additionalData?: any);
  27106. /**
  27107. * Helper function to auto-create an ActionEvent from a source mesh.
  27108. * @param source The source mesh that triggered the event
  27109. * @param evt The original (browser) event
  27110. * @param additionalData additional data for the event
  27111. * @returns the new ActionEvent
  27112. */
  27113. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27114. /**
  27115. * Helper function to auto-create an ActionEvent from a source sprite
  27116. * @param source The source sprite that triggered the event
  27117. * @param scene Scene associated with the sprite
  27118. * @param evt The original (browser) event
  27119. * @param additionalData additional data for the event
  27120. * @returns the new ActionEvent
  27121. */
  27122. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27123. /**
  27124. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27125. * @param scene the scene where the event occurred
  27126. * @param evt The original (browser) event
  27127. * @returns the new ActionEvent
  27128. */
  27129. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27130. /**
  27131. * Helper function to auto-create an ActionEvent from a primitive
  27132. * @param prim defines the target primitive
  27133. * @param pointerPos defines the pointer position
  27134. * @param evt The original (browser) event
  27135. * @param additionalData additional data for the event
  27136. * @returns the new ActionEvent
  27137. */
  27138. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27139. }
  27140. }
  27141. declare module "babylonjs/Actions/abstractActionManager" {
  27142. import { IDisposable } from "babylonjs/scene";
  27143. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27144. import { IAction } from "babylonjs/Actions/action";
  27145. import { Nullable } from "babylonjs/types";
  27146. /**
  27147. * Abstract class used to decouple action Manager from scene and meshes.
  27148. * Do not instantiate.
  27149. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27150. */
  27151. export abstract class AbstractActionManager implements IDisposable {
  27152. /** Gets the list of active triggers */
  27153. static Triggers: {
  27154. [key: string]: number;
  27155. };
  27156. /** Gets the cursor to use when hovering items */
  27157. hoverCursor: string;
  27158. /** Gets the list of actions */
  27159. actions: IAction[];
  27160. /**
  27161. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27162. */
  27163. isRecursive: boolean;
  27164. /**
  27165. * Releases all associated resources
  27166. */
  27167. abstract dispose(): void;
  27168. /**
  27169. * Does this action manager has pointer triggers
  27170. */
  27171. abstract readonly hasPointerTriggers: boolean;
  27172. /**
  27173. * Does this action manager has pick triggers
  27174. */
  27175. abstract readonly hasPickTriggers: boolean;
  27176. /**
  27177. * Process a specific trigger
  27178. * @param trigger defines the trigger to process
  27179. * @param evt defines the event details to be processed
  27180. */
  27181. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27182. /**
  27183. * Does this action manager handles actions of any of the given triggers
  27184. * @param triggers defines the triggers to be tested
  27185. * @return a boolean indicating whether one (or more) of the triggers is handled
  27186. */
  27187. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27188. /**
  27189. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27190. * speed.
  27191. * @param triggerA defines the trigger to be tested
  27192. * @param triggerB defines the trigger to be tested
  27193. * @return a boolean indicating whether one (or more) of the triggers is handled
  27194. */
  27195. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27196. /**
  27197. * Does this action manager handles actions of a given trigger
  27198. * @param trigger defines the trigger to be tested
  27199. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27200. * @return whether the trigger is handled
  27201. */
  27202. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27203. /**
  27204. * Serialize this manager to a JSON object
  27205. * @param name defines the property name to store this manager
  27206. * @returns a JSON representation of this manager
  27207. */
  27208. abstract serialize(name: string): any;
  27209. /**
  27210. * Registers an action to this action manager
  27211. * @param action defines the action to be registered
  27212. * @return the action amended (prepared) after registration
  27213. */
  27214. abstract registerAction(action: IAction): Nullable<IAction>;
  27215. /**
  27216. * Unregisters an action to this action manager
  27217. * @param action defines the action to be unregistered
  27218. * @return a boolean indicating whether the action has been unregistered
  27219. */
  27220. abstract unregisterAction(action: IAction): Boolean;
  27221. /**
  27222. * Does exist one action manager with at least one trigger
  27223. **/
  27224. static readonly HasTriggers: boolean;
  27225. /**
  27226. * Does exist one action manager with at least one pick trigger
  27227. **/
  27228. static readonly HasPickTriggers: boolean;
  27229. /**
  27230. * Does exist one action manager that handles actions of a given trigger
  27231. * @param trigger defines the trigger to be tested
  27232. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27233. **/
  27234. static HasSpecificTrigger(trigger: number): boolean;
  27235. }
  27236. }
  27237. declare module "babylonjs/node" {
  27238. import { Scene } from "babylonjs/scene";
  27239. import { Nullable } from "babylonjs/types";
  27240. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27241. import { Engine } from "babylonjs/Engines/engine";
  27242. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27243. import { Observable } from "babylonjs/Misc/observable";
  27244. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27245. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27246. import { Animatable } from "babylonjs/Animations/animatable";
  27247. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27248. import { Animation } from "babylonjs/Animations/animation";
  27249. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27250. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27251. /**
  27252. * Defines how a node can be built from a string name.
  27253. */
  27254. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27255. /**
  27256. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27257. */
  27258. export class Node implements IBehaviorAware<Node> {
  27259. /** @hidden */
  27260. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27261. private static _NodeConstructors;
  27262. /**
  27263. * Add a new node constructor
  27264. * @param type defines the type name of the node to construct
  27265. * @param constructorFunc defines the constructor function
  27266. */
  27267. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27268. /**
  27269. * Returns a node constructor based on type name
  27270. * @param type defines the type name
  27271. * @param name defines the new node name
  27272. * @param scene defines the hosting scene
  27273. * @param options defines optional options to transmit to constructors
  27274. * @returns the new constructor or null
  27275. */
  27276. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27277. /**
  27278. * Gets or sets the name of the node
  27279. */
  27280. name: string;
  27281. /**
  27282. * Gets or sets the id of the node
  27283. */
  27284. id: string;
  27285. /**
  27286. * Gets or sets the unique id of the node
  27287. */
  27288. uniqueId: number;
  27289. /**
  27290. * Gets or sets a string used to store user defined state for the node
  27291. */
  27292. state: string;
  27293. /**
  27294. * Gets or sets an object used to store user defined information for the node
  27295. */
  27296. metadata: any;
  27297. /**
  27298. * For internal use only. Please do not use.
  27299. */
  27300. reservedDataStore: any;
  27301. /**
  27302. * List of inspectable custom properties (used by the Inspector)
  27303. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27304. */
  27305. inspectableCustomProperties: IInspectable[];
  27306. /**
  27307. * Gets or sets a boolean used to define if the node must be serialized
  27308. */
  27309. doNotSerialize: boolean;
  27310. /** @hidden */
  27311. _isDisposed: boolean;
  27312. /**
  27313. * Gets a list of Animations associated with the node
  27314. */
  27315. animations: import("babylonjs/Animations/animation").Animation[];
  27316. protected _ranges: {
  27317. [name: string]: Nullable<AnimationRange>;
  27318. };
  27319. /**
  27320. * Callback raised when the node is ready to be used
  27321. */
  27322. onReady: Nullable<(node: Node) => void>;
  27323. private _isEnabled;
  27324. private _isParentEnabled;
  27325. private _isReady;
  27326. /** @hidden */
  27327. _currentRenderId: number;
  27328. private _parentUpdateId;
  27329. /** @hidden */
  27330. _childUpdateId: number;
  27331. /** @hidden */
  27332. _waitingParentId: Nullable<string>;
  27333. /** @hidden */
  27334. _scene: Scene;
  27335. /** @hidden */
  27336. _cache: any;
  27337. private _parentNode;
  27338. private _children;
  27339. /** @hidden */
  27340. _worldMatrix: Matrix;
  27341. /** @hidden */
  27342. _worldMatrixDeterminant: number;
  27343. /** @hidden */
  27344. _worldMatrixDeterminantIsDirty: boolean;
  27345. /** @hidden */
  27346. private _sceneRootNodesIndex;
  27347. /**
  27348. * Gets a boolean indicating if the node has been disposed
  27349. * @returns true if the node was disposed
  27350. */
  27351. isDisposed(): boolean;
  27352. /**
  27353. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27354. * @see https://doc.babylonjs.com/how_to/parenting
  27355. */
  27356. parent: Nullable<Node>;
  27357. private addToSceneRootNodes;
  27358. private removeFromSceneRootNodes;
  27359. private _animationPropertiesOverride;
  27360. /**
  27361. * Gets or sets the animation properties override
  27362. */
  27363. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27364. /**
  27365. * Gets a string idenfifying the name of the class
  27366. * @returns "Node" string
  27367. */
  27368. getClassName(): string;
  27369. /** @hidden */
  27370. readonly _isNode: boolean;
  27371. /**
  27372. * An event triggered when the mesh is disposed
  27373. */
  27374. onDisposeObservable: Observable<Node>;
  27375. private _onDisposeObserver;
  27376. /**
  27377. * Sets a callback that will be raised when the node will be disposed
  27378. */
  27379. onDispose: () => void;
  27380. /**
  27381. * Creates a new Node
  27382. * @param name the name and id to be given to this node
  27383. * @param scene the scene this node will be added to
  27384. * @param addToRootNodes the node will be added to scene.rootNodes
  27385. */
  27386. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27387. /**
  27388. * Gets the scene of the node
  27389. * @returns a scene
  27390. */
  27391. getScene(): Scene;
  27392. /**
  27393. * Gets the engine of the node
  27394. * @returns a Engine
  27395. */
  27396. getEngine(): Engine;
  27397. private _behaviors;
  27398. /**
  27399. * Attach a behavior to the node
  27400. * @see http://doc.babylonjs.com/features/behaviour
  27401. * @param behavior defines the behavior to attach
  27402. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27403. * @returns the current Node
  27404. */
  27405. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27406. /**
  27407. * Remove an attached behavior
  27408. * @see http://doc.babylonjs.com/features/behaviour
  27409. * @param behavior defines the behavior to attach
  27410. * @returns the current Node
  27411. */
  27412. removeBehavior(behavior: Behavior<Node>): Node;
  27413. /**
  27414. * Gets the list of attached behaviors
  27415. * @see http://doc.babylonjs.com/features/behaviour
  27416. */
  27417. readonly behaviors: Behavior<Node>[];
  27418. /**
  27419. * Gets an attached behavior by name
  27420. * @param name defines the name of the behavior to look for
  27421. * @see http://doc.babylonjs.com/features/behaviour
  27422. * @returns null if behavior was not found else the requested behavior
  27423. */
  27424. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27425. /**
  27426. * Returns the latest update of the World matrix
  27427. * @returns a Matrix
  27428. */
  27429. getWorldMatrix(): Matrix;
  27430. /** @hidden */
  27431. _getWorldMatrixDeterminant(): number;
  27432. /**
  27433. * Returns directly the latest state of the mesh World matrix.
  27434. * A Matrix is returned.
  27435. */
  27436. readonly worldMatrixFromCache: Matrix;
  27437. /** @hidden */
  27438. _initCache(): void;
  27439. /** @hidden */
  27440. updateCache(force?: boolean): void;
  27441. /** @hidden */
  27442. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27443. /** @hidden */
  27444. _updateCache(ignoreParentClass?: boolean): void;
  27445. /** @hidden */
  27446. _isSynchronized(): boolean;
  27447. /** @hidden */
  27448. _markSyncedWithParent(): void;
  27449. /** @hidden */
  27450. isSynchronizedWithParent(): boolean;
  27451. /** @hidden */
  27452. isSynchronized(): boolean;
  27453. /**
  27454. * Is this node ready to be used/rendered
  27455. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27456. * @return true if the node is ready
  27457. */
  27458. isReady(completeCheck?: boolean): boolean;
  27459. /**
  27460. * Is this node enabled?
  27461. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  27462. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  27463. * @return whether this node (and its parent) is enabled
  27464. */
  27465. isEnabled(checkAncestors?: boolean): boolean;
  27466. /** @hidden */
  27467. protected _syncParentEnabledState(): void;
  27468. /**
  27469. * Set the enabled state of this node
  27470. * @param value defines the new enabled state
  27471. */
  27472. setEnabled(value: boolean): void;
  27473. /**
  27474. * Is this node a descendant of the given node?
  27475. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27476. * @param ancestor defines the parent node to inspect
  27477. * @returns a boolean indicating if this node is a descendant of the given node
  27478. */
  27479. isDescendantOf(ancestor: Node): boolean;
  27480. /** @hidden */
  27481. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27482. /**
  27483. * Will return all nodes that have this node as ascendant
  27484. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  27485. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27486. * @return all children nodes of all types
  27487. */
  27488. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27489. /**
  27490. * Get all child-meshes of this node
  27491. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  27492. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27493. * @returns an array of AbstractMesh
  27494. */
  27495. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27496. /**
  27497. * Get all direct children of this node
  27498. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27499. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  27500. * @returns an array of Node
  27501. */
  27502. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27503. /** @hidden */
  27504. _setReady(state: boolean): void;
  27505. /**
  27506. * Get an animation by name
  27507. * @param name defines the name of the animation to look for
  27508. * @returns null if not found else the requested animation
  27509. */
  27510. getAnimationByName(name: string): Nullable<Animation>;
  27511. /**
  27512. * Creates an animation range for this node
  27513. * @param name defines the name of the range
  27514. * @param from defines the starting key
  27515. * @param to defines the end key
  27516. */
  27517. createAnimationRange(name: string, from: number, to: number): void;
  27518. /**
  27519. * Delete a specific animation range
  27520. * @param name defines the name of the range to delete
  27521. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27522. */
  27523. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27524. /**
  27525. * Get an animation range by name
  27526. * @param name defines the name of the animation range to look for
  27527. * @returns null if not found else the requested animation range
  27528. */
  27529. getAnimationRange(name: string): Nullable<AnimationRange>;
  27530. /**
  27531. * Gets the list of all animation ranges defined on this node
  27532. * @returns an array
  27533. */
  27534. getAnimationRanges(): Nullable<AnimationRange>[];
  27535. /**
  27536. * Will start the animation sequence
  27537. * @param name defines the range frames for animation sequence
  27538. * @param loop defines if the animation should loop (false by default)
  27539. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27540. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27541. * @returns the object created for this animation. If range does not exist, it will return null
  27542. */
  27543. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27544. /**
  27545. * Serialize animation ranges into a JSON compatible object
  27546. * @returns serialization object
  27547. */
  27548. serializeAnimationRanges(): any;
  27549. /**
  27550. * Computes the world matrix of the node
  27551. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27552. * @returns the world matrix
  27553. */
  27554. computeWorldMatrix(force?: boolean): Matrix;
  27555. /**
  27556. * Releases resources associated with this node.
  27557. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27558. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27559. */
  27560. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27561. /**
  27562. * Parse animation range data from a serialization object and store them into a given node
  27563. * @param node defines where to store the animation ranges
  27564. * @param parsedNode defines the serialization object to read data from
  27565. * @param scene defines the hosting scene
  27566. */
  27567. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27568. /**
  27569. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27570. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27571. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  27572. * @returns the new bounding vectors
  27573. */
  27574. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27575. min: Vector3;
  27576. max: Vector3;
  27577. };
  27578. }
  27579. }
  27580. declare module "babylonjs/Animations/animation" {
  27581. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27582. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27583. import { Color3 } from "babylonjs/Maths/math.color";
  27584. import { Nullable } from "babylonjs/types";
  27585. import { Scene } from "babylonjs/scene";
  27586. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27587. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27588. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27589. import { Node } from "babylonjs/node";
  27590. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27591. import { Size } from "babylonjs/Maths/math.size";
  27592. import { Animatable } from "babylonjs/Animations/animatable";
  27593. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27594. /**
  27595. * @hidden
  27596. */
  27597. export class _IAnimationState {
  27598. key: number;
  27599. repeatCount: number;
  27600. workValue?: any;
  27601. loopMode?: number;
  27602. offsetValue?: any;
  27603. highLimitValue?: any;
  27604. }
  27605. /**
  27606. * Class used to store any kind of animation
  27607. */
  27608. export class Animation {
  27609. /**Name of the animation */
  27610. name: string;
  27611. /**Property to animate */
  27612. targetProperty: string;
  27613. /**The frames per second of the animation */
  27614. framePerSecond: number;
  27615. /**The data type of the animation */
  27616. dataType: number;
  27617. /**The loop mode of the animation */
  27618. loopMode?: number | undefined;
  27619. /**Specifies if blending should be enabled */
  27620. enableBlending?: boolean | undefined;
  27621. /**
  27622. * Use matrix interpolation instead of using direct key value when animating matrices
  27623. */
  27624. static AllowMatricesInterpolation: boolean;
  27625. /**
  27626. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27627. */
  27628. static AllowMatrixDecomposeForInterpolation: boolean;
  27629. /**
  27630. * Stores the key frames of the animation
  27631. */
  27632. private _keys;
  27633. /**
  27634. * Stores the easing function of the animation
  27635. */
  27636. private _easingFunction;
  27637. /**
  27638. * @hidden Internal use only
  27639. */
  27640. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27641. /**
  27642. * The set of event that will be linked to this animation
  27643. */
  27644. private _events;
  27645. /**
  27646. * Stores an array of target property paths
  27647. */
  27648. targetPropertyPath: string[];
  27649. /**
  27650. * Stores the blending speed of the animation
  27651. */
  27652. blendingSpeed: number;
  27653. /**
  27654. * Stores the animation ranges for the animation
  27655. */
  27656. private _ranges;
  27657. /**
  27658. * @hidden Internal use
  27659. */
  27660. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27661. /**
  27662. * Sets up an animation
  27663. * @param property The property to animate
  27664. * @param animationType The animation type to apply
  27665. * @param framePerSecond The frames per second of the animation
  27666. * @param easingFunction The easing function used in the animation
  27667. * @returns The created animation
  27668. */
  27669. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27670. /**
  27671. * Create and start an animation on a node
  27672. * @param name defines the name of the global animation that will be run on all nodes
  27673. * @param node defines the root node where the animation will take place
  27674. * @param targetProperty defines property to animate
  27675. * @param framePerSecond defines the number of frame per second yo use
  27676. * @param totalFrame defines the number of frames in total
  27677. * @param from defines the initial value
  27678. * @param to defines the final value
  27679. * @param loopMode defines which loop mode you want to use (off by default)
  27680. * @param easingFunction defines the easing function to use (linear by default)
  27681. * @param onAnimationEnd defines the callback to call when animation end
  27682. * @returns the animatable created for this animation
  27683. */
  27684. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27685. /**
  27686. * Create and start an animation on a node and its descendants
  27687. * @param name defines the name of the global animation that will be run on all nodes
  27688. * @param node defines the root node where the animation will take place
  27689. * @param 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
  27690. * @param targetProperty defines property to animate
  27691. * @param framePerSecond defines the number of frame per second to use
  27692. * @param totalFrame defines the number of frames in total
  27693. * @param from defines the initial value
  27694. * @param to defines the final value
  27695. * @param loopMode defines which loop mode you want to use (off by default)
  27696. * @param easingFunction defines the easing function to use (linear by default)
  27697. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27698. * @returns the list of animatables created for all nodes
  27699. * @example https://www.babylonjs-playground.com/#MH0VLI
  27700. */
  27701. 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[]>;
  27702. /**
  27703. * Creates a new animation, merges it with the existing animations and starts it
  27704. * @param name Name of the animation
  27705. * @param node Node which contains the scene that begins the animations
  27706. * @param targetProperty Specifies which property to animate
  27707. * @param framePerSecond The frames per second of the animation
  27708. * @param totalFrame The total number of frames
  27709. * @param from The frame at the beginning of the animation
  27710. * @param to The frame at the end of the animation
  27711. * @param loopMode Specifies the loop mode of the animation
  27712. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27713. * @param onAnimationEnd Callback to run once the animation is complete
  27714. * @returns Nullable animation
  27715. */
  27716. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27717. /**
  27718. * Transition property of an host to the target Value
  27719. * @param property The property to transition
  27720. * @param targetValue The target Value of the property
  27721. * @param host The object where the property to animate belongs
  27722. * @param scene Scene used to run the animation
  27723. * @param frameRate Framerate (in frame/s) to use
  27724. * @param transition The transition type we want to use
  27725. * @param duration The duration of the animation, in milliseconds
  27726. * @param onAnimationEnd Callback trigger at the end of the animation
  27727. * @returns Nullable animation
  27728. */
  27729. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27730. /**
  27731. * Return the array of runtime animations currently using this animation
  27732. */
  27733. readonly runtimeAnimations: RuntimeAnimation[];
  27734. /**
  27735. * Specifies if any of the runtime animations are currently running
  27736. */
  27737. readonly hasRunningRuntimeAnimations: boolean;
  27738. /**
  27739. * Initializes the animation
  27740. * @param name Name of the animation
  27741. * @param targetProperty Property to animate
  27742. * @param framePerSecond The frames per second of the animation
  27743. * @param dataType The data type of the animation
  27744. * @param loopMode The loop mode of the animation
  27745. * @param enableBlending Specifies if blending should be enabled
  27746. */
  27747. constructor(
  27748. /**Name of the animation */
  27749. name: string,
  27750. /**Property to animate */
  27751. targetProperty: string,
  27752. /**The frames per second of the animation */
  27753. framePerSecond: number,
  27754. /**The data type of the animation */
  27755. dataType: number,
  27756. /**The loop mode of the animation */
  27757. loopMode?: number | undefined,
  27758. /**Specifies if blending should be enabled */
  27759. enableBlending?: boolean | undefined);
  27760. /**
  27761. * Converts the animation to a string
  27762. * @param fullDetails support for multiple levels of logging within scene loading
  27763. * @returns String form of the animation
  27764. */
  27765. toString(fullDetails?: boolean): string;
  27766. /**
  27767. * Add an event to this animation
  27768. * @param event Event to add
  27769. */
  27770. addEvent(event: AnimationEvent): void;
  27771. /**
  27772. * Remove all events found at the given frame
  27773. * @param frame The frame to remove events from
  27774. */
  27775. removeEvents(frame: number): void;
  27776. /**
  27777. * Retrieves all the events from the animation
  27778. * @returns Events from the animation
  27779. */
  27780. getEvents(): AnimationEvent[];
  27781. /**
  27782. * Creates an animation range
  27783. * @param name Name of the animation range
  27784. * @param from Starting frame of the animation range
  27785. * @param to Ending frame of the animation
  27786. */
  27787. createRange(name: string, from: number, to: number): void;
  27788. /**
  27789. * Deletes an animation range by name
  27790. * @param name Name of the animation range to delete
  27791. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27792. */
  27793. deleteRange(name: string, deleteFrames?: boolean): void;
  27794. /**
  27795. * Gets the animation range by name, or null if not defined
  27796. * @param name Name of the animation range
  27797. * @returns Nullable animation range
  27798. */
  27799. getRange(name: string): Nullable<AnimationRange>;
  27800. /**
  27801. * Gets the key frames from the animation
  27802. * @returns The key frames of the animation
  27803. */
  27804. getKeys(): Array<IAnimationKey>;
  27805. /**
  27806. * Gets the highest frame rate of the animation
  27807. * @returns Highest frame rate of the animation
  27808. */
  27809. getHighestFrame(): number;
  27810. /**
  27811. * Gets the easing function of the animation
  27812. * @returns Easing function of the animation
  27813. */
  27814. getEasingFunction(): IEasingFunction;
  27815. /**
  27816. * Sets the easing function of the animation
  27817. * @param easingFunction A custom mathematical formula for animation
  27818. */
  27819. setEasingFunction(easingFunction: EasingFunction): void;
  27820. /**
  27821. * Interpolates a scalar linearly
  27822. * @param startValue Start value of the animation curve
  27823. * @param endValue End value of the animation curve
  27824. * @param gradient Scalar amount to interpolate
  27825. * @returns Interpolated scalar value
  27826. */
  27827. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27828. /**
  27829. * Interpolates a scalar cubically
  27830. * @param startValue Start value of the animation curve
  27831. * @param outTangent End tangent of the animation
  27832. * @param endValue End value of the animation curve
  27833. * @param inTangent Start tangent of the animation curve
  27834. * @param gradient Scalar amount to interpolate
  27835. * @returns Interpolated scalar value
  27836. */
  27837. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27838. /**
  27839. * Interpolates a quaternion using a spherical linear interpolation
  27840. * @param startValue Start value of the animation curve
  27841. * @param endValue End value of the animation curve
  27842. * @param gradient Scalar amount to interpolate
  27843. * @returns Interpolated quaternion value
  27844. */
  27845. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27846. /**
  27847. * Interpolates a quaternion cubically
  27848. * @param startValue Start value of the animation curve
  27849. * @param outTangent End tangent of the animation curve
  27850. * @param endValue End value of the animation curve
  27851. * @param inTangent Start tangent of the animation curve
  27852. * @param gradient Scalar amount to interpolate
  27853. * @returns Interpolated quaternion value
  27854. */
  27855. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27856. /**
  27857. * Interpolates a Vector3 linearl
  27858. * @param startValue Start value of the animation curve
  27859. * @param endValue End value of the animation curve
  27860. * @param gradient Scalar amount to interpolate
  27861. * @returns Interpolated scalar value
  27862. */
  27863. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27864. /**
  27865. * Interpolates a Vector3 cubically
  27866. * @param startValue Start value of the animation curve
  27867. * @param outTangent End tangent of the animation
  27868. * @param endValue End value of the animation curve
  27869. * @param inTangent Start tangent of the animation curve
  27870. * @param gradient Scalar amount to interpolate
  27871. * @returns InterpolatedVector3 value
  27872. */
  27873. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27874. /**
  27875. * Interpolates a Vector2 linearly
  27876. * @param startValue Start value of the animation curve
  27877. * @param endValue End value of the animation curve
  27878. * @param gradient Scalar amount to interpolate
  27879. * @returns Interpolated Vector2 value
  27880. */
  27881. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27882. /**
  27883. * Interpolates a Vector2 cubically
  27884. * @param startValue Start value of the animation curve
  27885. * @param outTangent End tangent of the animation
  27886. * @param endValue End value of the animation curve
  27887. * @param inTangent Start tangent of the animation curve
  27888. * @param gradient Scalar amount to interpolate
  27889. * @returns Interpolated Vector2 value
  27890. */
  27891. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27892. /**
  27893. * Interpolates a size linearly
  27894. * @param startValue Start value of the animation curve
  27895. * @param endValue End value of the animation curve
  27896. * @param gradient Scalar amount to interpolate
  27897. * @returns Interpolated Size value
  27898. */
  27899. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27900. /**
  27901. * Interpolates a Color3 linearly
  27902. * @param startValue Start value of the animation curve
  27903. * @param endValue End value of the animation curve
  27904. * @param gradient Scalar amount to interpolate
  27905. * @returns Interpolated Color3 value
  27906. */
  27907. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27908. /**
  27909. * @hidden Internal use only
  27910. */
  27911. _getKeyValue(value: any): any;
  27912. /**
  27913. * @hidden Internal use only
  27914. */
  27915. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27916. /**
  27917. * Defines the function to use to interpolate matrices
  27918. * @param startValue defines the start matrix
  27919. * @param endValue defines the end matrix
  27920. * @param gradient defines the gradient between both matrices
  27921. * @param result defines an optional target matrix where to store the interpolation
  27922. * @returns the interpolated matrix
  27923. */
  27924. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27925. /**
  27926. * Makes a copy of the animation
  27927. * @returns Cloned animation
  27928. */
  27929. clone(): Animation;
  27930. /**
  27931. * Sets the key frames of the animation
  27932. * @param values The animation key frames to set
  27933. */
  27934. setKeys(values: Array<IAnimationKey>): void;
  27935. /**
  27936. * Serializes the animation to an object
  27937. * @returns Serialized object
  27938. */
  27939. serialize(): any;
  27940. /**
  27941. * Float animation type
  27942. */
  27943. private static _ANIMATIONTYPE_FLOAT;
  27944. /**
  27945. * Vector3 animation type
  27946. */
  27947. private static _ANIMATIONTYPE_VECTOR3;
  27948. /**
  27949. * Quaternion animation type
  27950. */
  27951. private static _ANIMATIONTYPE_QUATERNION;
  27952. /**
  27953. * Matrix animation type
  27954. */
  27955. private static _ANIMATIONTYPE_MATRIX;
  27956. /**
  27957. * Color3 animation type
  27958. */
  27959. private static _ANIMATIONTYPE_COLOR3;
  27960. /**
  27961. * Vector2 animation type
  27962. */
  27963. private static _ANIMATIONTYPE_VECTOR2;
  27964. /**
  27965. * Size animation type
  27966. */
  27967. private static _ANIMATIONTYPE_SIZE;
  27968. /**
  27969. * Relative Loop Mode
  27970. */
  27971. private static _ANIMATIONLOOPMODE_RELATIVE;
  27972. /**
  27973. * Cycle Loop Mode
  27974. */
  27975. private static _ANIMATIONLOOPMODE_CYCLE;
  27976. /**
  27977. * Constant Loop Mode
  27978. */
  27979. private static _ANIMATIONLOOPMODE_CONSTANT;
  27980. /**
  27981. * Get the float animation type
  27982. */
  27983. static readonly ANIMATIONTYPE_FLOAT: number;
  27984. /**
  27985. * Get the Vector3 animation type
  27986. */
  27987. static readonly ANIMATIONTYPE_VECTOR3: number;
  27988. /**
  27989. * Get the Vector2 animation type
  27990. */
  27991. static readonly ANIMATIONTYPE_VECTOR2: number;
  27992. /**
  27993. * Get the Size animation type
  27994. */
  27995. static readonly ANIMATIONTYPE_SIZE: number;
  27996. /**
  27997. * Get the Quaternion animation type
  27998. */
  27999. static readonly ANIMATIONTYPE_QUATERNION: number;
  28000. /**
  28001. * Get the Matrix animation type
  28002. */
  28003. static readonly ANIMATIONTYPE_MATRIX: number;
  28004. /**
  28005. * Get the Color3 animation type
  28006. */
  28007. static readonly ANIMATIONTYPE_COLOR3: number;
  28008. /**
  28009. * Get the Relative Loop Mode
  28010. */
  28011. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28012. /**
  28013. * Get the Cycle Loop Mode
  28014. */
  28015. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28016. /**
  28017. * Get the Constant Loop Mode
  28018. */
  28019. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28020. /** @hidden */
  28021. static _UniversalLerp(left: any, right: any, amount: number): any;
  28022. /**
  28023. * Parses an animation object and creates an animation
  28024. * @param parsedAnimation Parsed animation object
  28025. * @returns Animation object
  28026. */
  28027. static Parse(parsedAnimation: any): Animation;
  28028. /**
  28029. * Appends the serialized animations from the source animations
  28030. * @param source Source containing the animations
  28031. * @param destination Target to store the animations
  28032. */
  28033. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28034. }
  28035. }
  28036. declare module "babylonjs/Animations/animatable.interface" {
  28037. import { Nullable } from "babylonjs/types";
  28038. import { Animation } from "babylonjs/Animations/animation";
  28039. /**
  28040. * Interface containing an array of animations
  28041. */
  28042. export interface IAnimatable {
  28043. /**
  28044. * Array of animations
  28045. */
  28046. animations: Nullable<Array<Animation>>;
  28047. }
  28048. }
  28049. declare module "babylonjs/Materials/fresnelParameters" {
  28050. import { Color3 } from "babylonjs/Maths/math.color";
  28051. /**
  28052. * This represents all the required information to add a fresnel effect on a material:
  28053. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28054. */
  28055. export class FresnelParameters {
  28056. private _isEnabled;
  28057. /**
  28058. * Define if the fresnel effect is enable or not.
  28059. */
  28060. isEnabled: boolean;
  28061. /**
  28062. * Define the color used on edges (grazing angle)
  28063. */
  28064. leftColor: Color3;
  28065. /**
  28066. * Define the color used on center
  28067. */
  28068. rightColor: Color3;
  28069. /**
  28070. * Define bias applied to computed fresnel term
  28071. */
  28072. bias: number;
  28073. /**
  28074. * Defined the power exponent applied to fresnel term
  28075. */
  28076. power: number;
  28077. /**
  28078. * Clones the current fresnel and its valuues
  28079. * @returns a clone fresnel configuration
  28080. */
  28081. clone(): FresnelParameters;
  28082. /**
  28083. * Serializes the current fresnel parameters to a JSON representation.
  28084. * @return the JSON serialization
  28085. */
  28086. serialize(): any;
  28087. /**
  28088. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28089. * @param parsedFresnelParameters Define the JSON representation
  28090. * @returns the parsed parameters
  28091. */
  28092. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28093. }
  28094. }
  28095. declare module "babylonjs/Misc/decorators" {
  28096. import { Nullable } from "babylonjs/types";
  28097. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28098. import { Scene } from "babylonjs/scene";
  28099. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28100. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28101. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28102. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28103. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28104. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28105. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28106. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28107. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28108. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28109. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28110. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28111. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28112. /**
  28113. * Decorator used to define property that can be serialized as reference to a camera
  28114. * @param sourceName defines the name of the property to decorate
  28115. */
  28116. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28117. /**
  28118. * Class used to help serialization objects
  28119. */
  28120. export class SerializationHelper {
  28121. /** @hidden */
  28122. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28123. /** @hidden */
  28124. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28125. /** @hidden */
  28126. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28127. /** @hidden */
  28128. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28129. /**
  28130. * Appends the serialized animations from the source animations
  28131. * @param source Source containing the animations
  28132. * @param destination Target to store the animations
  28133. */
  28134. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28135. /**
  28136. * Static function used to serialized a specific entity
  28137. * @param entity defines the entity to serialize
  28138. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28139. * @returns a JSON compatible object representing the serialization of the entity
  28140. */
  28141. static Serialize<T>(entity: T, serializationObject?: any): any;
  28142. /**
  28143. * Creates a new entity from a serialization data object
  28144. * @param creationFunction defines a function used to instanciated the new entity
  28145. * @param source defines the source serialization data
  28146. * @param scene defines the hosting scene
  28147. * @param rootUrl defines the root url for resources
  28148. * @returns a new entity
  28149. */
  28150. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28151. /**
  28152. * Clones an object
  28153. * @param creationFunction defines the function used to instanciate the new object
  28154. * @param source defines the source object
  28155. * @returns the cloned object
  28156. */
  28157. static Clone<T>(creationFunction: () => T, source: T): T;
  28158. /**
  28159. * Instanciates a new object based on a source one (some data will be shared between both object)
  28160. * @param creationFunction defines the function used to instanciate the new object
  28161. * @param source defines the source object
  28162. * @returns the new object
  28163. */
  28164. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28165. }
  28166. }
  28167. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28168. import { Nullable } from "babylonjs/types";
  28169. /**
  28170. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28171. */
  28172. export interface CubeMapInfo {
  28173. /**
  28174. * The pixel array for the front face.
  28175. * This is stored in format, left to right, up to down format.
  28176. */
  28177. front: Nullable<ArrayBufferView>;
  28178. /**
  28179. * The pixel array for the back face.
  28180. * This is stored in format, left to right, up to down format.
  28181. */
  28182. back: Nullable<ArrayBufferView>;
  28183. /**
  28184. * The pixel array for the left face.
  28185. * This is stored in format, left to right, up to down format.
  28186. */
  28187. left: Nullable<ArrayBufferView>;
  28188. /**
  28189. * The pixel array for the right face.
  28190. * This is stored in format, left to right, up to down format.
  28191. */
  28192. right: Nullable<ArrayBufferView>;
  28193. /**
  28194. * The pixel array for the up face.
  28195. * This is stored in format, left to right, up to down format.
  28196. */
  28197. up: Nullable<ArrayBufferView>;
  28198. /**
  28199. * The pixel array for the down face.
  28200. * This is stored in format, left to right, up to down format.
  28201. */
  28202. down: Nullable<ArrayBufferView>;
  28203. /**
  28204. * The size of the cubemap stored.
  28205. *
  28206. * Each faces will be size * size pixels.
  28207. */
  28208. size: number;
  28209. /**
  28210. * The format of the texture.
  28211. *
  28212. * RGBA, RGB.
  28213. */
  28214. format: number;
  28215. /**
  28216. * The type of the texture data.
  28217. *
  28218. * UNSIGNED_INT, FLOAT.
  28219. */
  28220. type: number;
  28221. /**
  28222. * Specifies whether the texture is in gamma space.
  28223. */
  28224. gammaSpace: boolean;
  28225. }
  28226. /**
  28227. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28228. */
  28229. export class PanoramaToCubeMapTools {
  28230. private static FACE_FRONT;
  28231. private static FACE_BACK;
  28232. private static FACE_RIGHT;
  28233. private static FACE_LEFT;
  28234. private static FACE_DOWN;
  28235. private static FACE_UP;
  28236. /**
  28237. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28238. *
  28239. * @param float32Array The source data.
  28240. * @param inputWidth The width of the input panorama.
  28241. * @param inputHeight The height of the input panorama.
  28242. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28243. * @return The cubemap data
  28244. */
  28245. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28246. private static CreateCubemapTexture;
  28247. private static CalcProjectionSpherical;
  28248. }
  28249. }
  28250. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28251. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28252. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28253. import { Nullable } from "babylonjs/types";
  28254. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28255. /**
  28256. * Helper class dealing with the extraction of spherical polynomial dataArray
  28257. * from a cube map.
  28258. */
  28259. export class CubeMapToSphericalPolynomialTools {
  28260. private static FileFaces;
  28261. /**
  28262. * Converts a texture to the according Spherical Polynomial data.
  28263. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28264. *
  28265. * @param texture The texture to extract the information from.
  28266. * @return The Spherical Polynomial data.
  28267. */
  28268. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28269. /**
  28270. * Converts a cubemap to the according Spherical Polynomial data.
  28271. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28272. *
  28273. * @param cubeInfo The Cube map to extract the information from.
  28274. * @return The Spherical Polynomial data.
  28275. */
  28276. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28277. }
  28278. }
  28279. declare module "babylonjs/Misc/guid" {
  28280. /**
  28281. * Class used to manipulate GUIDs
  28282. */
  28283. export class GUID {
  28284. /**
  28285. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28286. * Be aware Math.random() could cause collisions, but:
  28287. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28288. * @returns a pseudo random id
  28289. */
  28290. static RandomId(): string;
  28291. }
  28292. }
  28293. declare module "babylonjs/Materials/Textures/baseTexture" {
  28294. import { Observable } from "babylonjs/Misc/observable";
  28295. import { Nullable } from "babylonjs/types";
  28296. import { Scene } from "babylonjs/scene";
  28297. import { Matrix } from "babylonjs/Maths/math.vector";
  28298. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28299. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28300. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28301. import { ISize } from "babylonjs/Maths/math.size";
  28302. /**
  28303. * Base class of all the textures in babylon.
  28304. * It groups all the common properties the materials, post process, lights... might need
  28305. * in order to make a correct use of the texture.
  28306. */
  28307. export class BaseTexture implements IAnimatable {
  28308. /**
  28309. * Default anisotropic filtering level for the application.
  28310. * It is set to 4 as a good tradeoff between perf and quality.
  28311. */
  28312. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28313. /**
  28314. * Gets or sets the unique id of the texture
  28315. */
  28316. uniqueId: number;
  28317. /**
  28318. * Define the name of the texture.
  28319. */
  28320. name: string;
  28321. /**
  28322. * Gets or sets an object used to store user defined information.
  28323. */
  28324. metadata: any;
  28325. /**
  28326. * For internal use only. Please do not use.
  28327. */
  28328. reservedDataStore: any;
  28329. private _hasAlpha;
  28330. /**
  28331. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28332. */
  28333. hasAlpha: boolean;
  28334. /**
  28335. * Defines if the alpha value should be determined via the rgb values.
  28336. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28337. */
  28338. getAlphaFromRGB: boolean;
  28339. /**
  28340. * Intensity or strength of the texture.
  28341. * It is commonly used by materials to fine tune the intensity of the texture
  28342. */
  28343. level: number;
  28344. /**
  28345. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28346. * This is part of the texture as textures usually maps to one uv set.
  28347. */
  28348. coordinatesIndex: number;
  28349. private _coordinatesMode;
  28350. /**
  28351. * How a texture is mapped.
  28352. *
  28353. * | Value | Type | Description |
  28354. * | ----- | ----------------------------------- | ----------- |
  28355. * | 0 | EXPLICIT_MODE | |
  28356. * | 1 | SPHERICAL_MODE | |
  28357. * | 2 | PLANAR_MODE | |
  28358. * | 3 | CUBIC_MODE | |
  28359. * | 4 | PROJECTION_MODE | |
  28360. * | 5 | SKYBOX_MODE | |
  28361. * | 6 | INVCUBIC_MODE | |
  28362. * | 7 | EQUIRECTANGULAR_MODE | |
  28363. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28364. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28365. */
  28366. coordinatesMode: number;
  28367. /**
  28368. * | Value | Type | Description |
  28369. * | ----- | ------------------ | ----------- |
  28370. * | 0 | CLAMP_ADDRESSMODE | |
  28371. * | 1 | WRAP_ADDRESSMODE | |
  28372. * | 2 | MIRROR_ADDRESSMODE | |
  28373. */
  28374. wrapU: number;
  28375. /**
  28376. * | Value | Type | Description |
  28377. * | ----- | ------------------ | ----------- |
  28378. * | 0 | CLAMP_ADDRESSMODE | |
  28379. * | 1 | WRAP_ADDRESSMODE | |
  28380. * | 2 | MIRROR_ADDRESSMODE | |
  28381. */
  28382. wrapV: number;
  28383. /**
  28384. * | Value | Type | Description |
  28385. * | ----- | ------------------ | ----------- |
  28386. * | 0 | CLAMP_ADDRESSMODE | |
  28387. * | 1 | WRAP_ADDRESSMODE | |
  28388. * | 2 | MIRROR_ADDRESSMODE | |
  28389. */
  28390. wrapR: number;
  28391. /**
  28392. * With compliant hardware and browser (supporting anisotropic filtering)
  28393. * this defines the level of anisotropic filtering in the texture.
  28394. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28395. */
  28396. anisotropicFilteringLevel: number;
  28397. /**
  28398. * Define if the texture is a cube texture or if false a 2d texture.
  28399. */
  28400. isCube: boolean;
  28401. /**
  28402. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28403. */
  28404. is3D: boolean;
  28405. /**
  28406. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28407. * HDR texture are usually stored in linear space.
  28408. * This only impacts the PBR and Background materials
  28409. */
  28410. gammaSpace: boolean;
  28411. /**
  28412. * Gets whether or not the texture contains RGBD data.
  28413. */
  28414. readonly isRGBD: boolean;
  28415. /**
  28416. * Is Z inverted in the texture (useful in a cube texture).
  28417. */
  28418. invertZ: boolean;
  28419. /**
  28420. * Are mip maps generated for this texture or not.
  28421. */
  28422. readonly noMipmap: boolean;
  28423. /**
  28424. * @hidden
  28425. */
  28426. lodLevelInAlpha: boolean;
  28427. /**
  28428. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28429. */
  28430. lodGenerationOffset: number;
  28431. /**
  28432. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28433. */
  28434. lodGenerationScale: number;
  28435. /**
  28436. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28437. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28438. * average roughness values.
  28439. */
  28440. linearSpecularLOD: boolean;
  28441. /**
  28442. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28443. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28444. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28445. */
  28446. irradianceTexture: Nullable<BaseTexture>;
  28447. /**
  28448. * Define if the texture is a render target.
  28449. */
  28450. isRenderTarget: boolean;
  28451. /**
  28452. * Define the unique id of the texture in the scene.
  28453. */
  28454. readonly uid: string;
  28455. /**
  28456. * Return a string representation of the texture.
  28457. * @returns the texture as a string
  28458. */
  28459. toString(): string;
  28460. /**
  28461. * Get the class name of the texture.
  28462. * @returns "BaseTexture"
  28463. */
  28464. getClassName(): string;
  28465. /**
  28466. * Define the list of animation attached to the texture.
  28467. */
  28468. animations: import("babylonjs/Animations/animation").Animation[];
  28469. /**
  28470. * An event triggered when the texture is disposed.
  28471. */
  28472. onDisposeObservable: Observable<BaseTexture>;
  28473. private _onDisposeObserver;
  28474. /**
  28475. * Callback triggered when the texture has been disposed.
  28476. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28477. */
  28478. onDispose: () => void;
  28479. /**
  28480. * Define the current state of the loading sequence when in delayed load mode.
  28481. */
  28482. delayLoadState: number;
  28483. private _scene;
  28484. /** @hidden */
  28485. _texture: Nullable<InternalTexture>;
  28486. private _uid;
  28487. /**
  28488. * Define if the texture is preventinga material to render or not.
  28489. * If not and the texture is not ready, the engine will use a default black texture instead.
  28490. */
  28491. readonly isBlocking: boolean;
  28492. /**
  28493. * Instantiates a new BaseTexture.
  28494. * Base class of all the textures in babylon.
  28495. * It groups all the common properties the materials, post process, lights... might need
  28496. * in order to make a correct use of the texture.
  28497. * @param scene Define the scene the texture blongs to
  28498. */
  28499. constructor(scene: Nullable<Scene>);
  28500. /**
  28501. * Get the scene the texture belongs to.
  28502. * @returns the scene or null if undefined
  28503. */
  28504. getScene(): Nullable<Scene>;
  28505. /**
  28506. * Get the texture transform matrix used to offset tile the texture for istance.
  28507. * @returns the transformation matrix
  28508. */
  28509. getTextureMatrix(): Matrix;
  28510. /**
  28511. * Get the texture reflection matrix used to rotate/transform the reflection.
  28512. * @returns the reflection matrix
  28513. */
  28514. getReflectionTextureMatrix(): Matrix;
  28515. /**
  28516. * Get the underlying lower level texture from Babylon.
  28517. * @returns the insternal texture
  28518. */
  28519. getInternalTexture(): Nullable<InternalTexture>;
  28520. /**
  28521. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28522. * @returns true if ready or not blocking
  28523. */
  28524. isReadyOrNotBlocking(): boolean;
  28525. /**
  28526. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28527. * @returns true if fully ready
  28528. */
  28529. isReady(): boolean;
  28530. private _cachedSize;
  28531. /**
  28532. * Get the size of the texture.
  28533. * @returns the texture size.
  28534. */
  28535. getSize(): ISize;
  28536. /**
  28537. * Get the base size of the texture.
  28538. * It can be different from the size if the texture has been resized for POT for instance
  28539. * @returns the base size
  28540. */
  28541. getBaseSize(): ISize;
  28542. /**
  28543. * Update the sampling mode of the texture.
  28544. * Default is Trilinear mode.
  28545. *
  28546. * | Value | Type | Description |
  28547. * | ----- | ------------------ | ----------- |
  28548. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28549. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28550. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28551. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28552. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28553. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28554. * | 7 | NEAREST_LINEAR | |
  28555. * | 8 | NEAREST_NEAREST | |
  28556. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28557. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28558. * | 11 | LINEAR_LINEAR | |
  28559. * | 12 | LINEAR_NEAREST | |
  28560. *
  28561. * > _mag_: magnification filter (close to the viewer)
  28562. * > _min_: minification filter (far from the viewer)
  28563. * > _mip_: filter used between mip map levels
  28564. *@param samplingMode Define the new sampling mode of the texture
  28565. */
  28566. updateSamplingMode(samplingMode: number): void;
  28567. /**
  28568. * Scales the texture if is `canRescale()`
  28569. * @param ratio the resize factor we want to use to rescale
  28570. */
  28571. scale(ratio: number): void;
  28572. /**
  28573. * Get if the texture can rescale.
  28574. */
  28575. readonly canRescale: boolean;
  28576. /** @hidden */
  28577. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28578. /** @hidden */
  28579. _rebuild(): void;
  28580. /**
  28581. * Triggers the load sequence in delayed load mode.
  28582. */
  28583. delayLoad(): void;
  28584. /**
  28585. * Clones the texture.
  28586. * @returns the cloned texture
  28587. */
  28588. clone(): Nullable<BaseTexture>;
  28589. /**
  28590. * Get the texture underlying type (INT, FLOAT...)
  28591. */
  28592. readonly textureType: number;
  28593. /**
  28594. * Get the texture underlying format (RGB, RGBA...)
  28595. */
  28596. readonly textureFormat: number;
  28597. /**
  28598. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28599. * This will returns an RGBA array buffer containing either in values (0-255) or
  28600. * float values (0-1) depending of the underlying buffer type.
  28601. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28602. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28603. * @param buffer defines a user defined buffer to fill with data (can be null)
  28604. * @returns The Array buffer containing the pixels data.
  28605. */
  28606. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28607. /**
  28608. * Release and destroy the underlying lower level texture aka internalTexture.
  28609. */
  28610. releaseInternalTexture(): void;
  28611. /**
  28612. * Get the polynomial representation of the texture data.
  28613. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28614. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28615. */
  28616. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28617. /** @hidden */
  28618. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28619. /** @hidden */
  28620. readonly _lodTextureMid: Nullable<BaseTexture>;
  28621. /** @hidden */
  28622. readonly _lodTextureLow: Nullable<BaseTexture>;
  28623. /**
  28624. * Dispose the texture and release its associated resources.
  28625. */
  28626. dispose(): void;
  28627. /**
  28628. * Serialize the texture into a JSON representation that can be parsed later on.
  28629. * @returns the JSON representation of the texture
  28630. */
  28631. serialize(): any;
  28632. /**
  28633. * Helper function to be called back once a list of texture contains only ready textures.
  28634. * @param textures Define the list of textures to wait for
  28635. * @param callback Define the callback triggered once the entire list will be ready
  28636. */
  28637. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28638. }
  28639. }
  28640. declare module "babylonjs/Materials/Textures/internalTexture" {
  28641. import { Observable } from "babylonjs/Misc/observable";
  28642. import { Nullable, int } from "babylonjs/types";
  28643. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28644. import { Engine } from "babylonjs/Engines/engine";
  28645. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28646. /**
  28647. * Class used to store data associated with WebGL texture data for the engine
  28648. * This class should not be used directly
  28649. */
  28650. export class InternalTexture {
  28651. /** @hidden */
  28652. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28653. /**
  28654. * The source of the texture data is unknown
  28655. */
  28656. static DATASOURCE_UNKNOWN: number;
  28657. /**
  28658. * Texture data comes from an URL
  28659. */
  28660. static DATASOURCE_URL: number;
  28661. /**
  28662. * Texture data is only used for temporary storage
  28663. */
  28664. static DATASOURCE_TEMP: number;
  28665. /**
  28666. * Texture data comes from raw data (ArrayBuffer)
  28667. */
  28668. static DATASOURCE_RAW: number;
  28669. /**
  28670. * Texture content is dynamic (video or dynamic texture)
  28671. */
  28672. static DATASOURCE_DYNAMIC: number;
  28673. /**
  28674. * Texture content is generated by rendering to it
  28675. */
  28676. static DATASOURCE_RENDERTARGET: number;
  28677. /**
  28678. * Texture content is part of a multi render target process
  28679. */
  28680. static DATASOURCE_MULTIRENDERTARGET: number;
  28681. /**
  28682. * Texture data comes from a cube data file
  28683. */
  28684. static DATASOURCE_CUBE: number;
  28685. /**
  28686. * Texture data comes from a raw cube data
  28687. */
  28688. static DATASOURCE_CUBERAW: number;
  28689. /**
  28690. * Texture data come from a prefiltered cube data file
  28691. */
  28692. static DATASOURCE_CUBEPREFILTERED: number;
  28693. /**
  28694. * Texture content is raw 3D data
  28695. */
  28696. static DATASOURCE_RAW3D: number;
  28697. /**
  28698. * Texture content is a depth texture
  28699. */
  28700. static DATASOURCE_DEPTHTEXTURE: number;
  28701. /**
  28702. * Texture data comes from a raw cube data encoded with RGBD
  28703. */
  28704. static DATASOURCE_CUBERAW_RGBD: number;
  28705. /**
  28706. * Defines if the texture is ready
  28707. */
  28708. isReady: boolean;
  28709. /**
  28710. * Defines if the texture is a cube texture
  28711. */
  28712. isCube: boolean;
  28713. /**
  28714. * Defines if the texture contains 3D data
  28715. */
  28716. is3D: boolean;
  28717. /**
  28718. * Defines if the texture contains multiview data
  28719. */
  28720. isMultiview: boolean;
  28721. /**
  28722. * Gets the URL used to load this texture
  28723. */
  28724. url: string;
  28725. /**
  28726. * Gets the sampling mode of the texture
  28727. */
  28728. samplingMode: number;
  28729. /**
  28730. * Gets a boolean indicating if the texture needs mipmaps generation
  28731. */
  28732. generateMipMaps: boolean;
  28733. /**
  28734. * Gets the number of samples used by the texture (WebGL2+ only)
  28735. */
  28736. samples: number;
  28737. /**
  28738. * Gets the type of the texture (int, float...)
  28739. */
  28740. type: number;
  28741. /**
  28742. * Gets the format of the texture (RGB, RGBA...)
  28743. */
  28744. format: number;
  28745. /**
  28746. * Observable called when the texture is loaded
  28747. */
  28748. onLoadedObservable: Observable<InternalTexture>;
  28749. /**
  28750. * Gets the width of the texture
  28751. */
  28752. width: number;
  28753. /**
  28754. * Gets the height of the texture
  28755. */
  28756. height: number;
  28757. /**
  28758. * Gets the depth of the texture
  28759. */
  28760. depth: number;
  28761. /**
  28762. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28763. */
  28764. baseWidth: number;
  28765. /**
  28766. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28767. */
  28768. baseHeight: number;
  28769. /**
  28770. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28771. */
  28772. baseDepth: number;
  28773. /**
  28774. * Gets a boolean indicating if the texture is inverted on Y axis
  28775. */
  28776. invertY: boolean;
  28777. /** @hidden */
  28778. _invertVScale: boolean;
  28779. /** @hidden */
  28780. _associatedChannel: number;
  28781. /** @hidden */
  28782. _dataSource: number;
  28783. /** @hidden */
  28784. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28785. /** @hidden */
  28786. _bufferView: Nullable<ArrayBufferView>;
  28787. /** @hidden */
  28788. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28789. /** @hidden */
  28790. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28791. /** @hidden */
  28792. _size: number;
  28793. /** @hidden */
  28794. _extension: string;
  28795. /** @hidden */
  28796. _files: Nullable<string[]>;
  28797. /** @hidden */
  28798. _workingCanvas: Nullable<HTMLCanvasElement>;
  28799. /** @hidden */
  28800. _workingContext: Nullable<CanvasRenderingContext2D>;
  28801. /** @hidden */
  28802. _framebuffer: Nullable<WebGLFramebuffer>;
  28803. /** @hidden */
  28804. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28805. /** @hidden */
  28806. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28807. /** @hidden */
  28808. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28809. /** @hidden */
  28810. _attachments: Nullable<number[]>;
  28811. /** @hidden */
  28812. _cachedCoordinatesMode: Nullable<number>;
  28813. /** @hidden */
  28814. _cachedWrapU: Nullable<number>;
  28815. /** @hidden */
  28816. _cachedWrapV: Nullable<number>;
  28817. /** @hidden */
  28818. _cachedWrapR: Nullable<number>;
  28819. /** @hidden */
  28820. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28821. /** @hidden */
  28822. _isDisabled: boolean;
  28823. /** @hidden */
  28824. _compression: Nullable<string>;
  28825. /** @hidden */
  28826. _generateStencilBuffer: boolean;
  28827. /** @hidden */
  28828. _generateDepthBuffer: boolean;
  28829. /** @hidden */
  28830. _comparisonFunction: number;
  28831. /** @hidden */
  28832. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28833. /** @hidden */
  28834. _lodGenerationScale: number;
  28835. /** @hidden */
  28836. _lodGenerationOffset: number;
  28837. /** @hidden */
  28838. _colorTextureArray: Nullable<WebGLTexture>;
  28839. /** @hidden */
  28840. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28841. /** @hidden */
  28842. _lodTextureHigh: Nullable<BaseTexture>;
  28843. /** @hidden */
  28844. _lodTextureMid: Nullable<BaseTexture>;
  28845. /** @hidden */
  28846. _lodTextureLow: Nullable<BaseTexture>;
  28847. /** @hidden */
  28848. _isRGBD: boolean;
  28849. /** @hidden */
  28850. _linearSpecularLOD: boolean;
  28851. /** @hidden */
  28852. _irradianceTexture: Nullable<BaseTexture>;
  28853. /** @hidden */
  28854. _webGLTexture: Nullable<WebGLTexture>;
  28855. /** @hidden */
  28856. _references: number;
  28857. private _engine;
  28858. /**
  28859. * Gets the Engine the texture belongs to.
  28860. * @returns The babylon engine
  28861. */
  28862. getEngine(): Engine;
  28863. /**
  28864. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28865. */
  28866. readonly dataSource: number;
  28867. /**
  28868. * Creates a new InternalTexture
  28869. * @param engine defines the engine to use
  28870. * @param dataSource defines the type of data that will be used
  28871. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28872. */
  28873. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28874. /**
  28875. * Increments the number of references (ie. the number of Texture that point to it)
  28876. */
  28877. incrementReferences(): void;
  28878. /**
  28879. * Change the size of the texture (not the size of the content)
  28880. * @param width defines the new width
  28881. * @param height defines the new height
  28882. * @param depth defines the new depth (1 by default)
  28883. */
  28884. updateSize(width: int, height: int, depth?: int): void;
  28885. /** @hidden */
  28886. _rebuild(): void;
  28887. /** @hidden */
  28888. _swapAndDie(target: InternalTexture): void;
  28889. /**
  28890. * Dispose the current allocated resources
  28891. */
  28892. dispose(): void;
  28893. }
  28894. }
  28895. declare module "babylonjs/Materials/effect" {
  28896. import { Observable } from "babylonjs/Misc/observable";
  28897. import { Nullable } from "babylonjs/types";
  28898. import { IDisposable } from "babylonjs/scene";
  28899. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28900. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28901. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28902. import { Engine } from "babylonjs/Engines/engine";
  28903. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28904. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28905. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28906. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28907. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28908. /**
  28909. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28910. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28911. */
  28912. export class EffectFallbacks {
  28913. private _defines;
  28914. private _currentRank;
  28915. private _maxRank;
  28916. private _mesh;
  28917. /**
  28918. * Removes the fallback from the bound mesh.
  28919. */
  28920. unBindMesh(): void;
  28921. /**
  28922. * Adds a fallback on the specified property.
  28923. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28924. * @param define The name of the define in the shader
  28925. */
  28926. addFallback(rank: number, define: string): void;
  28927. /**
  28928. * Sets the mesh to use CPU skinning when needing to fallback.
  28929. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28930. * @param mesh The mesh to use the fallbacks.
  28931. */
  28932. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28933. /**
  28934. * Checks to see if more fallbacks are still availible.
  28935. */
  28936. readonly isMoreFallbacks: boolean;
  28937. /**
  28938. * Removes the defines that should be removed when falling back.
  28939. * @param currentDefines defines the current define statements for the shader.
  28940. * @param effect defines the current effect we try to compile
  28941. * @returns The resulting defines with defines of the current rank removed.
  28942. */
  28943. reduce(currentDefines: string, effect: Effect): string;
  28944. }
  28945. /**
  28946. * Options to be used when creating an effect.
  28947. */
  28948. export class EffectCreationOptions {
  28949. /**
  28950. * Atrributes that will be used in the shader.
  28951. */
  28952. attributes: string[];
  28953. /**
  28954. * Uniform varible names that will be set in the shader.
  28955. */
  28956. uniformsNames: string[];
  28957. /**
  28958. * Uniform buffer varible names that will be set in the shader.
  28959. */
  28960. uniformBuffersNames: string[];
  28961. /**
  28962. * Sampler texture variable names that will be set in the shader.
  28963. */
  28964. samplers: string[];
  28965. /**
  28966. * Define statements that will be set in the shader.
  28967. */
  28968. defines: any;
  28969. /**
  28970. * Possible fallbacks for this effect to improve performance when needed.
  28971. */
  28972. fallbacks: Nullable<EffectFallbacks>;
  28973. /**
  28974. * Callback that will be called when the shader is compiled.
  28975. */
  28976. onCompiled: Nullable<(effect: Effect) => void>;
  28977. /**
  28978. * Callback that will be called if an error occurs during shader compilation.
  28979. */
  28980. onError: Nullable<(effect: Effect, errors: string) => void>;
  28981. /**
  28982. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28983. */
  28984. indexParameters: any;
  28985. /**
  28986. * Max number of lights that can be used in the shader.
  28987. */
  28988. maxSimultaneousLights: number;
  28989. /**
  28990. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28991. */
  28992. transformFeedbackVaryings: Nullable<string[]>;
  28993. }
  28994. /**
  28995. * Effect containing vertex and fragment shader that can be executed on an object.
  28996. */
  28997. export class Effect implements IDisposable {
  28998. /**
  28999. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29000. */
  29001. static ShadersRepository: string;
  29002. /**
  29003. * Name of the effect.
  29004. */
  29005. name: any;
  29006. /**
  29007. * String container all the define statements that should be set on the shader.
  29008. */
  29009. defines: string;
  29010. /**
  29011. * Callback that will be called when the shader is compiled.
  29012. */
  29013. onCompiled: Nullable<(effect: Effect) => void>;
  29014. /**
  29015. * Callback that will be called if an error occurs during shader compilation.
  29016. */
  29017. onError: Nullable<(effect: Effect, errors: string) => void>;
  29018. /**
  29019. * Callback that will be called when effect is bound.
  29020. */
  29021. onBind: Nullable<(effect: Effect) => void>;
  29022. /**
  29023. * Unique ID of the effect.
  29024. */
  29025. uniqueId: number;
  29026. /**
  29027. * Observable that will be called when the shader is compiled.
  29028. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29029. */
  29030. onCompileObservable: Observable<Effect>;
  29031. /**
  29032. * Observable that will be called if an error occurs during shader compilation.
  29033. */
  29034. onErrorObservable: Observable<Effect>;
  29035. /** @hidden */
  29036. _onBindObservable: Nullable<Observable<Effect>>;
  29037. /**
  29038. * Observable that will be called when effect is bound.
  29039. */
  29040. readonly onBindObservable: Observable<Effect>;
  29041. /** @hidden */
  29042. _bonesComputationForcedToCPU: boolean;
  29043. private static _uniqueIdSeed;
  29044. private _engine;
  29045. private _uniformBuffersNames;
  29046. private _uniformsNames;
  29047. private _samplerList;
  29048. private _samplers;
  29049. private _isReady;
  29050. private _compilationError;
  29051. private _attributesNames;
  29052. private _attributes;
  29053. private _uniforms;
  29054. /**
  29055. * Key for the effect.
  29056. * @hidden
  29057. */
  29058. _key: string;
  29059. private _indexParameters;
  29060. private _fallbacks;
  29061. private _vertexSourceCode;
  29062. private _fragmentSourceCode;
  29063. private _vertexSourceCodeOverride;
  29064. private _fragmentSourceCodeOverride;
  29065. private _transformFeedbackVaryings;
  29066. /**
  29067. * Compiled shader to webGL program.
  29068. * @hidden
  29069. */
  29070. _pipelineContext: Nullable<IPipelineContext>;
  29071. private _valueCache;
  29072. private static _baseCache;
  29073. /**
  29074. * Instantiates an effect.
  29075. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29076. * @param baseName Name of the effect.
  29077. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29078. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29079. * @param samplers List of sampler variables that will be passed to the shader.
  29080. * @param engine Engine to be used to render the effect
  29081. * @param defines Define statements to be added to the shader.
  29082. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29083. * @param onCompiled Callback that will be called when the shader is compiled.
  29084. * @param onError Callback that will be called if an error occurs during shader compilation.
  29085. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29086. */
  29087. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29088. private _useFinalCode;
  29089. /**
  29090. * Unique key for this effect
  29091. */
  29092. readonly key: string;
  29093. /**
  29094. * If the effect has been compiled and prepared.
  29095. * @returns if the effect is compiled and prepared.
  29096. */
  29097. isReady(): boolean;
  29098. /**
  29099. * The engine the effect was initialized with.
  29100. * @returns the engine.
  29101. */
  29102. getEngine(): Engine;
  29103. /**
  29104. * The pipeline context for this effect
  29105. * @returns the associated pipeline context
  29106. */
  29107. getPipelineContext(): Nullable<IPipelineContext>;
  29108. /**
  29109. * The set of names of attribute variables for the shader.
  29110. * @returns An array of attribute names.
  29111. */
  29112. getAttributesNames(): string[];
  29113. /**
  29114. * Returns the attribute at the given index.
  29115. * @param index The index of the attribute.
  29116. * @returns The location of the attribute.
  29117. */
  29118. getAttributeLocation(index: number): number;
  29119. /**
  29120. * Returns the attribute based on the name of the variable.
  29121. * @param name of the attribute to look up.
  29122. * @returns the attribute location.
  29123. */
  29124. getAttributeLocationByName(name: string): number;
  29125. /**
  29126. * The number of attributes.
  29127. * @returns the numnber of attributes.
  29128. */
  29129. getAttributesCount(): number;
  29130. /**
  29131. * Gets the index of a uniform variable.
  29132. * @param uniformName of the uniform to look up.
  29133. * @returns the index.
  29134. */
  29135. getUniformIndex(uniformName: string): number;
  29136. /**
  29137. * Returns the attribute based on the name of the variable.
  29138. * @param uniformName of the uniform to look up.
  29139. * @returns the location of the uniform.
  29140. */
  29141. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29142. /**
  29143. * Returns an array of sampler variable names
  29144. * @returns The array of sampler variable neames.
  29145. */
  29146. getSamplers(): string[];
  29147. /**
  29148. * The error from the last compilation.
  29149. * @returns the error string.
  29150. */
  29151. getCompilationError(): string;
  29152. /**
  29153. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29154. * @param func The callback to be used.
  29155. */
  29156. executeWhenCompiled(func: (effect: Effect) => void): void;
  29157. private _checkIsReady;
  29158. /** @hidden */
  29159. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29160. /** @hidden */
  29161. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29162. /** @hidden */
  29163. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29164. /**
  29165. * Recompiles the webGL program
  29166. * @param vertexSourceCode The source code for the vertex shader.
  29167. * @param fragmentSourceCode The source code for the fragment shader.
  29168. * @param onCompiled Callback called when completed.
  29169. * @param onError Callback called on error.
  29170. * @hidden
  29171. */
  29172. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29173. /**
  29174. * Prepares the effect
  29175. * @hidden
  29176. */
  29177. _prepareEffect(): void;
  29178. /**
  29179. * Checks if the effect is supported. (Must be called after compilation)
  29180. */
  29181. readonly isSupported: boolean;
  29182. /**
  29183. * Binds a texture to the engine to be used as output of the shader.
  29184. * @param channel Name of the output variable.
  29185. * @param texture Texture to bind.
  29186. * @hidden
  29187. */
  29188. _bindTexture(channel: string, texture: InternalTexture): void;
  29189. /**
  29190. * Sets a texture on the engine to be used in the shader.
  29191. * @param channel Name of the sampler variable.
  29192. * @param texture Texture to set.
  29193. */
  29194. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29195. /**
  29196. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29197. * @param channel Name of the sampler variable.
  29198. * @param texture Texture to set.
  29199. */
  29200. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29201. /**
  29202. * Sets an array of textures on the engine to be used in the shader.
  29203. * @param channel Name of the variable.
  29204. * @param textures Textures to set.
  29205. */
  29206. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29207. /**
  29208. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29209. * @param channel Name of the sampler variable.
  29210. * @param postProcess Post process to get the input texture from.
  29211. */
  29212. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29213. /**
  29214. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29215. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29216. * @param channel Name of the sampler variable.
  29217. * @param postProcess Post process to get the output texture from.
  29218. */
  29219. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29220. /** @hidden */
  29221. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29222. /** @hidden */
  29223. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29224. /** @hidden */
  29225. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29226. /** @hidden */
  29227. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29228. /**
  29229. * Binds a buffer to a uniform.
  29230. * @param buffer Buffer to bind.
  29231. * @param name Name of the uniform variable to bind to.
  29232. */
  29233. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29234. /**
  29235. * Binds block to a uniform.
  29236. * @param blockName Name of the block to bind.
  29237. * @param index Index to bind.
  29238. */
  29239. bindUniformBlock(blockName: string, index: number): void;
  29240. /**
  29241. * Sets an interger value on a uniform variable.
  29242. * @param uniformName Name of the variable.
  29243. * @param value Value to be set.
  29244. * @returns this effect.
  29245. */
  29246. setInt(uniformName: string, value: number): Effect;
  29247. /**
  29248. * Sets an int array on a uniform variable.
  29249. * @param uniformName Name of the variable.
  29250. * @param array array to be set.
  29251. * @returns this effect.
  29252. */
  29253. setIntArray(uniformName: string, array: Int32Array): Effect;
  29254. /**
  29255. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29256. * @param uniformName Name of the variable.
  29257. * @param array array to be set.
  29258. * @returns this effect.
  29259. */
  29260. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29261. /**
  29262. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29263. * @param uniformName Name of the variable.
  29264. * @param array array to be set.
  29265. * @returns this effect.
  29266. */
  29267. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29268. /**
  29269. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29270. * @param uniformName Name of the variable.
  29271. * @param array array to be set.
  29272. * @returns this effect.
  29273. */
  29274. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29275. /**
  29276. * Sets an float array on a uniform variable.
  29277. * @param uniformName Name of the variable.
  29278. * @param array array to be set.
  29279. * @returns this effect.
  29280. */
  29281. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29282. /**
  29283. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29284. * @param uniformName Name of the variable.
  29285. * @param array array to be set.
  29286. * @returns this effect.
  29287. */
  29288. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29289. /**
  29290. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29291. * @param uniformName Name of the variable.
  29292. * @param array array to be set.
  29293. * @returns this effect.
  29294. */
  29295. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29296. /**
  29297. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29298. * @param uniformName Name of the variable.
  29299. * @param array array to be set.
  29300. * @returns this effect.
  29301. */
  29302. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29303. /**
  29304. * Sets an array on a uniform variable.
  29305. * @param uniformName Name of the variable.
  29306. * @param array array to be set.
  29307. * @returns this effect.
  29308. */
  29309. setArray(uniformName: string, array: number[]): Effect;
  29310. /**
  29311. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29312. * @param uniformName Name of the variable.
  29313. * @param array array to be set.
  29314. * @returns this effect.
  29315. */
  29316. setArray2(uniformName: string, array: number[]): Effect;
  29317. /**
  29318. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29319. * @param uniformName Name of the variable.
  29320. * @param array array to be set.
  29321. * @returns this effect.
  29322. */
  29323. setArray3(uniformName: string, array: number[]): Effect;
  29324. /**
  29325. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29326. * @param uniformName Name of the variable.
  29327. * @param array array to be set.
  29328. * @returns this effect.
  29329. */
  29330. setArray4(uniformName: string, array: number[]): Effect;
  29331. /**
  29332. * Sets matrices on a uniform variable.
  29333. * @param uniformName Name of the variable.
  29334. * @param matrices matrices to be set.
  29335. * @returns this effect.
  29336. */
  29337. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29338. /**
  29339. * Sets matrix on a uniform variable.
  29340. * @param uniformName Name of the variable.
  29341. * @param matrix matrix to be set.
  29342. * @returns this effect.
  29343. */
  29344. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29345. /**
  29346. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29347. * @param uniformName Name of the variable.
  29348. * @param matrix matrix to be set.
  29349. * @returns this effect.
  29350. */
  29351. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29352. /**
  29353. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29354. * @param uniformName Name of the variable.
  29355. * @param matrix matrix to be set.
  29356. * @returns this effect.
  29357. */
  29358. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29359. /**
  29360. * Sets a float on a uniform variable.
  29361. * @param uniformName Name of the variable.
  29362. * @param value value to be set.
  29363. * @returns this effect.
  29364. */
  29365. setFloat(uniformName: string, value: number): Effect;
  29366. /**
  29367. * Sets a boolean on a uniform variable.
  29368. * @param uniformName Name of the variable.
  29369. * @param bool value to be set.
  29370. * @returns this effect.
  29371. */
  29372. setBool(uniformName: string, bool: boolean): Effect;
  29373. /**
  29374. * Sets a Vector2 on a uniform variable.
  29375. * @param uniformName Name of the variable.
  29376. * @param vector2 vector2 to be set.
  29377. * @returns this effect.
  29378. */
  29379. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29380. /**
  29381. * Sets a float2 on a uniform variable.
  29382. * @param uniformName Name of the variable.
  29383. * @param x First float in float2.
  29384. * @param y Second float in float2.
  29385. * @returns this effect.
  29386. */
  29387. setFloat2(uniformName: string, x: number, y: number): Effect;
  29388. /**
  29389. * Sets a Vector3 on a uniform variable.
  29390. * @param uniformName Name of the variable.
  29391. * @param vector3 Value to be set.
  29392. * @returns this effect.
  29393. */
  29394. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29395. /**
  29396. * Sets a float3 on a uniform variable.
  29397. * @param uniformName Name of the variable.
  29398. * @param x First float in float3.
  29399. * @param y Second float in float3.
  29400. * @param z Third float in float3.
  29401. * @returns this effect.
  29402. */
  29403. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29404. /**
  29405. * Sets a Vector4 on a uniform variable.
  29406. * @param uniformName Name of the variable.
  29407. * @param vector4 Value to be set.
  29408. * @returns this effect.
  29409. */
  29410. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29411. /**
  29412. * Sets a float4 on a uniform variable.
  29413. * @param uniformName Name of the variable.
  29414. * @param x First float in float4.
  29415. * @param y Second float in float4.
  29416. * @param z Third float in float4.
  29417. * @param w Fourth float in float4.
  29418. * @returns this effect.
  29419. */
  29420. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29421. /**
  29422. * Sets a Color3 on a uniform variable.
  29423. * @param uniformName Name of the variable.
  29424. * @param color3 Value to be set.
  29425. * @returns this effect.
  29426. */
  29427. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29428. /**
  29429. * Sets a Color4 on a uniform variable.
  29430. * @param uniformName Name of the variable.
  29431. * @param color3 Value to be set.
  29432. * @param alpha Alpha value to be set.
  29433. * @returns this effect.
  29434. */
  29435. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29436. /**
  29437. * Sets a Color4 on a uniform variable
  29438. * @param uniformName defines the name of the variable
  29439. * @param color4 defines the value to be set
  29440. * @returns this effect.
  29441. */
  29442. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29443. /** Release all associated resources */
  29444. dispose(): void;
  29445. /**
  29446. * This function will add a new shader to the shader store
  29447. * @param name the name of the shader
  29448. * @param pixelShader optional pixel shader content
  29449. * @param vertexShader optional vertex shader content
  29450. */
  29451. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29452. /**
  29453. * Store of each shader (The can be looked up using effect.key)
  29454. */
  29455. static ShadersStore: {
  29456. [key: string]: string;
  29457. };
  29458. /**
  29459. * Store of each included file for a shader (The can be looked up using effect.key)
  29460. */
  29461. static IncludesShadersStore: {
  29462. [key: string]: string;
  29463. };
  29464. /**
  29465. * Resets the cache of effects.
  29466. */
  29467. static ResetCache(): void;
  29468. }
  29469. }
  29470. declare module "babylonjs/Materials/uniformBuffer" {
  29471. import { Nullable, FloatArray } from "babylonjs/types";
  29472. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29473. import { Engine } from "babylonjs/Engines/engine";
  29474. import { Effect } from "babylonjs/Materials/effect";
  29475. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29476. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29477. import { Color3 } from "babylonjs/Maths/math.color";
  29478. /**
  29479. * Uniform buffer objects.
  29480. *
  29481. * Handles blocks of uniform on the GPU.
  29482. *
  29483. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29484. *
  29485. * For more information, please refer to :
  29486. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29487. */
  29488. export class UniformBuffer {
  29489. private _engine;
  29490. private _buffer;
  29491. private _data;
  29492. private _bufferData;
  29493. private _dynamic?;
  29494. private _uniformLocations;
  29495. private _uniformSizes;
  29496. private _uniformLocationPointer;
  29497. private _needSync;
  29498. private _noUBO;
  29499. private _currentEffect;
  29500. private static _MAX_UNIFORM_SIZE;
  29501. private static _tempBuffer;
  29502. /**
  29503. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29504. * This is dynamic to allow compat with webgl 1 and 2.
  29505. * You will need to pass the name of the uniform as well as the value.
  29506. */
  29507. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29508. /**
  29509. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29510. * This is dynamic to allow compat with webgl 1 and 2.
  29511. * You will need to pass the name of the uniform as well as the value.
  29512. */
  29513. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29514. /**
  29515. * Lambda to Update a single float in a uniform buffer.
  29516. * This is dynamic to allow compat with webgl 1 and 2.
  29517. * You will need to pass the name of the uniform as well as the value.
  29518. */
  29519. updateFloat: (name: string, x: number) => void;
  29520. /**
  29521. * Lambda to Update a vec2 of float in a uniform buffer.
  29522. * This is dynamic to allow compat with webgl 1 and 2.
  29523. * You will need to pass the name of the uniform as well as the value.
  29524. */
  29525. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29526. /**
  29527. * Lambda to Update a vec3 of float in a uniform buffer.
  29528. * This is dynamic to allow compat with webgl 1 and 2.
  29529. * You will need to pass the name of the uniform as well as the value.
  29530. */
  29531. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29532. /**
  29533. * Lambda to Update a vec4 of float in a uniform buffer.
  29534. * This is dynamic to allow compat with webgl 1 and 2.
  29535. * You will need to pass the name of the uniform as well as the value.
  29536. */
  29537. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29538. /**
  29539. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29540. * This is dynamic to allow compat with webgl 1 and 2.
  29541. * You will need to pass the name of the uniform as well as the value.
  29542. */
  29543. updateMatrix: (name: string, mat: Matrix) => void;
  29544. /**
  29545. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29546. * This is dynamic to allow compat with webgl 1 and 2.
  29547. * You will need to pass the name of the uniform as well as the value.
  29548. */
  29549. updateVector3: (name: string, vector: Vector3) => void;
  29550. /**
  29551. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29552. * This is dynamic to allow compat with webgl 1 and 2.
  29553. * You will need to pass the name of the uniform as well as the value.
  29554. */
  29555. updateVector4: (name: string, vector: Vector4) => void;
  29556. /**
  29557. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29558. * This is dynamic to allow compat with webgl 1 and 2.
  29559. * You will need to pass the name of the uniform as well as the value.
  29560. */
  29561. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29562. /**
  29563. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29564. * This is dynamic to allow compat with webgl 1 and 2.
  29565. * You will need to pass the name of the uniform as well as the value.
  29566. */
  29567. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29568. /**
  29569. * Instantiates a new Uniform buffer objects.
  29570. *
  29571. * Handles blocks of uniform on the GPU.
  29572. *
  29573. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29574. *
  29575. * For more information, please refer to :
  29576. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29577. * @param engine Define the engine the buffer is associated with
  29578. * @param data Define the data contained in the buffer
  29579. * @param dynamic Define if the buffer is updatable
  29580. */
  29581. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29582. /**
  29583. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29584. * or just falling back on setUniformXXX calls.
  29585. */
  29586. readonly useUbo: boolean;
  29587. /**
  29588. * Indicates if the WebGL underlying uniform buffer is in sync
  29589. * with the javascript cache data.
  29590. */
  29591. readonly isSync: boolean;
  29592. /**
  29593. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29594. * Also, a dynamic UniformBuffer will disable cache verification and always
  29595. * update the underlying WebGL uniform buffer to the GPU.
  29596. * @returns if Dynamic, otherwise false
  29597. */
  29598. isDynamic(): boolean;
  29599. /**
  29600. * The data cache on JS side.
  29601. * @returns the underlying data as a float array
  29602. */
  29603. getData(): Float32Array;
  29604. /**
  29605. * The underlying WebGL Uniform buffer.
  29606. * @returns the webgl buffer
  29607. */
  29608. getBuffer(): Nullable<DataBuffer>;
  29609. /**
  29610. * std140 layout specifies how to align data within an UBO structure.
  29611. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29612. * for specs.
  29613. */
  29614. private _fillAlignment;
  29615. /**
  29616. * Adds an uniform in the buffer.
  29617. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29618. * for the layout to be correct !
  29619. * @param name Name of the uniform, as used in the uniform block in the shader.
  29620. * @param size Data size, or data directly.
  29621. */
  29622. addUniform(name: string, size: number | number[]): void;
  29623. /**
  29624. * Adds a Matrix 4x4 to the uniform buffer.
  29625. * @param name Name of the uniform, as used in the uniform block in the shader.
  29626. * @param mat A 4x4 matrix.
  29627. */
  29628. addMatrix(name: string, mat: Matrix): void;
  29629. /**
  29630. * Adds a vec2 to the uniform buffer.
  29631. * @param name Name of the uniform, as used in the uniform block in the shader.
  29632. * @param x Define the x component value of the vec2
  29633. * @param y Define the y component value of the vec2
  29634. */
  29635. addFloat2(name: string, x: number, y: number): void;
  29636. /**
  29637. * Adds a vec3 to the uniform buffer.
  29638. * @param name Name of the uniform, as used in the uniform block in the shader.
  29639. * @param x Define the x component value of the vec3
  29640. * @param y Define the y component value of the vec3
  29641. * @param z Define the z component value of the vec3
  29642. */
  29643. addFloat3(name: string, x: number, y: number, z: number): void;
  29644. /**
  29645. * Adds a vec3 to the uniform buffer.
  29646. * @param name Name of the uniform, as used in the uniform block in the shader.
  29647. * @param color Define the vec3 from a Color
  29648. */
  29649. addColor3(name: string, color: Color3): void;
  29650. /**
  29651. * Adds a vec4 to the uniform buffer.
  29652. * @param name Name of the uniform, as used in the uniform block in the shader.
  29653. * @param color Define the rgb components from a Color
  29654. * @param alpha Define the a component of the vec4
  29655. */
  29656. addColor4(name: string, color: Color3, alpha: number): void;
  29657. /**
  29658. * Adds a vec3 to the uniform buffer.
  29659. * @param name Name of the uniform, as used in the uniform block in the shader.
  29660. * @param vector Define the vec3 components from a Vector
  29661. */
  29662. addVector3(name: string, vector: Vector3): void;
  29663. /**
  29664. * Adds a Matrix 3x3 to the uniform buffer.
  29665. * @param name Name of the uniform, as used in the uniform block in the shader.
  29666. */
  29667. addMatrix3x3(name: string): void;
  29668. /**
  29669. * Adds a Matrix 2x2 to the uniform buffer.
  29670. * @param name Name of the uniform, as used in the uniform block in the shader.
  29671. */
  29672. addMatrix2x2(name: string): void;
  29673. /**
  29674. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29675. */
  29676. create(): void;
  29677. /** @hidden */
  29678. _rebuild(): void;
  29679. /**
  29680. * Updates the WebGL Uniform Buffer on the GPU.
  29681. * If the `dynamic` flag is set to true, no cache comparison is done.
  29682. * Otherwise, the buffer will be updated only if the cache differs.
  29683. */
  29684. update(): void;
  29685. /**
  29686. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29687. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29688. * @param data Define the flattened data
  29689. * @param size Define the size of the data.
  29690. */
  29691. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29692. private _updateMatrix3x3ForUniform;
  29693. private _updateMatrix3x3ForEffect;
  29694. private _updateMatrix2x2ForEffect;
  29695. private _updateMatrix2x2ForUniform;
  29696. private _updateFloatForEffect;
  29697. private _updateFloatForUniform;
  29698. private _updateFloat2ForEffect;
  29699. private _updateFloat2ForUniform;
  29700. private _updateFloat3ForEffect;
  29701. private _updateFloat3ForUniform;
  29702. private _updateFloat4ForEffect;
  29703. private _updateFloat4ForUniform;
  29704. private _updateMatrixForEffect;
  29705. private _updateMatrixForUniform;
  29706. private _updateVector3ForEffect;
  29707. private _updateVector3ForUniform;
  29708. private _updateVector4ForEffect;
  29709. private _updateVector4ForUniform;
  29710. private _updateColor3ForEffect;
  29711. private _updateColor3ForUniform;
  29712. private _updateColor4ForEffect;
  29713. private _updateColor4ForUniform;
  29714. /**
  29715. * Sets a sampler uniform on the effect.
  29716. * @param name Define the name of the sampler.
  29717. * @param texture Define the texture to set in the sampler
  29718. */
  29719. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29720. /**
  29721. * Directly updates the value of the uniform in the cache AND on the GPU.
  29722. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29723. * @param data Define the flattened data
  29724. */
  29725. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29726. /**
  29727. * Binds this uniform buffer to an effect.
  29728. * @param effect Define the effect to bind the buffer to
  29729. * @param name Name of the uniform block in the shader.
  29730. */
  29731. bindToEffect(effect: Effect, name: string): void;
  29732. /**
  29733. * Disposes the uniform buffer.
  29734. */
  29735. dispose(): void;
  29736. }
  29737. }
  29738. declare module "babylonjs/Audio/analyser" {
  29739. import { Scene } from "babylonjs/scene";
  29740. /**
  29741. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29742. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29743. */
  29744. export class Analyser {
  29745. /**
  29746. * Gets or sets the smoothing
  29747. * @ignorenaming
  29748. */
  29749. SMOOTHING: number;
  29750. /**
  29751. * Gets or sets the FFT table size
  29752. * @ignorenaming
  29753. */
  29754. FFT_SIZE: number;
  29755. /**
  29756. * Gets or sets the bar graph amplitude
  29757. * @ignorenaming
  29758. */
  29759. BARGRAPHAMPLITUDE: number;
  29760. /**
  29761. * Gets or sets the position of the debug canvas
  29762. * @ignorenaming
  29763. */
  29764. DEBUGCANVASPOS: {
  29765. x: number;
  29766. y: number;
  29767. };
  29768. /**
  29769. * Gets or sets the debug canvas size
  29770. * @ignorenaming
  29771. */
  29772. DEBUGCANVASSIZE: {
  29773. width: number;
  29774. height: number;
  29775. };
  29776. private _byteFreqs;
  29777. private _byteTime;
  29778. private _floatFreqs;
  29779. private _webAudioAnalyser;
  29780. private _debugCanvas;
  29781. private _debugCanvasContext;
  29782. private _scene;
  29783. private _registerFunc;
  29784. private _audioEngine;
  29785. /**
  29786. * Creates a new analyser
  29787. * @param scene defines hosting scene
  29788. */
  29789. constructor(scene: Scene);
  29790. /**
  29791. * Get the number of data values you will have to play with for the visualization
  29792. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29793. * @returns a number
  29794. */
  29795. getFrequencyBinCount(): number;
  29796. /**
  29797. * Gets the current frequency data as a byte array
  29798. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29799. * @returns a Uint8Array
  29800. */
  29801. getByteFrequencyData(): Uint8Array;
  29802. /**
  29803. * Gets the current waveform as a byte array
  29804. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29805. * @returns a Uint8Array
  29806. */
  29807. getByteTimeDomainData(): Uint8Array;
  29808. /**
  29809. * Gets the current frequency data as a float array
  29810. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29811. * @returns a Float32Array
  29812. */
  29813. getFloatFrequencyData(): Float32Array;
  29814. /**
  29815. * Renders the debug canvas
  29816. */
  29817. drawDebugCanvas(): void;
  29818. /**
  29819. * Stops rendering the debug canvas and removes it
  29820. */
  29821. stopDebugCanvas(): void;
  29822. /**
  29823. * Connects two audio nodes
  29824. * @param inputAudioNode defines first node to connect
  29825. * @param outputAudioNode defines second node to connect
  29826. */
  29827. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29828. /**
  29829. * Releases all associated resources
  29830. */
  29831. dispose(): void;
  29832. }
  29833. }
  29834. declare module "babylonjs/Audio/audioEngine" {
  29835. import { IDisposable } from "babylonjs/scene";
  29836. import { Analyser } from "babylonjs/Audio/analyser";
  29837. import { Nullable } from "babylonjs/types";
  29838. import { Observable } from "babylonjs/Misc/observable";
  29839. /**
  29840. * This represents an audio engine and it is responsible
  29841. * to play, synchronize and analyse sounds throughout the application.
  29842. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29843. */
  29844. export interface IAudioEngine extends IDisposable {
  29845. /**
  29846. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29847. */
  29848. readonly canUseWebAudio: boolean;
  29849. /**
  29850. * Gets the current AudioContext if available.
  29851. */
  29852. readonly audioContext: Nullable<AudioContext>;
  29853. /**
  29854. * The master gain node defines the global audio volume of your audio engine.
  29855. */
  29856. readonly masterGain: GainNode;
  29857. /**
  29858. * Gets whether or not mp3 are supported by your browser.
  29859. */
  29860. readonly isMP3supported: boolean;
  29861. /**
  29862. * Gets whether or not ogg are supported by your browser.
  29863. */
  29864. readonly isOGGsupported: boolean;
  29865. /**
  29866. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29867. * @ignoreNaming
  29868. */
  29869. WarnedWebAudioUnsupported: boolean;
  29870. /**
  29871. * Defines if the audio engine relies on a custom unlocked button.
  29872. * In this case, the embedded button will not be displayed.
  29873. */
  29874. useCustomUnlockedButton: boolean;
  29875. /**
  29876. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29877. */
  29878. readonly unlocked: boolean;
  29879. /**
  29880. * Event raised when audio has been unlocked on the browser.
  29881. */
  29882. onAudioUnlockedObservable: Observable<AudioEngine>;
  29883. /**
  29884. * Event raised when audio has been locked on the browser.
  29885. */
  29886. onAudioLockedObservable: Observable<AudioEngine>;
  29887. /**
  29888. * Flags the audio engine in Locked state.
  29889. * This happens due to new browser policies preventing audio to autoplay.
  29890. */
  29891. lock(): void;
  29892. /**
  29893. * Unlocks the audio engine once a user action has been done on the dom.
  29894. * This is helpful to resume play once browser policies have been satisfied.
  29895. */
  29896. unlock(): void;
  29897. }
  29898. /**
  29899. * This represents the default audio engine used in babylon.
  29900. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29901. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29902. */
  29903. export class AudioEngine implements IAudioEngine {
  29904. private _audioContext;
  29905. private _audioContextInitialized;
  29906. private _muteButton;
  29907. private _hostElement;
  29908. /**
  29909. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29910. */
  29911. canUseWebAudio: boolean;
  29912. /**
  29913. * The master gain node defines the global audio volume of your audio engine.
  29914. */
  29915. masterGain: GainNode;
  29916. /**
  29917. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29918. * @ignoreNaming
  29919. */
  29920. WarnedWebAudioUnsupported: boolean;
  29921. /**
  29922. * Gets whether or not mp3 are supported by your browser.
  29923. */
  29924. isMP3supported: boolean;
  29925. /**
  29926. * Gets whether or not ogg are supported by your browser.
  29927. */
  29928. isOGGsupported: boolean;
  29929. /**
  29930. * Gets whether audio has been unlocked on the device.
  29931. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29932. * a user interaction has happened.
  29933. */
  29934. unlocked: boolean;
  29935. /**
  29936. * Defines if the audio engine relies on a custom unlocked button.
  29937. * In this case, the embedded button will not be displayed.
  29938. */
  29939. useCustomUnlockedButton: boolean;
  29940. /**
  29941. * Event raised when audio has been unlocked on the browser.
  29942. */
  29943. onAudioUnlockedObservable: Observable<AudioEngine>;
  29944. /**
  29945. * Event raised when audio has been locked on the browser.
  29946. */
  29947. onAudioLockedObservable: Observable<AudioEngine>;
  29948. /**
  29949. * Gets the current AudioContext if available.
  29950. */
  29951. readonly audioContext: Nullable<AudioContext>;
  29952. private _connectedAnalyser;
  29953. /**
  29954. * Instantiates a new audio engine.
  29955. *
  29956. * There should be only one per page as some browsers restrict the number
  29957. * of audio contexts you can create.
  29958. * @param hostElement defines the host element where to display the mute icon if necessary
  29959. */
  29960. constructor(hostElement?: Nullable<HTMLElement>);
  29961. /**
  29962. * Flags the audio engine in Locked state.
  29963. * This happens due to new browser policies preventing audio to autoplay.
  29964. */
  29965. lock(): void;
  29966. /**
  29967. * Unlocks the audio engine once a user action has been done on the dom.
  29968. * This is helpful to resume play once browser policies have been satisfied.
  29969. */
  29970. unlock(): void;
  29971. private _resumeAudioContext;
  29972. private _initializeAudioContext;
  29973. private _tryToRun;
  29974. private _triggerRunningState;
  29975. private _triggerSuspendedState;
  29976. private _displayMuteButton;
  29977. private _moveButtonToTopLeft;
  29978. private _onResize;
  29979. private _hideMuteButton;
  29980. /**
  29981. * Destroy and release the resources associated with the audio ccontext.
  29982. */
  29983. dispose(): void;
  29984. /**
  29985. * Gets the global volume sets on the master gain.
  29986. * @returns the global volume if set or -1 otherwise
  29987. */
  29988. getGlobalVolume(): number;
  29989. /**
  29990. * Sets the global volume of your experience (sets on the master gain).
  29991. * @param newVolume Defines the new global volume of the application
  29992. */
  29993. setGlobalVolume(newVolume: number): void;
  29994. /**
  29995. * Connect the audio engine to an audio analyser allowing some amazing
  29996. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29997. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29998. * @param analyser The analyser to connect to the engine
  29999. */
  30000. connectToAnalyser(analyser: Analyser): void;
  30001. }
  30002. }
  30003. declare module "babylonjs/Loading/loadingScreen" {
  30004. /**
  30005. * Interface used to present a loading screen while loading a scene
  30006. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30007. */
  30008. export interface ILoadingScreen {
  30009. /**
  30010. * Function called to display the loading screen
  30011. */
  30012. displayLoadingUI: () => void;
  30013. /**
  30014. * Function called to hide the loading screen
  30015. */
  30016. hideLoadingUI: () => void;
  30017. /**
  30018. * Gets or sets the color to use for the background
  30019. */
  30020. loadingUIBackgroundColor: string;
  30021. /**
  30022. * Gets or sets the text to display while loading
  30023. */
  30024. loadingUIText: string;
  30025. }
  30026. /**
  30027. * Class used for the default loading screen
  30028. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30029. */
  30030. export class DefaultLoadingScreen implements ILoadingScreen {
  30031. private _renderingCanvas;
  30032. private _loadingText;
  30033. private _loadingDivBackgroundColor;
  30034. private _loadingDiv;
  30035. private _loadingTextDiv;
  30036. /** Gets or sets the logo url to use for the default loading screen */
  30037. static DefaultLogoUrl: string;
  30038. /** Gets or sets the spinner url to use for the default loading screen */
  30039. static DefaultSpinnerUrl: string;
  30040. /**
  30041. * Creates a new default loading screen
  30042. * @param _renderingCanvas defines the canvas used to render the scene
  30043. * @param _loadingText defines the default text to display
  30044. * @param _loadingDivBackgroundColor defines the default background color
  30045. */
  30046. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30047. /**
  30048. * Function called to display the loading screen
  30049. */
  30050. displayLoadingUI(): void;
  30051. /**
  30052. * Function called to hide the loading screen
  30053. */
  30054. hideLoadingUI(): void;
  30055. /**
  30056. * Gets or sets the text to display while loading
  30057. */
  30058. loadingUIText: string;
  30059. /**
  30060. * Gets or sets the color to use for the background
  30061. */
  30062. loadingUIBackgroundColor: string;
  30063. private _resizeLoadingUI;
  30064. }
  30065. }
  30066. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30067. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30068. import { Engine } from "babylonjs/Engines/engine";
  30069. import { Nullable } from "babylonjs/types";
  30070. /** @hidden */
  30071. export class WebGLPipelineContext implements IPipelineContext {
  30072. engine: Engine;
  30073. program: Nullable<WebGLProgram>;
  30074. context?: WebGLRenderingContext;
  30075. vertexShader?: WebGLShader;
  30076. fragmentShader?: WebGLShader;
  30077. isParallelCompiled: boolean;
  30078. onCompiled?: () => void;
  30079. transformFeedback?: WebGLTransformFeedback | null;
  30080. readonly isAsync: boolean;
  30081. readonly isReady: boolean;
  30082. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30083. }
  30084. }
  30085. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30086. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30087. /** @hidden */
  30088. export class WebGLDataBuffer extends DataBuffer {
  30089. private _buffer;
  30090. constructor(resource: WebGLBuffer);
  30091. readonly underlyingResource: any;
  30092. }
  30093. }
  30094. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30095. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30096. /** @hidden */
  30097. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30098. attributeProcessor(attribute: string): string;
  30099. varyingProcessor(varying: string, isFragment: boolean): string;
  30100. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30101. }
  30102. }
  30103. declare module "babylonjs/Misc/perfCounter" {
  30104. /**
  30105. * This class is used to track a performance counter which is number based.
  30106. * The user has access to many properties which give statistics of different nature.
  30107. *
  30108. * The implementer can track two kinds of Performance Counter: time and count.
  30109. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  30110. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  30111. */
  30112. export class PerfCounter {
  30113. /**
  30114. * Gets or sets a global boolean to turn on and off all the counters
  30115. */
  30116. static Enabled: boolean;
  30117. /**
  30118. * Returns the smallest value ever
  30119. */
  30120. readonly min: number;
  30121. /**
  30122. * Returns the biggest value ever
  30123. */
  30124. readonly max: number;
  30125. /**
  30126. * Returns the average value since the performance counter is running
  30127. */
  30128. readonly average: number;
  30129. /**
  30130. * Returns the average value of the last second the counter was monitored
  30131. */
  30132. readonly lastSecAverage: number;
  30133. /**
  30134. * Returns the current value
  30135. */
  30136. readonly current: number;
  30137. /**
  30138. * Gets the accumulated total
  30139. */
  30140. readonly total: number;
  30141. /**
  30142. * Gets the total value count
  30143. */
  30144. readonly count: number;
  30145. /**
  30146. * Creates a new counter
  30147. */
  30148. constructor();
  30149. /**
  30150. * Call this method to start monitoring a new frame.
  30151. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  30152. */
  30153. fetchNewFrame(): void;
  30154. /**
  30155. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30156. * @param newCount the count value to add to the monitored count
  30157. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  30158. */
  30159. addCount(newCount: number, fetchResult: boolean): void;
  30160. /**
  30161. * Start monitoring this performance counter
  30162. */
  30163. beginMonitoring(): void;
  30164. /**
  30165. * Compute the time lapsed since the previous beginMonitoring() call.
  30166. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  30167. */
  30168. endMonitoring(newFrame?: boolean): void;
  30169. private _fetchResult;
  30170. private _startMonitoringTime;
  30171. private _min;
  30172. private _max;
  30173. private _average;
  30174. private _current;
  30175. private _totalValueCount;
  30176. private _totalAccumulated;
  30177. private _lastSecAverage;
  30178. private _lastSecAccumulated;
  30179. private _lastSecTime;
  30180. private _lastSecValueCount;
  30181. }
  30182. }
  30183. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30184. /**
  30185. * Interface for any object that can request an animation frame
  30186. */
  30187. export interface ICustomAnimationFrameRequester {
  30188. /**
  30189. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30190. */
  30191. renderFunction?: Function;
  30192. /**
  30193. * Called to request the next frame to render to
  30194. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30195. */
  30196. requestAnimationFrame: Function;
  30197. /**
  30198. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30199. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30200. */
  30201. requestID?: number;
  30202. }
  30203. }
  30204. declare module "babylonjs/Materials/Textures/videoTexture" {
  30205. import { Observable } from "babylonjs/Misc/observable";
  30206. import { Nullable } from "babylonjs/types";
  30207. import { Scene } from "babylonjs/scene";
  30208. import { Texture } from "babylonjs/Materials/Textures/texture";
  30209. /**
  30210. * Settings for finer control over video usage
  30211. */
  30212. export interface VideoTextureSettings {
  30213. /**
  30214. * Applies `autoplay` to video, if specified
  30215. */
  30216. autoPlay?: boolean;
  30217. /**
  30218. * Applies `loop` to video, if specified
  30219. */
  30220. loop?: boolean;
  30221. /**
  30222. * Automatically updates internal texture from video at every frame in the render loop
  30223. */
  30224. autoUpdateTexture: boolean;
  30225. /**
  30226. * Image src displayed during the video loading or until the user interacts with the video.
  30227. */
  30228. poster?: string;
  30229. }
  30230. /**
  30231. * If you want to display a video in your scene, this is the special texture for that.
  30232. * This special texture works similar to other textures, with the exception of a few parameters.
  30233. * @see https://doc.babylonjs.com/how_to/video_texture
  30234. */
  30235. export class VideoTexture extends Texture {
  30236. /**
  30237. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30238. */
  30239. readonly autoUpdateTexture: boolean;
  30240. /**
  30241. * The video instance used by the texture internally
  30242. */
  30243. readonly video: HTMLVideoElement;
  30244. private _onUserActionRequestedObservable;
  30245. /**
  30246. * Event triggerd when a dom action is required by the user to play the video.
  30247. * This happens due to recent changes in browser policies preventing video to auto start.
  30248. */
  30249. readonly onUserActionRequestedObservable: Observable<Texture>;
  30250. private _generateMipMaps;
  30251. private _engine;
  30252. private _stillImageCaptured;
  30253. private _displayingPosterTexture;
  30254. private _settings;
  30255. private _createInternalTextureOnEvent;
  30256. /**
  30257. * Creates a video texture.
  30258. * If you want to display a video in your scene, this is the special texture for that.
  30259. * This special texture works similar to other textures, with the exception of a few parameters.
  30260. * @see https://doc.babylonjs.com/how_to/video_texture
  30261. * @param name optional name, will detect from video source, if not defined
  30262. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30263. * @param scene is obviously the current scene.
  30264. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30265. * @param invertY is false by default but can be used to invert video on Y axis
  30266. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30267. * @param settings allows finer control over video usage
  30268. */
  30269. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30270. private _getName;
  30271. private _getVideo;
  30272. private _createInternalTexture;
  30273. private reset;
  30274. /**
  30275. * @hidden Internal method to initiate `update`.
  30276. */
  30277. _rebuild(): void;
  30278. /**
  30279. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30280. */
  30281. update(): void;
  30282. /**
  30283. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30284. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30285. */
  30286. updateTexture(isVisible: boolean): void;
  30287. protected _updateInternalTexture: () => void;
  30288. /**
  30289. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30290. * @param url New url.
  30291. */
  30292. updateURL(url: string): void;
  30293. /**
  30294. * Dispose the texture and release its associated resources.
  30295. */
  30296. dispose(): void;
  30297. /**
  30298. * Creates a video texture straight from a stream.
  30299. * @param scene Define the scene the texture should be created in
  30300. * @param stream Define the stream the texture should be created from
  30301. * @returns The created video texture as a promise
  30302. */
  30303. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30304. /**
  30305. * Creates a video texture straight from your WebCam video feed.
  30306. * @param scene Define the scene the texture should be created in
  30307. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30308. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30309. * @returns The created video texture as a promise
  30310. */
  30311. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30312. minWidth: number;
  30313. maxWidth: number;
  30314. minHeight: number;
  30315. maxHeight: number;
  30316. deviceId: string;
  30317. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30318. /**
  30319. * Creates a video texture straight from your WebCam video feed.
  30320. * @param scene Define the scene the texture should be created in
  30321. * @param onReady Define a callback to triggered once the texture will be ready
  30322. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30323. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30324. */
  30325. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30326. minWidth: number;
  30327. maxWidth: number;
  30328. minHeight: number;
  30329. maxHeight: number;
  30330. deviceId: string;
  30331. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30332. }
  30333. }
  30334. declare module "babylonjs/Engines/engine" {
  30335. import { Observable } from "babylonjs/Misc/observable";
  30336. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30337. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30338. import { Scene } from "babylonjs/scene";
  30339. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30340. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30341. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30342. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30343. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30344. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30345. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30347. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30348. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30349. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30350. import { WebRequest } from "babylonjs/Misc/webRequest";
  30351. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30352. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30353. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30354. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30355. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30356. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30357. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30358. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30359. import { Material } from "babylonjs/Materials/material";
  30360. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30361. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30362. /**
  30363. * Defines the interface used by objects containing a viewport (like a camera)
  30364. */
  30365. interface IViewportOwnerLike {
  30366. /**
  30367. * Gets or sets the viewport
  30368. */
  30369. viewport: IViewportLike;
  30370. }
  30371. /**
  30372. * Interface for attribute information associated with buffer instanciation
  30373. */
  30374. export class InstancingAttributeInfo {
  30375. /**
  30376. * Index/offset of the attribute in the vertex shader
  30377. */
  30378. index: number;
  30379. /**
  30380. * size of the attribute, 1, 2, 3 or 4
  30381. */
  30382. attributeSize: number;
  30383. /**
  30384. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30385. * default is FLOAT
  30386. */
  30387. attribyteType: number;
  30388. /**
  30389. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30390. */
  30391. normalized: boolean;
  30392. /**
  30393. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30394. */
  30395. offset: number;
  30396. /**
  30397. * Name of the GLSL attribute, for debugging purpose only
  30398. */
  30399. attributeName: string;
  30400. }
  30401. /**
  30402. * Define options used to create a depth texture
  30403. */
  30404. export class DepthTextureCreationOptions {
  30405. /** Specifies whether or not a stencil should be allocated in the texture */
  30406. generateStencil?: boolean;
  30407. /** Specifies whether or not bilinear filtering is enable on the texture */
  30408. bilinearFiltering?: boolean;
  30409. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30410. comparisonFunction?: number;
  30411. /** Specifies if the created texture is a cube texture */
  30412. isCube?: boolean;
  30413. }
  30414. /**
  30415. * Class used to describe the capabilities of the engine relatively to the current browser
  30416. */
  30417. export class EngineCapabilities {
  30418. /** Maximum textures units per fragment shader */
  30419. maxTexturesImageUnits: number;
  30420. /** Maximum texture units per vertex shader */
  30421. maxVertexTextureImageUnits: number;
  30422. /** Maximum textures units in the entire pipeline */
  30423. maxCombinedTexturesImageUnits: number;
  30424. /** Maximum texture size */
  30425. maxTextureSize: number;
  30426. /** Maximum cube texture size */
  30427. maxCubemapTextureSize: number;
  30428. /** Maximum render texture size */
  30429. maxRenderTextureSize: number;
  30430. /** Maximum number of vertex attributes */
  30431. maxVertexAttribs: number;
  30432. /** Maximum number of varyings */
  30433. maxVaryingVectors: number;
  30434. /** Maximum number of uniforms per vertex shader */
  30435. maxVertexUniformVectors: number;
  30436. /** Maximum number of uniforms per fragment shader */
  30437. maxFragmentUniformVectors: number;
  30438. /** Defines if standard derivates (dx/dy) are supported */
  30439. standardDerivatives: boolean;
  30440. /** Defines if s3tc texture compression is supported */
  30441. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30442. /** Defines if pvrtc texture compression is supported */
  30443. pvrtc: any;
  30444. /** Defines if etc1 texture compression is supported */
  30445. etc1: any;
  30446. /** Defines if etc2 texture compression is supported */
  30447. etc2: any;
  30448. /** Defines if astc texture compression is supported */
  30449. astc: any;
  30450. /** Defines if float textures are supported */
  30451. textureFloat: boolean;
  30452. /** Defines if vertex array objects are supported */
  30453. vertexArrayObject: boolean;
  30454. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30455. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30456. /** Gets the maximum level of anisotropy supported */
  30457. maxAnisotropy: number;
  30458. /** Defines if instancing is supported */
  30459. instancedArrays: boolean;
  30460. /** Defines if 32 bits indices are supported */
  30461. uintIndices: boolean;
  30462. /** Defines if high precision shaders are supported */
  30463. highPrecisionShaderSupported: boolean;
  30464. /** Defines if depth reading in the fragment shader is supported */
  30465. fragmentDepthSupported: boolean;
  30466. /** Defines if float texture linear filtering is supported*/
  30467. textureFloatLinearFiltering: boolean;
  30468. /** Defines if rendering to float textures is supported */
  30469. textureFloatRender: boolean;
  30470. /** Defines if half float textures are supported*/
  30471. textureHalfFloat: boolean;
  30472. /** Defines if half float texture linear filtering is supported*/
  30473. textureHalfFloatLinearFiltering: boolean;
  30474. /** Defines if rendering to half float textures is supported */
  30475. textureHalfFloatRender: boolean;
  30476. /** Defines if textureLOD shader command is supported */
  30477. textureLOD: boolean;
  30478. /** Defines if draw buffers extension is supported */
  30479. drawBuffersExtension: boolean;
  30480. /** Defines if depth textures are supported */
  30481. depthTextureExtension: boolean;
  30482. /** Defines if float color buffer are supported */
  30483. colorBufferFloat: boolean;
  30484. /** Gets disjoint timer query extension (null if not supported) */
  30485. timerQuery: EXT_disjoint_timer_query;
  30486. /** Defines if timestamp can be used with timer query */
  30487. canUseTimestampForTimerQuery: boolean;
  30488. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30489. multiview: any;
  30490. /** Function used to let the system compiles shaders in background */
  30491. parallelShaderCompile: {
  30492. COMPLETION_STATUS_KHR: number;
  30493. };
  30494. /** Max number of texture samples for MSAA */
  30495. maxMSAASamples: number;
  30496. }
  30497. /** Interface defining initialization parameters for Engine class */
  30498. export interface EngineOptions extends WebGLContextAttributes {
  30499. /**
  30500. * Defines if the engine should no exceed a specified device ratio
  30501. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30502. */
  30503. limitDeviceRatio?: number;
  30504. /**
  30505. * Defines if webvr should be enabled automatically
  30506. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30507. */
  30508. autoEnableWebVR?: boolean;
  30509. /**
  30510. * Defines if webgl2 should be turned off even if supported
  30511. * @see http://doc.babylonjs.com/features/webgl2
  30512. */
  30513. disableWebGL2Support?: boolean;
  30514. /**
  30515. * Defines if webaudio should be initialized as well
  30516. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30517. */
  30518. audioEngine?: boolean;
  30519. /**
  30520. * Defines if animations should run using a deterministic lock step
  30521. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30522. */
  30523. deterministicLockstep?: boolean;
  30524. /** Defines the maximum steps to use with deterministic lock step mode */
  30525. lockstepMaxSteps?: number;
  30526. /**
  30527. * Defines that engine should ignore context lost events
  30528. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30529. */
  30530. doNotHandleContextLost?: boolean;
  30531. /**
  30532. * Defines that engine should ignore modifying touch action attribute and style
  30533. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30534. */
  30535. doNotHandleTouchAction?: boolean;
  30536. /**
  30537. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30538. */
  30539. useHighPrecisionFloats?: boolean;
  30540. }
  30541. /**
  30542. * Defines the interface used by display changed events
  30543. */
  30544. export interface IDisplayChangedEventArgs {
  30545. /** Gets the vrDisplay object (if any) */
  30546. vrDisplay: Nullable<any>;
  30547. /** Gets a boolean indicating if webVR is supported */
  30548. vrSupported: boolean;
  30549. }
  30550. /**
  30551. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30552. */
  30553. export class Engine {
  30554. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30555. static ExceptionList: ({
  30556. key: string;
  30557. capture: string;
  30558. captureConstraint: number;
  30559. targets: string[];
  30560. } | {
  30561. key: string;
  30562. capture: null;
  30563. captureConstraint: null;
  30564. targets: string[];
  30565. })[];
  30566. /** Gets the list of created engines */
  30567. static readonly Instances: Engine[];
  30568. /**
  30569. * Gets the latest created engine
  30570. */
  30571. static readonly LastCreatedEngine: Nullable<Engine>;
  30572. /**
  30573. * Gets the latest created scene
  30574. */
  30575. static readonly LastCreatedScene: Nullable<Scene>;
  30576. /**
  30577. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30578. * @param flag defines which part of the materials must be marked as dirty
  30579. * @param predicate defines a predicate used to filter which materials should be affected
  30580. */
  30581. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30582. /** @hidden */
  30583. static _TextureLoaders: IInternalTextureLoader[];
  30584. /** Defines that alpha blending is disabled */
  30585. static readonly ALPHA_DISABLE: number;
  30586. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30587. static readonly ALPHA_ADD: number;
  30588. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30589. static readonly ALPHA_COMBINE: number;
  30590. /** Defines that alpha blending to DEST - SRC * DEST */
  30591. static readonly ALPHA_SUBTRACT: number;
  30592. /** Defines that alpha blending to SRC * DEST */
  30593. static readonly ALPHA_MULTIPLY: number;
  30594. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30595. static readonly ALPHA_MAXIMIZED: number;
  30596. /** Defines that alpha blending to SRC + DEST */
  30597. static readonly ALPHA_ONEONE: number;
  30598. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30599. static readonly ALPHA_PREMULTIPLIED: number;
  30600. /**
  30601. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30602. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30603. */
  30604. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30605. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30606. static readonly ALPHA_INTERPOLATE: number;
  30607. /**
  30608. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30609. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30610. */
  30611. static readonly ALPHA_SCREENMODE: number;
  30612. /** Defines that the ressource is not delayed*/
  30613. static readonly DELAYLOADSTATE_NONE: number;
  30614. /** Defines that the ressource was successfully delay loaded */
  30615. static readonly DELAYLOADSTATE_LOADED: number;
  30616. /** Defines that the ressource is currently delay loading */
  30617. static readonly DELAYLOADSTATE_LOADING: number;
  30618. /** Defines that the ressource is delayed and has not started loading */
  30619. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30620. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30621. static readonly NEVER: number;
  30622. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  30623. static readonly ALWAYS: number;
  30624. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30625. static readonly LESS: number;
  30626. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30627. static readonly EQUAL: number;
  30628. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  30629. static readonly LEQUAL: number;
  30630. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30631. static readonly GREATER: number;
  30632. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  30633. static readonly GEQUAL: number;
  30634. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  30635. static readonly NOTEQUAL: number;
  30636. /** Passed to stencilOperation to specify that stencil value must be kept */
  30637. static readonly KEEP: number;
  30638. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30639. static readonly REPLACE: number;
  30640. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30641. static readonly INCR: number;
  30642. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30643. static readonly DECR: number;
  30644. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30645. static readonly INVERT: number;
  30646. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30647. static readonly INCR_WRAP: number;
  30648. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30649. static readonly DECR_WRAP: number;
  30650. /** Texture is not repeating outside of 0..1 UVs */
  30651. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30652. /** Texture is repeating outside of 0..1 UVs */
  30653. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30654. /** Texture is repeating and mirrored */
  30655. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30656. /** ALPHA */
  30657. static readonly TEXTUREFORMAT_ALPHA: number;
  30658. /** LUMINANCE */
  30659. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30660. /** LUMINANCE_ALPHA */
  30661. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30662. /** RGB */
  30663. static readonly TEXTUREFORMAT_RGB: number;
  30664. /** RGBA */
  30665. static readonly TEXTUREFORMAT_RGBA: number;
  30666. /** RED */
  30667. static readonly TEXTUREFORMAT_RED: number;
  30668. /** RED (2nd reference) */
  30669. static readonly TEXTUREFORMAT_R: number;
  30670. /** RG */
  30671. static readonly TEXTUREFORMAT_RG: number;
  30672. /** RED_INTEGER */
  30673. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30674. /** RED_INTEGER (2nd reference) */
  30675. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30676. /** RG_INTEGER */
  30677. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30678. /** RGB_INTEGER */
  30679. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30680. /** RGBA_INTEGER */
  30681. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30682. /** UNSIGNED_BYTE */
  30683. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30684. /** UNSIGNED_BYTE (2nd reference) */
  30685. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30686. /** FLOAT */
  30687. static readonly TEXTURETYPE_FLOAT: number;
  30688. /** HALF_FLOAT */
  30689. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30690. /** BYTE */
  30691. static readonly TEXTURETYPE_BYTE: number;
  30692. /** SHORT */
  30693. static readonly TEXTURETYPE_SHORT: number;
  30694. /** UNSIGNED_SHORT */
  30695. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30696. /** INT */
  30697. static readonly TEXTURETYPE_INT: number;
  30698. /** UNSIGNED_INT */
  30699. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30700. /** UNSIGNED_SHORT_4_4_4_4 */
  30701. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30702. /** UNSIGNED_SHORT_5_5_5_1 */
  30703. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30704. /** UNSIGNED_SHORT_5_6_5 */
  30705. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30706. /** UNSIGNED_INT_2_10_10_10_REV */
  30707. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30708. /** UNSIGNED_INT_24_8 */
  30709. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30710. /** UNSIGNED_INT_10F_11F_11F_REV */
  30711. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30712. /** UNSIGNED_INT_5_9_9_9_REV */
  30713. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30714. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30715. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30716. /** nearest is mag = nearest and min = nearest and mip = linear */
  30717. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30718. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30719. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30720. /** Trilinear is mag = linear and min = linear and mip = linear */
  30721. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30722. /** nearest is mag = nearest and min = nearest and mip = linear */
  30723. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30724. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30725. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30726. /** Trilinear is mag = linear and min = linear and mip = linear */
  30727. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30728. /** mag = nearest and min = nearest and mip = nearest */
  30729. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30730. /** mag = nearest and min = linear and mip = nearest */
  30731. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30732. /** mag = nearest and min = linear and mip = linear */
  30733. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30734. /** mag = nearest and min = linear and mip = none */
  30735. static readonly TEXTURE_NEAREST_LINEAR: number;
  30736. /** mag = nearest and min = nearest and mip = none */
  30737. static readonly TEXTURE_NEAREST_NEAREST: number;
  30738. /** mag = linear and min = nearest and mip = nearest */
  30739. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30740. /** mag = linear and min = nearest and mip = linear */
  30741. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30742. /** mag = linear and min = linear and mip = none */
  30743. static readonly TEXTURE_LINEAR_LINEAR: number;
  30744. /** mag = linear and min = nearest and mip = none */
  30745. static readonly TEXTURE_LINEAR_NEAREST: number;
  30746. /** Explicit coordinates mode */
  30747. static readonly TEXTURE_EXPLICIT_MODE: number;
  30748. /** Spherical coordinates mode */
  30749. static readonly TEXTURE_SPHERICAL_MODE: number;
  30750. /** Planar coordinates mode */
  30751. static readonly TEXTURE_PLANAR_MODE: number;
  30752. /** Cubic coordinates mode */
  30753. static readonly TEXTURE_CUBIC_MODE: number;
  30754. /** Projection coordinates mode */
  30755. static readonly TEXTURE_PROJECTION_MODE: number;
  30756. /** Skybox coordinates mode */
  30757. static readonly TEXTURE_SKYBOX_MODE: number;
  30758. /** Inverse Cubic coordinates mode */
  30759. static readonly TEXTURE_INVCUBIC_MODE: number;
  30760. /** Equirectangular coordinates mode */
  30761. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30762. /** Equirectangular Fixed coordinates mode */
  30763. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30764. /** Equirectangular Fixed Mirrored coordinates mode */
  30765. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30766. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30767. static readonly SCALEMODE_FLOOR: number;
  30768. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30769. static readonly SCALEMODE_NEAREST: number;
  30770. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30771. static readonly SCALEMODE_CEILING: number;
  30772. /**
  30773. * Returns the current npm package of the sdk
  30774. */
  30775. static readonly NpmPackage: string;
  30776. /**
  30777. * Returns the current version of the framework
  30778. */
  30779. static readonly Version: string;
  30780. /**
  30781. * Returns a string describing the current engine
  30782. */
  30783. readonly description: string;
  30784. /**
  30785. * Gets or sets the epsilon value used by collision engine
  30786. */
  30787. static CollisionsEpsilon: number;
  30788. /**
  30789. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30790. */
  30791. static ShadersRepository: string;
  30792. /**
  30793. * Method called to create the default loading screen.
  30794. * This can be overriden in your own app.
  30795. * @param canvas The rendering canvas element
  30796. * @returns The loading screen
  30797. */
  30798. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30799. /**
  30800. * Method called to create the default rescale post process on each engine.
  30801. */
  30802. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30803. /** @hidden */
  30804. _shaderProcessor: IShaderProcessor;
  30805. /**
  30806. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30807. */
  30808. forcePOTTextures: boolean;
  30809. /**
  30810. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30811. */
  30812. isFullscreen: boolean;
  30813. /**
  30814. * Gets a boolean indicating if the pointer is currently locked
  30815. */
  30816. isPointerLock: boolean;
  30817. /**
  30818. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30819. */
  30820. cullBackFaces: boolean;
  30821. /**
  30822. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30823. */
  30824. renderEvenInBackground: boolean;
  30825. /**
  30826. * Gets or sets a boolean indicating that cache can be kept between frames
  30827. */
  30828. preventCacheWipeBetweenFrames: boolean;
  30829. /**
  30830. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30831. **/
  30832. enableOfflineSupport: boolean;
  30833. /**
  30834. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  30835. **/
  30836. disableManifestCheck: boolean;
  30837. /**
  30838. * Gets the list of created scenes
  30839. */
  30840. scenes: Scene[];
  30841. /**
  30842. * Event raised when a new scene is created
  30843. */
  30844. onNewSceneAddedObservable: Observable<Scene>;
  30845. /**
  30846. * Gets the list of created postprocesses
  30847. */
  30848. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30849. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30850. validateShaderPrograms: boolean;
  30851. /**
  30852. * Observable event triggered each time the rendering canvas is resized
  30853. */
  30854. onResizeObservable: Observable<Engine>;
  30855. /**
  30856. * Observable event triggered each time the canvas loses focus
  30857. */
  30858. onCanvasBlurObservable: Observable<Engine>;
  30859. /**
  30860. * Observable event triggered each time the canvas gains focus
  30861. */
  30862. onCanvasFocusObservable: Observable<Engine>;
  30863. /**
  30864. * Observable event triggered each time the canvas receives pointerout event
  30865. */
  30866. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30867. /**
  30868. * Observable event triggered before each texture is initialized
  30869. */
  30870. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30871. /**
  30872. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30873. */
  30874. disableUniformBuffers: boolean;
  30875. /** @hidden */
  30876. _uniformBuffers: UniformBuffer[];
  30877. /**
  30878. * Gets a boolean indicating that the engine supports uniform buffers
  30879. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30880. */
  30881. readonly supportsUniformBuffers: boolean;
  30882. /**
  30883. * Observable raised when the engine begins a new frame
  30884. */
  30885. onBeginFrameObservable: Observable<Engine>;
  30886. /**
  30887. * If set, will be used to request the next animation frame for the render loop
  30888. */
  30889. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30890. /**
  30891. * Observable raised when the engine ends the current frame
  30892. */
  30893. onEndFrameObservable: Observable<Engine>;
  30894. /**
  30895. * Observable raised when the engine is about to compile a shader
  30896. */
  30897. onBeforeShaderCompilationObservable: Observable<Engine>;
  30898. /**
  30899. * Observable raised when the engine has jsut compiled a shader
  30900. */
  30901. onAfterShaderCompilationObservable: Observable<Engine>;
  30902. /** @hidden */
  30903. _gl: WebGLRenderingContext;
  30904. private _renderingCanvas;
  30905. private _windowIsBackground;
  30906. private _webGLVersion;
  30907. protected _highPrecisionShadersAllowed: boolean;
  30908. /** @hidden */
  30909. readonly _shouldUseHighPrecisionShader: boolean;
  30910. /**
  30911. * Gets a boolean indicating that only power of 2 textures are supported
  30912. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30913. */
  30914. readonly needPOTTextures: boolean;
  30915. /** @hidden */
  30916. _badOS: boolean;
  30917. /** @hidden */
  30918. _badDesktopOS: boolean;
  30919. /**
  30920. * Gets the audio engine
  30921. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30922. * @ignorenaming
  30923. */
  30924. static audioEngine: IAudioEngine;
  30925. /**
  30926. * Default AudioEngine factory responsible of creating the Audio Engine.
  30927. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30928. */
  30929. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30930. /**
  30931. * Default offline support factory responsible of creating a tool used to store data locally.
  30932. * By default, this will create a Database object if the workload has been embedded.
  30933. */
  30934. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30935. private _onFocus;
  30936. private _onBlur;
  30937. private _onCanvasPointerOut;
  30938. private _onCanvasBlur;
  30939. private _onCanvasFocus;
  30940. private _onFullscreenChange;
  30941. private _onPointerLockChange;
  30942. private _hardwareScalingLevel;
  30943. /** @hidden */
  30944. _caps: EngineCapabilities;
  30945. private _pointerLockRequested;
  30946. private _isStencilEnable;
  30947. private _colorWrite;
  30948. private _loadingScreen;
  30949. /** @hidden */
  30950. _drawCalls: PerfCounter;
  30951. private _glVersion;
  30952. private _glRenderer;
  30953. private _glVendor;
  30954. private _videoTextureSupported;
  30955. private _renderingQueueLaunched;
  30956. private _activeRenderLoops;
  30957. private _deterministicLockstep;
  30958. private _lockstepMaxSteps;
  30959. /**
  30960. * Observable signaled when a context lost event is raised
  30961. */
  30962. onContextLostObservable: Observable<Engine>;
  30963. /**
  30964. * Observable signaled when a context restored event is raised
  30965. */
  30966. onContextRestoredObservable: Observable<Engine>;
  30967. private _onContextLost;
  30968. private _onContextRestored;
  30969. private _contextWasLost;
  30970. /** @hidden */
  30971. _doNotHandleContextLost: boolean;
  30972. /**
  30973. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30974. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30975. */
  30976. doNotHandleContextLost: boolean;
  30977. private _performanceMonitor;
  30978. private _fps;
  30979. private _deltaTime;
  30980. /**
  30981. * Turn this value on if you want to pause FPS computation when in background
  30982. */
  30983. disablePerformanceMonitorInBackground: boolean;
  30984. /**
  30985. * Gets the performance monitor attached to this engine
  30986. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30987. */
  30988. readonly performanceMonitor: PerformanceMonitor;
  30989. /**
  30990. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30991. */
  30992. disableVertexArrayObjects: boolean;
  30993. /** @hidden */
  30994. protected _depthCullingState: _DepthCullingState;
  30995. /** @hidden */
  30996. protected _stencilState: _StencilState;
  30997. /** @hidden */
  30998. protected _alphaState: _AlphaState;
  30999. /** @hidden */
  31000. protected _alphaMode: number;
  31001. /** @hidden */
  31002. _internalTexturesCache: InternalTexture[];
  31003. /** @hidden */
  31004. protected _activeChannel: number;
  31005. private _currentTextureChannel;
  31006. /** @hidden */
  31007. protected _boundTexturesCache: {
  31008. [key: string]: Nullable<InternalTexture>;
  31009. };
  31010. /** @hidden */
  31011. protected _currentEffect: Nullable<Effect>;
  31012. /** @hidden */
  31013. protected _currentProgram: Nullable<WebGLProgram>;
  31014. private _compiledEffects;
  31015. private _vertexAttribArraysEnabled;
  31016. /** @hidden */
  31017. protected _cachedViewport: Nullable<IViewportLike>;
  31018. private _cachedVertexArrayObject;
  31019. /** @hidden */
  31020. protected _cachedVertexBuffers: any;
  31021. /** @hidden */
  31022. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31023. /** @hidden */
  31024. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31025. /** @hidden */
  31026. _currentRenderTarget: Nullable<InternalTexture>;
  31027. private _uintIndicesCurrentlySet;
  31028. private _currentBoundBuffer;
  31029. /** @hidden */
  31030. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31031. private _currentBufferPointers;
  31032. private _currentInstanceLocations;
  31033. private _currentInstanceBuffers;
  31034. private _textureUnits;
  31035. /** @hidden */
  31036. _workingCanvas: Nullable<HTMLCanvasElement>;
  31037. /** @hidden */
  31038. _workingContext: Nullable<CanvasRenderingContext2D>;
  31039. private _rescalePostProcess;
  31040. private _dummyFramebuffer;
  31041. private _externalData;
  31042. /** @hidden */
  31043. _bindedRenderFunction: any;
  31044. private _vaoRecordInProgress;
  31045. private _mustWipeVertexAttributes;
  31046. private _emptyTexture;
  31047. private _emptyCubeTexture;
  31048. private _emptyTexture3D;
  31049. /** @hidden */
  31050. _frameHandler: number;
  31051. private _nextFreeTextureSlots;
  31052. private _maxSimultaneousTextures;
  31053. private _activeRequests;
  31054. private _texturesSupported;
  31055. /** @hidden */
  31056. _textureFormatInUse: Nullable<string>;
  31057. /**
  31058. * Gets the list of texture formats supported
  31059. */
  31060. readonly texturesSupported: Array<string>;
  31061. /**
  31062. * Gets the list of texture formats in use
  31063. */
  31064. readonly textureFormatInUse: Nullable<string>;
  31065. /**
  31066. * Gets the current viewport
  31067. */
  31068. readonly currentViewport: Nullable<IViewportLike>;
  31069. /**
  31070. * Gets the default empty texture
  31071. */
  31072. readonly emptyTexture: InternalTexture;
  31073. /**
  31074. * Gets the default empty 3D texture
  31075. */
  31076. readonly emptyTexture3D: InternalTexture;
  31077. /**
  31078. * Gets the default empty cube texture
  31079. */
  31080. readonly emptyCubeTexture: InternalTexture;
  31081. /**
  31082. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31083. */
  31084. readonly premultipliedAlpha: boolean;
  31085. /**
  31086. * Creates a new engine
  31087. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  31088. * @param antialias defines enable antialiasing (default: false)
  31089. * @param options defines further options to be sent to the getContext() function
  31090. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31091. */
  31092. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31093. /**
  31094. * Initializes a webVR display and starts listening to display change events
  31095. * The onVRDisplayChangedObservable will be notified upon these changes
  31096. * @returns The onVRDisplayChangedObservable
  31097. */
  31098. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31099. /** @hidden */
  31100. _prepareVRComponent(): void;
  31101. /** @hidden */
  31102. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31103. /** @hidden */
  31104. _submitVRFrame(): void;
  31105. /**
  31106. * Call this function to leave webVR mode
  31107. * Will do nothing if webVR is not supported or if there is no webVR device
  31108. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31109. */
  31110. disableVR(): void;
  31111. /**
  31112. * Gets a boolean indicating that the system is in VR mode and is presenting
  31113. * @returns true if VR mode is engaged
  31114. */
  31115. isVRPresenting(): boolean;
  31116. /** @hidden */
  31117. _requestVRFrame(): void;
  31118. private _disableTouchAction;
  31119. private _rebuildInternalTextures;
  31120. private _rebuildEffects;
  31121. /**
  31122. * Gets a boolean indicating if all created effects are ready
  31123. * @returns true if all effects are ready
  31124. */
  31125. areAllEffectsReady(): boolean;
  31126. private _rebuildBuffers;
  31127. private _initGLContext;
  31128. /**
  31129. * Gets version of the current webGL context
  31130. */
  31131. readonly webGLVersion: number;
  31132. /**
  31133. * Gets a string idenfifying the name of the class
  31134. * @returns "Engine" string
  31135. */
  31136. getClassName(): string;
  31137. /**
  31138. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31139. */
  31140. readonly isStencilEnable: boolean;
  31141. /** @hidden */
  31142. _prepareWorkingCanvas(): void;
  31143. /**
  31144. * Reset the texture cache to empty state
  31145. */
  31146. resetTextureCache(): void;
  31147. /**
  31148. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31149. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31150. * @returns true if engine is in deterministic lock step mode
  31151. */
  31152. isDeterministicLockStep(): boolean;
  31153. /**
  31154. * Gets the max steps when engine is running in deterministic lock step
  31155. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31156. * @returns the max steps
  31157. */
  31158. getLockstepMaxSteps(): number;
  31159. /**
  31160. * Gets an object containing information about the current webGL context
  31161. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31162. */
  31163. getGlInfo(): {
  31164. vendor: string;
  31165. renderer: string;
  31166. version: string;
  31167. };
  31168. /**
  31169. * Gets current aspect ratio
  31170. * @param viewportOwner defines the camera to use to get the aspect ratio
  31171. * @param useScreen defines if screen size must be used (or the current render target if any)
  31172. * @returns a number defining the aspect ratio
  31173. */
  31174. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31175. /**
  31176. * Gets current screen aspect ratio
  31177. * @returns a number defining the aspect ratio
  31178. */
  31179. getScreenAspectRatio(): number;
  31180. /**
  31181. * Gets the current render width
  31182. * @param useScreen defines if screen size must be used (or the current render target if any)
  31183. * @returns a number defining the current render width
  31184. */
  31185. getRenderWidth(useScreen?: boolean): number;
  31186. /**
  31187. * Gets the current render height
  31188. * @param useScreen defines if screen size must be used (or the current render target if any)
  31189. * @returns a number defining the current render height
  31190. */
  31191. getRenderHeight(useScreen?: boolean): number;
  31192. /**
  31193. * Gets the HTML canvas attached with the current webGL context
  31194. * @returns a HTML canvas
  31195. */
  31196. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31197. /**
  31198. * Gets host window
  31199. * @returns the host window object
  31200. */
  31201. getHostWindow(): Window;
  31202. /**
  31203. * Gets host document
  31204. * @returns the host document object
  31205. */
  31206. getHostDocument(): Document;
  31207. /**
  31208. * Gets the client rect of the HTML canvas attached with the current webGL context
  31209. * @returns a client rectanglee
  31210. */
  31211. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31212. /**
  31213. * Defines the hardware scaling level.
  31214. * By default the hardware scaling level is computed from the window device ratio.
  31215. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31216. * @param level defines the level to use
  31217. */
  31218. setHardwareScalingLevel(level: number): void;
  31219. /**
  31220. * Gets the current hardware scaling level.
  31221. * By default the hardware scaling level is computed from the window device ratio.
  31222. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31223. * @returns a number indicating the current hardware scaling level
  31224. */
  31225. getHardwareScalingLevel(): number;
  31226. /**
  31227. * Gets the list of loaded textures
  31228. * @returns an array containing all loaded textures
  31229. */
  31230. getLoadedTexturesCache(): InternalTexture[];
  31231. /**
  31232. * Gets the object containing all engine capabilities
  31233. * @returns the EngineCapabilities object
  31234. */
  31235. getCaps(): EngineCapabilities;
  31236. /**
  31237. * Gets the current depth function
  31238. * @returns a number defining the depth function
  31239. */
  31240. getDepthFunction(): Nullable<number>;
  31241. /**
  31242. * Sets the current depth function
  31243. * @param depthFunc defines the function to use
  31244. */
  31245. setDepthFunction(depthFunc: number): void;
  31246. /**
  31247. * Sets the current depth function to GREATER
  31248. */
  31249. setDepthFunctionToGreater(): void;
  31250. /**
  31251. * Sets the current depth function to GEQUAL
  31252. */
  31253. setDepthFunctionToGreaterOrEqual(): void;
  31254. /**
  31255. * Sets the current depth function to LESS
  31256. */
  31257. setDepthFunctionToLess(): void;
  31258. private _cachedStencilBuffer;
  31259. private _cachedStencilFunction;
  31260. private _cachedStencilMask;
  31261. private _cachedStencilOperationPass;
  31262. private _cachedStencilOperationFail;
  31263. private _cachedStencilOperationDepthFail;
  31264. private _cachedStencilReference;
  31265. /**
  31266. * Caches the the state of the stencil buffer
  31267. */
  31268. cacheStencilState(): void;
  31269. /**
  31270. * Restores the state of the stencil buffer
  31271. */
  31272. restoreStencilState(): void;
  31273. /**
  31274. * Sets the current depth function to LEQUAL
  31275. */
  31276. setDepthFunctionToLessOrEqual(): void;
  31277. /**
  31278. * Gets a boolean indicating if stencil buffer is enabled
  31279. * @returns the current stencil buffer state
  31280. */
  31281. getStencilBuffer(): boolean;
  31282. /**
  31283. * Enable or disable the stencil buffer
  31284. * @param enable defines if the stencil buffer must be enabled or disabled
  31285. */
  31286. setStencilBuffer(enable: boolean): void;
  31287. /**
  31288. * Gets the current stencil mask
  31289. * @returns a number defining the new stencil mask to use
  31290. */
  31291. getStencilMask(): number;
  31292. /**
  31293. * Sets the current stencil mask
  31294. * @param mask defines the new stencil mask to use
  31295. */
  31296. setStencilMask(mask: number): void;
  31297. /**
  31298. * Gets the current stencil function
  31299. * @returns a number defining the stencil function to use
  31300. */
  31301. getStencilFunction(): number;
  31302. /**
  31303. * Gets the current stencil reference value
  31304. * @returns a number defining the stencil reference value to use
  31305. */
  31306. getStencilFunctionReference(): number;
  31307. /**
  31308. * Gets the current stencil mask
  31309. * @returns a number defining the stencil mask to use
  31310. */
  31311. getStencilFunctionMask(): number;
  31312. /**
  31313. * Sets the current stencil function
  31314. * @param stencilFunc defines the new stencil function to use
  31315. */
  31316. setStencilFunction(stencilFunc: number): void;
  31317. /**
  31318. * Sets the current stencil reference
  31319. * @param reference defines the new stencil reference to use
  31320. */
  31321. setStencilFunctionReference(reference: number): void;
  31322. /**
  31323. * Sets the current stencil mask
  31324. * @param mask defines the new stencil mask to use
  31325. */
  31326. setStencilFunctionMask(mask: number): void;
  31327. /**
  31328. * Gets the current stencil operation when stencil fails
  31329. * @returns a number defining stencil operation to use when stencil fails
  31330. */
  31331. getStencilOperationFail(): number;
  31332. /**
  31333. * Gets the current stencil operation when depth fails
  31334. * @returns a number defining stencil operation to use when depth fails
  31335. */
  31336. getStencilOperationDepthFail(): number;
  31337. /**
  31338. * Gets the current stencil operation when stencil passes
  31339. * @returns a number defining stencil operation to use when stencil passes
  31340. */
  31341. getStencilOperationPass(): number;
  31342. /**
  31343. * Sets the stencil operation to use when stencil fails
  31344. * @param operation defines the stencil operation to use when stencil fails
  31345. */
  31346. setStencilOperationFail(operation: number): void;
  31347. /**
  31348. * Sets the stencil operation to use when depth fails
  31349. * @param operation defines the stencil operation to use when depth fails
  31350. */
  31351. setStencilOperationDepthFail(operation: number): void;
  31352. /**
  31353. * Sets the stencil operation to use when stencil passes
  31354. * @param operation defines the stencil operation to use when stencil passes
  31355. */
  31356. setStencilOperationPass(operation: number): void;
  31357. /**
  31358. * Sets a boolean indicating if the dithering state is enabled or disabled
  31359. * @param value defines the dithering state
  31360. */
  31361. setDitheringState(value: boolean): void;
  31362. /**
  31363. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31364. * @param value defines the rasterizer state
  31365. */
  31366. setRasterizerState(value: boolean): void;
  31367. /**
  31368. * stop executing a render loop function and remove it from the execution array
  31369. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31370. */
  31371. stopRenderLoop(renderFunction?: () => void): void;
  31372. /** @hidden */
  31373. _renderLoop(): void;
  31374. /**
  31375. * Register and execute a render loop. The engine can have more than one render function
  31376. * @param renderFunction defines the function to continuously execute
  31377. */
  31378. runRenderLoop(renderFunction: () => void): void;
  31379. /**
  31380. * Toggle full screen mode
  31381. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31382. */
  31383. switchFullscreen(requestPointerLock: boolean): void;
  31384. /**
  31385. * Enters full screen mode
  31386. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31387. */
  31388. enterFullscreen(requestPointerLock: boolean): void;
  31389. /**
  31390. * Exits full screen mode
  31391. */
  31392. exitFullscreen(): void;
  31393. /**
  31394. * Enters Pointerlock mode
  31395. */
  31396. enterPointerlock(): void;
  31397. /**
  31398. * Exits Pointerlock mode
  31399. */
  31400. exitPointerlock(): void;
  31401. /**
  31402. * Clear the current render buffer or the current render target (if any is set up)
  31403. * @param color defines the color to use
  31404. * @param backBuffer defines if the back buffer must be cleared
  31405. * @param depth defines if the depth buffer must be cleared
  31406. * @param stencil defines if the stencil buffer must be cleared
  31407. */
  31408. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31409. /**
  31410. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31411. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31412. * @param y defines the y-coordinate of the corner of the clear rectangle
  31413. * @param width defines the width of the clear rectangle
  31414. * @param height defines the height of the clear rectangle
  31415. * @param clearColor defines the clear color
  31416. */
  31417. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31418. /**
  31419. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31420. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31421. * @param y defines the y-coordinate of the corner of the clear rectangle
  31422. * @param width defines the width of the clear rectangle
  31423. * @param height defines the height of the clear rectangle
  31424. */
  31425. enableScissor(x: number, y: number, width: number, height: number): void;
  31426. /**
  31427. * Disable previously set scissor test rectangle
  31428. */
  31429. disableScissor(): void;
  31430. private _viewportCached;
  31431. /** @hidden */
  31432. _viewport(x: number, y: number, width: number, height: number): void;
  31433. /**
  31434. * Set the WebGL's viewport
  31435. * @param viewport defines the viewport element to be used
  31436. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31437. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31438. */
  31439. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31440. /**
  31441. * Directly set the WebGL Viewport
  31442. * @param x defines the x coordinate of the viewport (in screen space)
  31443. * @param y defines the y coordinate of the viewport (in screen space)
  31444. * @param width defines the width of the viewport (in screen space)
  31445. * @param height defines the height of the viewport (in screen space)
  31446. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  31447. */
  31448. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31449. /**
  31450. * Begin a new frame
  31451. */
  31452. beginFrame(): void;
  31453. /**
  31454. * Enf the current frame
  31455. */
  31456. endFrame(): void;
  31457. /**
  31458. * Resize the view according to the canvas' size
  31459. */
  31460. resize(): void;
  31461. /**
  31462. * Force a specific size of the canvas
  31463. * @param width defines the new canvas' width
  31464. * @param height defines the new canvas' height
  31465. */
  31466. setSize(width: number, height: number): void;
  31467. /**
  31468. * Binds the frame buffer to the specified texture.
  31469. * @param texture The texture to render to or null for the default canvas
  31470. * @param faceIndex The face of the texture to render to in case of cube texture
  31471. * @param requiredWidth The width of the target to render to
  31472. * @param requiredHeight The height of the target to render to
  31473. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31474. * @param depthStencilTexture The depth stencil texture to use to render
  31475. * @param lodLevel defines le lod level to bind to the frame buffer
  31476. */
  31477. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31478. /** @hidden */
  31479. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31480. /**
  31481. * Unbind the current render target texture from the webGL context
  31482. * @param texture defines the render target texture to unbind
  31483. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31484. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31485. */
  31486. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31487. /**
  31488. * Force the mipmap generation for the given render target texture
  31489. * @param texture defines the render target texture to use
  31490. */
  31491. generateMipMapsForCubemap(texture: InternalTexture): void;
  31492. /**
  31493. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31494. */
  31495. flushFramebuffer(): void;
  31496. /**
  31497. * Unbind the current render target and bind the default framebuffer
  31498. */
  31499. restoreDefaultFramebuffer(): void;
  31500. /**
  31501. * Create an uniform buffer
  31502. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31503. * @param elements defines the content of the uniform buffer
  31504. * @returns the webGL uniform buffer
  31505. */
  31506. createUniformBuffer(elements: FloatArray): DataBuffer;
  31507. /**
  31508. * Create a dynamic uniform buffer
  31509. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31510. * @param elements defines the content of the uniform buffer
  31511. * @returns the webGL uniform buffer
  31512. */
  31513. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31514. /**
  31515. * Update an existing uniform buffer
  31516. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31517. * @param uniformBuffer defines the target uniform buffer
  31518. * @param elements defines the content to update
  31519. * @param offset defines the offset in the uniform buffer where update should start
  31520. * @param count defines the size of the data to update
  31521. */
  31522. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31523. private _resetVertexBufferBinding;
  31524. /**
  31525. * Creates a vertex buffer
  31526. * @param data the data for the vertex buffer
  31527. * @returns the new WebGL static buffer
  31528. */
  31529. createVertexBuffer(data: DataArray): DataBuffer;
  31530. /**
  31531. * Creates a dynamic vertex buffer
  31532. * @param data the data for the dynamic vertex buffer
  31533. * @returns the new WebGL dynamic buffer
  31534. */
  31535. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31536. /**
  31537. * Update a dynamic index buffer
  31538. * @param indexBuffer defines the target index buffer
  31539. * @param indices defines the data to update
  31540. * @param offset defines the offset in the target index buffer where update should start
  31541. */
  31542. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31543. /**
  31544. * Updates a dynamic vertex buffer.
  31545. * @param vertexBuffer the vertex buffer to update
  31546. * @param data the data used to update the vertex buffer
  31547. * @param byteOffset the byte offset of the data
  31548. * @param byteLength the byte length of the data
  31549. */
  31550. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31551. private _resetIndexBufferBinding;
  31552. /**
  31553. * Creates a new index buffer
  31554. * @param indices defines the content of the index buffer
  31555. * @param updatable defines if the index buffer must be updatable
  31556. * @returns a new webGL buffer
  31557. */
  31558. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31559. /**
  31560. * Bind a webGL buffer to the webGL context
  31561. * @param buffer defines the buffer to bind
  31562. */
  31563. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31564. /**
  31565. * Bind an uniform buffer to the current webGL context
  31566. * @param buffer defines the buffer to bind
  31567. */
  31568. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31569. /**
  31570. * Bind a buffer to the current webGL context at a given location
  31571. * @param buffer defines the buffer to bind
  31572. * @param location defines the index where to bind the buffer
  31573. */
  31574. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31575. /**
  31576. * Bind a specific block at a given index in a specific shader program
  31577. * @param pipelineContext defines the pipeline context to use
  31578. * @param blockName defines the block name
  31579. * @param index defines the index where to bind the block
  31580. */
  31581. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31582. private bindIndexBuffer;
  31583. private bindBuffer;
  31584. /**
  31585. * update the bound buffer with the given data
  31586. * @param data defines the data to update
  31587. */
  31588. updateArrayBuffer(data: Float32Array): void;
  31589. private _vertexAttribPointer;
  31590. private _bindIndexBufferWithCache;
  31591. private _bindVertexBuffersAttributes;
  31592. /**
  31593. * Records a vertex array object
  31594. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31595. * @param vertexBuffers defines the list of vertex buffers to store
  31596. * @param indexBuffer defines the index buffer to store
  31597. * @param effect defines the effect to store
  31598. * @returns the new vertex array object
  31599. */
  31600. recordVertexArrayObject(vertexBuffers: {
  31601. [key: string]: VertexBuffer;
  31602. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31603. /**
  31604. * Bind a specific vertex array object
  31605. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31606. * @param vertexArrayObject defines the vertex array object to bind
  31607. * @param indexBuffer defines the index buffer to bind
  31608. */
  31609. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31610. /**
  31611. * Bind webGl buffers directly to the webGL context
  31612. * @param vertexBuffer defines the vertex buffer to bind
  31613. * @param indexBuffer defines the index buffer to bind
  31614. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31615. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31616. * @param effect defines the effect associated with the vertex buffer
  31617. */
  31618. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31619. private _unbindVertexArrayObject;
  31620. /**
  31621. * Bind a list of vertex buffers to the webGL context
  31622. * @param vertexBuffers defines the list of vertex buffers to bind
  31623. * @param indexBuffer defines the index buffer to bind
  31624. * @param effect defines the effect associated with the vertex buffers
  31625. */
  31626. bindBuffers(vertexBuffers: {
  31627. [key: string]: Nullable<VertexBuffer>;
  31628. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31629. /**
  31630. * Unbind all instance attributes
  31631. */
  31632. unbindInstanceAttributes(): void;
  31633. /**
  31634. * Release and free the memory of a vertex array object
  31635. * @param vao defines the vertex array object to delete
  31636. */
  31637. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31638. /** @hidden */
  31639. _releaseBuffer(buffer: DataBuffer): boolean;
  31640. /**
  31641. * Creates a webGL buffer to use with instanciation
  31642. * @param capacity defines the size of the buffer
  31643. * @returns the webGL buffer
  31644. */
  31645. createInstancesBuffer(capacity: number): DataBuffer;
  31646. /**
  31647. * Delete a webGL buffer used with instanciation
  31648. * @param buffer defines the webGL buffer to delete
  31649. */
  31650. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31651. /**
  31652. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31653. * @param instancesBuffer defines the webGL buffer to update and bind
  31654. * @param data defines the data to store in the buffer
  31655. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31656. */
  31657. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31658. /**
  31659. * Apply all cached states (depth, culling, stencil and alpha)
  31660. */
  31661. applyStates(): void;
  31662. /**
  31663. * Send a draw order
  31664. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31665. * @param indexStart defines the starting index
  31666. * @param indexCount defines the number of index to draw
  31667. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31668. */
  31669. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31670. /**
  31671. * Draw a list of points
  31672. * @param verticesStart defines the index of first vertex to draw
  31673. * @param verticesCount defines the count of vertices to draw
  31674. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31675. */
  31676. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31677. /**
  31678. * Draw a list of unindexed primitives
  31679. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31680. * @param verticesStart defines the index of first vertex to draw
  31681. * @param verticesCount defines the count of vertices to draw
  31682. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31683. */
  31684. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31685. /**
  31686. * Draw a list of indexed primitives
  31687. * @param fillMode defines the primitive to use
  31688. * @param indexStart defines the starting index
  31689. * @param indexCount defines the number of index to draw
  31690. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31691. */
  31692. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31693. /**
  31694. * Draw a list of unindexed primitives
  31695. * @param fillMode defines the primitive to use
  31696. * @param verticesStart defines the index of first vertex to draw
  31697. * @param verticesCount defines the count of vertices to draw
  31698. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31699. */
  31700. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31701. private _drawMode;
  31702. /** @hidden */
  31703. _releaseEffect(effect: Effect): void;
  31704. /** @hidden */
  31705. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31706. /**
  31707. * Create a new effect (used to store vertex/fragment shaders)
  31708. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31709. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31710. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31711. * @param samplers defines an array of string used to represent textures
  31712. * @param defines defines the string containing the defines to use to compile the shaders
  31713. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31714. * @param onCompiled defines a function to call when the effect creation is successful
  31715. * @param onError defines a function to call when the effect creation has failed
  31716. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31717. * @returns the new Effect
  31718. */
  31719. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31720. private _compileShader;
  31721. private _compileRawShader;
  31722. /**
  31723. * Directly creates a webGL program
  31724. * @param pipelineContext defines the pipeline context to attach to
  31725. * @param vertexCode defines the vertex shader code to use
  31726. * @param fragmentCode defines the fragment shader code to use
  31727. * @param context defines the webGL context to use (if not set, the current one will be used)
  31728. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31729. * @returns the new webGL program
  31730. */
  31731. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31732. /**
  31733. * Creates a webGL program
  31734. * @param pipelineContext defines the pipeline context to attach to
  31735. * @param vertexCode defines the vertex shader code to use
  31736. * @param fragmentCode defines the fragment shader code to use
  31737. * @param defines defines the string containing the defines to use to compile the shaders
  31738. * @param context defines the webGL context to use (if not set, the current one will be used)
  31739. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31740. * @returns the new webGL program
  31741. */
  31742. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31743. /**
  31744. * Creates a new pipeline context
  31745. * @returns the new pipeline
  31746. */
  31747. createPipelineContext(): WebGLPipelineContext;
  31748. private _createShaderProgram;
  31749. private _finalizePipelineContext;
  31750. /** @hidden */
  31751. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31752. /** @hidden */
  31753. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31754. /** @hidden */
  31755. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31756. /**
  31757. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31758. * @param pipelineContext defines the pipeline context to use
  31759. * @param uniformsNames defines the list of uniform names
  31760. * @returns an array of webGL uniform locations
  31761. */
  31762. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31763. /**
  31764. * Gets the lsit of active attributes for a given webGL program
  31765. * @param pipelineContext defines the pipeline context to use
  31766. * @param attributesNames defines the list of attribute names to get
  31767. * @returns an array of indices indicating the offset of each attribute
  31768. */
  31769. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31770. /**
  31771. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31772. * @param effect defines the effect to activate
  31773. */
  31774. enableEffect(effect: Nullable<Effect>): void;
  31775. /**
  31776. * Set the value of an uniform to an array of int32
  31777. * @param uniform defines the webGL uniform location where to store the value
  31778. * @param array defines the array of int32 to store
  31779. */
  31780. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31781. /**
  31782. * Set the value of an uniform to an array of int32 (stored as vec2)
  31783. * @param uniform defines the webGL uniform location where to store the value
  31784. * @param array defines the array of int32 to store
  31785. */
  31786. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31787. /**
  31788. * Set the value of an uniform to an array of int32 (stored as vec3)
  31789. * @param uniform defines the webGL uniform location where to store the value
  31790. * @param array defines the array of int32 to store
  31791. */
  31792. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31793. /**
  31794. * Set the value of an uniform to an array of int32 (stored as vec4)
  31795. * @param uniform defines the webGL uniform location where to store the value
  31796. * @param array defines the array of int32 to store
  31797. */
  31798. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31799. /**
  31800. * Set the value of an uniform to an array of float32
  31801. * @param uniform defines the webGL uniform location where to store the value
  31802. * @param array defines the array of float32 to store
  31803. */
  31804. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31805. /**
  31806. * Set the value of an uniform to an array of float32 (stored as vec2)
  31807. * @param uniform defines the webGL uniform location where to store the value
  31808. * @param array defines the array of float32 to store
  31809. */
  31810. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31811. /**
  31812. * Set the value of an uniform to an array of float32 (stored as vec3)
  31813. * @param uniform defines the webGL uniform location where to store the value
  31814. * @param array defines the array of float32 to store
  31815. */
  31816. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31817. /**
  31818. * Set the value of an uniform to an array of float32 (stored as vec4)
  31819. * @param uniform defines the webGL uniform location where to store the value
  31820. * @param array defines the array of float32 to store
  31821. */
  31822. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31823. /**
  31824. * Set the value of an uniform to an array of number
  31825. * @param uniform defines the webGL uniform location where to store the value
  31826. * @param array defines the array of number to store
  31827. */
  31828. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31829. /**
  31830. * Set the value of an uniform to an array of number (stored as vec2)
  31831. * @param uniform defines the webGL uniform location where to store the value
  31832. * @param array defines the array of number to store
  31833. */
  31834. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31835. /**
  31836. * Set the value of an uniform to an array of number (stored as vec3)
  31837. * @param uniform defines the webGL uniform location where to store the value
  31838. * @param array defines the array of number to store
  31839. */
  31840. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31841. /**
  31842. * Set the value of an uniform to an array of number (stored as vec4)
  31843. * @param uniform defines the webGL uniform location where to store the value
  31844. * @param array defines the array of number to store
  31845. */
  31846. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31847. /**
  31848. * Set the value of an uniform to an array of float32 (stored as matrices)
  31849. * @param uniform defines the webGL uniform location where to store the value
  31850. * @param matrices defines the array of float32 to store
  31851. */
  31852. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31853. /**
  31854. * Set the value of an uniform to a matrix (3x3)
  31855. * @param uniform defines the webGL uniform location where to store the value
  31856. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31857. */
  31858. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31859. /**
  31860. * Set the value of an uniform to a matrix (2x2)
  31861. * @param uniform defines the webGL uniform location where to store the value
  31862. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31863. */
  31864. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31865. /**
  31866. * Set the value of an uniform to a number (int)
  31867. * @param uniform defines the webGL uniform location where to store the value
  31868. * @param value defines the int number to store
  31869. */
  31870. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31871. /**
  31872. * Set the value of an uniform to a number (float)
  31873. * @param uniform defines the webGL uniform location where to store the value
  31874. * @param value defines the float number to store
  31875. */
  31876. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31877. /**
  31878. * Set the value of an uniform to a vec2
  31879. * @param uniform defines the webGL uniform location where to store the value
  31880. * @param x defines the 1st component of the value
  31881. * @param y defines the 2nd component of the value
  31882. */
  31883. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31884. /**
  31885. * Set the value of an uniform to a vec3
  31886. * @param uniform defines the webGL uniform location where to store the value
  31887. * @param x defines the 1st component of the value
  31888. * @param y defines the 2nd component of the value
  31889. * @param z defines the 3rd component of the value
  31890. */
  31891. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31892. /**
  31893. * Set the value of an uniform to a boolean
  31894. * @param uniform defines the webGL uniform location where to store the value
  31895. * @param bool defines the boolean to store
  31896. */
  31897. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31898. /**
  31899. * Set the value of an uniform to a vec4
  31900. * @param uniform defines the webGL uniform location where to store the value
  31901. * @param x defines the 1st component of the value
  31902. * @param y defines the 2nd component of the value
  31903. * @param z defines the 3rd component of the value
  31904. * @param w defines the 4th component of the value
  31905. */
  31906. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31907. /**
  31908. * Sets a Color4 on a uniform variable
  31909. * @param uniform defines the uniform location
  31910. * @param color4 defines the value to be set
  31911. */
  31912. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31913. /**
  31914. * Set various states to the webGL context
  31915. * @param culling defines backface culling state
  31916. * @param zOffset defines the value to apply to zOffset (0 by default)
  31917. * @param force defines if states must be applied even if cache is up to date
  31918. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31919. */
  31920. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31921. /**
  31922. * Set the z offset to apply to current rendering
  31923. * @param value defines the offset to apply
  31924. */
  31925. setZOffset(value: number): void;
  31926. /**
  31927. * Gets the current value of the zOffset
  31928. * @returns the current zOffset state
  31929. */
  31930. getZOffset(): number;
  31931. /**
  31932. * Enable or disable depth buffering
  31933. * @param enable defines the state to set
  31934. */
  31935. setDepthBuffer(enable: boolean): void;
  31936. /**
  31937. * Gets a boolean indicating if depth writing is enabled
  31938. * @returns the current depth writing state
  31939. */
  31940. getDepthWrite(): boolean;
  31941. /**
  31942. * Enable or disable depth writing
  31943. * @param enable defines the state to set
  31944. */
  31945. setDepthWrite(enable: boolean): void;
  31946. /**
  31947. * Enable or disable color writing
  31948. * @param enable defines the state to set
  31949. */
  31950. setColorWrite(enable: boolean): void;
  31951. /**
  31952. * Gets a boolean indicating if color writing is enabled
  31953. * @returns the current color writing state
  31954. */
  31955. getColorWrite(): boolean;
  31956. /**
  31957. * Sets alpha constants used by some alpha blending modes
  31958. * @param r defines the red component
  31959. * @param g defines the green component
  31960. * @param b defines the blue component
  31961. * @param a defines the alpha component
  31962. */
  31963. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31964. /**
  31965. * Sets the current alpha mode
  31966. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31967. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31968. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31969. */
  31970. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31971. /**
  31972. * Gets the current alpha mode
  31973. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31974. * @returns the current alpha mode
  31975. */
  31976. getAlphaMode(): number;
  31977. /**
  31978. * Clears the list of texture accessible through engine.
  31979. * This can help preventing texture load conflict due to name collision.
  31980. */
  31981. clearInternalTexturesCache(): void;
  31982. /**
  31983. * Force the entire cache to be cleared
  31984. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31985. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31986. */
  31987. wipeCaches(bruteForce?: boolean): void;
  31988. /**
  31989. * Set the compressed texture format to use, based on the formats you have, and the formats
  31990. * supported by the hardware / browser.
  31991. *
  31992. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31993. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31994. * to API arguments needed to compressed textures. This puts the burden on the container
  31995. * generator to house the arcane code for determining these for current & future formats.
  31996. *
  31997. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31998. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31999. *
  32000. * Note: The result of this call is not taken into account when a texture is base64.
  32001. *
  32002. * @param formatsAvailable defines the list of those format families you have created
  32003. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32004. *
  32005. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32006. * @returns The extension selected.
  32007. */
  32008. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32009. /** @hidden */
  32010. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32011. min: number;
  32012. mag: number;
  32013. };
  32014. /** @hidden */
  32015. _createTexture(): WebGLTexture;
  32016. /**
  32017. * Usually called from Texture.ts.
  32018. * Passed information to create a WebGLTexture
  32019. * @param urlArg defines a value which contains one of the following:
  32020. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32021. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32022. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32023. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32024. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  32025. * @param scene needed for loading to the correct scene
  32026. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32027. * @param onLoad optional callback to be called upon successful completion
  32028. * @param onError optional callback to be called upon failure
  32029. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  32030. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32031. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32032. * @param forcedExtension defines the extension to use to pick the right loader
  32033. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32034. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32035. */
  32036. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32037. /**
  32038. * @hidden
  32039. * Rescales a texture
  32040. * @param source input texutre
  32041. * @param destination destination texture
  32042. * @param scene scene to use to render the resize
  32043. * @param internalFormat format to use when resizing
  32044. * @param onComplete callback to be called when resize has completed
  32045. */
  32046. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32047. private _unpackFlipYCached;
  32048. /**
  32049. * In case you are sharing the context with other applications, it might
  32050. * be interested to not cache the unpack flip y state to ensure a consistent
  32051. * value would be set.
  32052. */
  32053. enableUnpackFlipYCached: boolean;
  32054. /** @hidden */
  32055. _unpackFlipY(value: boolean): void;
  32056. /** @hidden */
  32057. _getUnpackAlignement(): number;
  32058. /**
  32059. * Creates a dynamic texture
  32060. * @param width defines the width of the texture
  32061. * @param height defines the height of the texture
  32062. * @param generateMipMaps defines if the engine should generate the mip levels
  32063. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32064. * @returns the dynamic texture inside an InternalTexture
  32065. */
  32066. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32067. /**
  32068. * Update the sampling mode of a given texture
  32069. * @param samplingMode defines the required sampling mode
  32070. * @param texture defines the texture to update
  32071. */
  32072. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32073. /**
  32074. * Update the content of a dynamic texture
  32075. * @param texture defines the texture to update
  32076. * @param canvas defines the canvas containing the source
  32077. * @param invertY defines if data must be stored with Y axis inverted
  32078. * @param premulAlpha defines if alpha is stored as premultiplied
  32079. * @param format defines the format of the data
  32080. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32081. */
  32082. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32083. /**
  32084. * Update a video texture
  32085. * @param texture defines the texture to update
  32086. * @param video defines the video element to use
  32087. * @param invertY defines if data must be stored with Y axis inverted
  32088. */
  32089. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32090. /**
  32091. * Updates a depth texture Comparison Mode and Function.
  32092. * If the comparison Function is equal to 0, the mode will be set to none.
  32093. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32094. * @param texture The texture to set the comparison function for
  32095. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32096. */
  32097. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32098. /** @hidden */
  32099. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32100. width: number;
  32101. height: number;
  32102. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32103. /**
  32104. * Creates a depth stencil texture.
  32105. * This is only available in WebGL 2 or with the depth texture extension available.
  32106. * @param size The size of face edge in the texture.
  32107. * @param options The options defining the texture.
  32108. * @returns The texture
  32109. */
  32110. createDepthStencilTexture(size: number | {
  32111. width: number;
  32112. height: number;
  32113. }, options: DepthTextureCreationOptions): InternalTexture;
  32114. /**
  32115. * Creates a depth stencil texture.
  32116. * This is only available in WebGL 2 or with the depth texture extension available.
  32117. * @param size The size of face edge in the texture.
  32118. * @param options The options defining the texture.
  32119. * @returns The texture
  32120. */
  32121. private _createDepthStencilTexture;
  32122. /**
  32123. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32124. * @param renderTarget The render target to set the frame buffer for
  32125. */
  32126. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32127. /**
  32128. * Creates a new render target texture
  32129. * @param size defines the size of the texture
  32130. * @param options defines the options used to create the texture
  32131. * @returns a new render target texture stored in an InternalTexture
  32132. */
  32133. createRenderTargetTexture(size: number | {
  32134. width: number;
  32135. height: number;
  32136. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32137. /** @hidden */
  32138. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32139. /**
  32140. * Updates the sample count of a render target texture
  32141. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32142. * @param texture defines the texture to update
  32143. * @param samples defines the sample count to set
  32144. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32145. */
  32146. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32147. /** @hidden */
  32148. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32149. /** @hidden */
  32150. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32151. /** @hidden */
  32152. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32153. /** @hidden */
  32154. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32155. /**
  32156. * @hidden
  32157. */
  32158. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32159. private _prepareWebGLTextureContinuation;
  32160. private _prepareWebGLTexture;
  32161. /** @hidden */
  32162. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32163. /** @hidden */
  32164. _releaseFramebufferObjects(texture: InternalTexture): void;
  32165. /** @hidden */
  32166. _releaseTexture(texture: InternalTexture): void;
  32167. private setProgram;
  32168. private _boundUniforms;
  32169. /**
  32170. * Binds an effect to the webGL context
  32171. * @param effect defines the effect to bind
  32172. */
  32173. bindSamplers(effect: Effect): void;
  32174. private _activateCurrentTexture;
  32175. /** @hidden */
  32176. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32177. /** @hidden */
  32178. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32179. /**
  32180. * Sets a texture to the webGL context from a postprocess
  32181. * @param channel defines the channel to use
  32182. * @param postProcess defines the source postprocess
  32183. */
  32184. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32185. /**
  32186. * Binds the output of the passed in post process to the texture channel specified
  32187. * @param channel The channel the texture should be bound to
  32188. * @param postProcess The post process which's output should be bound
  32189. */
  32190. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32191. /**
  32192. * Unbind all textures from the webGL context
  32193. */
  32194. unbindAllTextures(): void;
  32195. /**
  32196. * Sets a texture to the according uniform.
  32197. * @param channel The texture channel
  32198. * @param uniform The uniform to set
  32199. * @param texture The texture to apply
  32200. */
  32201. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32202. /**
  32203. * Sets a depth stencil texture from a render target to the according uniform.
  32204. * @param channel The texture channel
  32205. * @param uniform The uniform to set
  32206. * @param texture The render target texture containing the depth stencil texture to apply
  32207. */
  32208. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32209. private _bindSamplerUniformToChannel;
  32210. private _getTextureWrapMode;
  32211. private _setTexture;
  32212. /**
  32213. * Sets an array of texture to the webGL context
  32214. * @param channel defines the channel where the texture array must be set
  32215. * @param uniform defines the associated uniform location
  32216. * @param textures defines the array of textures to bind
  32217. */
  32218. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32219. /** @hidden */
  32220. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32221. private _setTextureParameterFloat;
  32222. private _setTextureParameterInteger;
  32223. /**
  32224. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32225. * @param x defines the x coordinate of the rectangle where pixels must be read
  32226. * @param y defines the y coordinate of the rectangle where pixels must be read
  32227. * @param width defines the width of the rectangle where pixels must be read
  32228. * @param height defines the height of the rectangle where pixels must be read
  32229. * @returns a Uint8Array containing RGBA colors
  32230. */
  32231. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32232. /**
  32233. * Add an externaly attached data from its key.
  32234. * This method call will fail and return false, if such key already exists.
  32235. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32236. * @param key the unique key that identifies the data
  32237. * @param data the data object to associate to the key for this Engine instance
  32238. * @return true if no such key were already present and the data was added successfully, false otherwise
  32239. */
  32240. addExternalData<T>(key: string, data: T): boolean;
  32241. /**
  32242. * Get an externaly attached data from its key
  32243. * @param key the unique key that identifies the data
  32244. * @return the associated data, if present (can be null), or undefined if not present
  32245. */
  32246. getExternalData<T>(key: string): T;
  32247. /**
  32248. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32249. * @param key the unique key that identifies the data
  32250. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32251. * @return the associated data, can be null if the factory returned null.
  32252. */
  32253. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32254. /**
  32255. * Remove an externaly attached data from the Engine instance
  32256. * @param key the unique key that identifies the data
  32257. * @return true if the data was successfully removed, false if it doesn't exist
  32258. */
  32259. removeExternalData(key: string): boolean;
  32260. /**
  32261. * Unbind all vertex attributes from the webGL context
  32262. */
  32263. unbindAllAttributes(): void;
  32264. /**
  32265. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  32266. */
  32267. releaseEffects(): void;
  32268. /**
  32269. * Dispose and release all associated resources
  32270. */
  32271. dispose(): void;
  32272. /**
  32273. * Display the loading screen
  32274. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32275. */
  32276. displayLoadingUI(): void;
  32277. /**
  32278. * Hide the loading screen
  32279. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32280. */
  32281. hideLoadingUI(): void;
  32282. /**
  32283. * Gets the current loading screen object
  32284. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32285. */
  32286. /**
  32287. * Sets the current loading screen object
  32288. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32289. */
  32290. loadingScreen: ILoadingScreen;
  32291. /**
  32292. * Sets the current loading screen text
  32293. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32294. */
  32295. loadingUIText: string;
  32296. /**
  32297. * Sets the current loading screen background color
  32298. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32299. */
  32300. loadingUIBackgroundColor: string;
  32301. /**
  32302. * Attach a new callback raised when context lost event is fired
  32303. * @param callback defines the callback to call
  32304. */
  32305. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32306. /**
  32307. * Attach a new callback raised when context restored event is fired
  32308. * @param callback defines the callback to call
  32309. */
  32310. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32311. /**
  32312. * Gets the source code of the vertex shader associated with a specific webGL program
  32313. * @param program defines the program to use
  32314. * @returns a string containing the source code of the vertex shader associated with the program
  32315. */
  32316. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32317. /**
  32318. * Gets the source code of the fragment shader associated with a specific webGL program
  32319. * @param program defines the program to use
  32320. * @returns a string containing the source code of the fragment shader associated with the program
  32321. */
  32322. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32323. /**
  32324. * Get the current error code of the webGL context
  32325. * @returns the error code
  32326. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32327. */
  32328. getError(): number;
  32329. /**
  32330. * Gets the current framerate
  32331. * @returns a number representing the framerate
  32332. */
  32333. getFps(): number;
  32334. /**
  32335. * Gets the time spent between current and previous frame
  32336. * @returns a number representing the delta time in ms
  32337. */
  32338. getDeltaTime(): number;
  32339. private _measureFps;
  32340. /** @hidden */
  32341. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32342. private _canRenderToFloatFramebuffer;
  32343. private _canRenderToHalfFloatFramebuffer;
  32344. private _canRenderToFramebuffer;
  32345. /** @hidden */
  32346. _getWebGLTextureType(type: number): number;
  32347. /** @hidden */
  32348. _getInternalFormat(format: number): number;
  32349. /** @hidden */
  32350. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32351. /** @hidden */
  32352. _getRGBAMultiSampleBufferFormat(type: number): number;
  32353. /** @hidden */
  32354. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32355. /** @hidden */
  32356. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32357. /**
  32358. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32359. * @returns true if the engine can be created
  32360. * @ignorenaming
  32361. */
  32362. static isSupported(): boolean;
  32363. /**
  32364. * Find the next highest power of two.
  32365. * @param x Number to start search from.
  32366. * @return Next highest power of two.
  32367. */
  32368. static CeilingPOT(x: number): number;
  32369. /**
  32370. * Find the next lowest power of two.
  32371. * @param x Number to start search from.
  32372. * @return Next lowest power of two.
  32373. */
  32374. static FloorPOT(x: number): number;
  32375. /**
  32376. * Find the nearest power of two.
  32377. * @param x Number to start search from.
  32378. * @return Next nearest power of two.
  32379. */
  32380. static NearestPOT(x: number): number;
  32381. /**
  32382. * Get the closest exponent of two
  32383. * @param value defines the value to approximate
  32384. * @param max defines the maximum value to return
  32385. * @param mode defines how to define the closest value
  32386. * @returns closest exponent of two of the given value
  32387. */
  32388. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32389. /**
  32390. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32391. * @param func - the function to be called
  32392. * @param requester - the object that will request the next frame. Falls back to window.
  32393. * @returns frame number
  32394. */
  32395. static QueueNewFrame(func: () => void, requester?: any): number;
  32396. /**
  32397. * Ask the browser to promote the current element to pointerlock mode
  32398. * @param element defines the DOM element to promote
  32399. */
  32400. static _RequestPointerlock(element: HTMLElement): void;
  32401. /**
  32402. * Asks the browser to exit pointerlock mode
  32403. */
  32404. static _ExitPointerlock(): void;
  32405. /**
  32406. * Ask the browser to promote the current element to fullscreen rendering mode
  32407. * @param element defines the DOM element to promote
  32408. */
  32409. static _RequestFullscreen(element: HTMLElement): void;
  32410. /**
  32411. * Asks the browser to exit fullscreen mode
  32412. */
  32413. static _ExitFullscreen(): void;
  32414. }
  32415. }
  32416. declare module "babylonjs/Engines/engineStore" {
  32417. import { Nullable } from "babylonjs/types";
  32418. import { Engine } from "babylonjs/Engines/engine";
  32419. import { Scene } from "babylonjs/scene";
  32420. /**
  32421. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32422. * during the life time of the application.
  32423. */
  32424. export class EngineStore {
  32425. /** Gets the list of created engines */
  32426. static Instances: import("babylonjs/Engines/engine").Engine[];
  32427. /** @hidden */
  32428. static _LastCreatedScene: Nullable<Scene>;
  32429. /**
  32430. * Gets the latest created engine
  32431. */
  32432. static readonly LastCreatedEngine: Nullable<Engine>;
  32433. /**
  32434. * Gets the latest created scene
  32435. */
  32436. static readonly LastCreatedScene: Nullable<Scene>;
  32437. /**
  32438. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32439. * @ignorenaming
  32440. */
  32441. static UseFallbackTexture: boolean;
  32442. /**
  32443. * Texture content used if a texture cannot loaded
  32444. * @ignorenaming
  32445. */
  32446. static FallbackTexture: string;
  32447. }
  32448. }
  32449. declare module "babylonjs/Misc/promise" {
  32450. /**
  32451. * Helper class that provides a small promise polyfill
  32452. */
  32453. export class PromisePolyfill {
  32454. /**
  32455. * Static function used to check if the polyfill is required
  32456. * If this is the case then the function will inject the polyfill to window.Promise
  32457. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32458. */
  32459. static Apply(force?: boolean): void;
  32460. }
  32461. }
  32462. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32463. /**
  32464. * Interface for screenshot methods with describe argument called `size` as object with options
  32465. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32466. */
  32467. export interface IScreenshotSize {
  32468. /**
  32469. * number in pixels for canvas height
  32470. */
  32471. height?: number;
  32472. /**
  32473. * multiplier allowing render at a higher or lower resolution
  32474. * If value is defined then height and width will be ignored and taken from camera
  32475. */
  32476. precision?: number;
  32477. /**
  32478. * number in pixels for canvas width
  32479. */
  32480. width?: number;
  32481. }
  32482. }
  32483. declare module "babylonjs/Misc/tools" {
  32484. import { Nullable, float } from "babylonjs/types";
  32485. import { DomManagement } from "babylonjs/Misc/domManagement";
  32486. import { WebRequest } from "babylonjs/Misc/webRequest";
  32487. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32488. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32489. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32490. import { Camera } from "babylonjs/Cameras/camera";
  32491. import { Engine } from "babylonjs/Engines/engine";
  32492. interface IColor4Like {
  32493. r: float;
  32494. g: float;
  32495. b: float;
  32496. a: float;
  32497. }
  32498. /**
  32499. * Class containing a set of static utilities functions
  32500. */
  32501. export class Tools {
  32502. /**
  32503. * Gets or sets the base URL to use to load assets
  32504. */
  32505. static BaseUrl: string;
  32506. /**
  32507. * Enable/Disable Custom HTTP Request Headers globally.
  32508. * default = false
  32509. * @see CustomRequestHeaders
  32510. */
  32511. static UseCustomRequestHeaders: boolean;
  32512. /**
  32513. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32514. * i.e. when loading files, where the server/service expects an Authorization header
  32515. */
  32516. static CustomRequestHeaders: {
  32517. [key: string]: string;
  32518. };
  32519. /**
  32520. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32521. */
  32522. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32523. /**
  32524. * Default behaviour for cors in the application.
  32525. * It can be a string if the expected behavior is identical in the entire app.
  32526. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32527. */
  32528. static CorsBehavior: string | ((url: string | string[]) => string);
  32529. /**
  32530. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32531. * @ignorenaming
  32532. */
  32533. static UseFallbackTexture: boolean;
  32534. /**
  32535. * Use this object to register external classes like custom textures or material
  32536. * to allow the laoders to instantiate them
  32537. */
  32538. static RegisteredExternalClasses: {
  32539. [key: string]: Object;
  32540. };
  32541. /**
  32542. * Texture content used if a texture cannot loaded
  32543. * @ignorenaming
  32544. */
  32545. static fallbackTexture: string;
  32546. /**
  32547. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32548. * @param u defines the coordinate on X axis
  32549. * @param v defines the coordinate on Y axis
  32550. * @param width defines the width of the source data
  32551. * @param height defines the height of the source data
  32552. * @param pixels defines the source byte array
  32553. * @param color defines the output color
  32554. */
  32555. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32556. /**
  32557. * Interpolates between a and b via alpha
  32558. * @param a The lower value (returned when alpha = 0)
  32559. * @param b The upper value (returned when alpha = 1)
  32560. * @param alpha The interpolation-factor
  32561. * @return The mixed value
  32562. */
  32563. static Mix(a: number, b: number, alpha: number): number;
  32564. /**
  32565. * Tries to instantiate a new object from a given class name
  32566. * @param className defines the class name to instantiate
  32567. * @returns the new object or null if the system was not able to do the instantiation
  32568. */
  32569. static Instantiate(className: string): any;
  32570. /**
  32571. * Provides a slice function that will work even on IE
  32572. * @param data defines the array to slice
  32573. * @param start defines the start of the data (optional)
  32574. * @param end defines the end of the data (optional)
  32575. * @returns the new sliced array
  32576. */
  32577. static Slice<T>(data: T, start?: number, end?: number): T;
  32578. /**
  32579. * Polyfill for setImmediate
  32580. * @param action defines the action to execute after the current execution block
  32581. */
  32582. static SetImmediate(action: () => void): void;
  32583. /**
  32584. * Function indicating if a number is an exponent of 2
  32585. * @param value defines the value to test
  32586. * @returns true if the value is an exponent of 2
  32587. */
  32588. static IsExponentOfTwo(value: number): boolean;
  32589. private static _tmpFloatArray;
  32590. /**
  32591. * Returns the nearest 32-bit single precision float representation of a Number
  32592. * @param value A Number. If the parameter is of a different type, it will get converted
  32593. * to a number or to NaN if it cannot be converted
  32594. * @returns number
  32595. */
  32596. static FloatRound(value: number): number;
  32597. /**
  32598. * Extracts the filename from a path
  32599. * @param path defines the path to use
  32600. * @returns the filename
  32601. */
  32602. static GetFilename(path: string): string;
  32603. /**
  32604. * Extracts the "folder" part of a path (everything before the filename).
  32605. * @param uri The URI to extract the info from
  32606. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32607. * @returns The "folder" part of the path
  32608. */
  32609. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32610. /**
  32611. * Extracts text content from a DOM element hierarchy
  32612. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32613. */
  32614. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32615. /**
  32616. * Convert an angle in radians to degrees
  32617. * @param angle defines the angle to convert
  32618. * @returns the angle in degrees
  32619. */
  32620. static ToDegrees(angle: number): number;
  32621. /**
  32622. * Convert an angle in degrees to radians
  32623. * @param angle defines the angle to convert
  32624. * @returns the angle in radians
  32625. */
  32626. static ToRadians(angle: number): number;
  32627. /**
  32628. * Encode a buffer to a base64 string
  32629. * @param buffer defines the buffer to encode
  32630. * @returns the encoded string
  32631. */
  32632. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32633. /**
  32634. * Returns an array if obj is not an array
  32635. * @param obj defines the object to evaluate as an array
  32636. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32637. * @returns either obj directly if obj is an array or a new array containing obj
  32638. */
  32639. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32640. /**
  32641. * Gets the pointer prefix to use
  32642. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32643. */
  32644. static GetPointerPrefix(): string;
  32645. /**
  32646. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32647. * @param url define the url we are trying
  32648. * @param element define the dom element where to configure the cors policy
  32649. */
  32650. static SetCorsBehavior(url: string | string[], element: {
  32651. crossOrigin: string | null;
  32652. }): void;
  32653. /**
  32654. * Removes unwanted characters from an url
  32655. * @param url defines the url to clean
  32656. * @returns the cleaned url
  32657. */
  32658. static CleanUrl(url: string): string;
  32659. /**
  32660. * Gets or sets a function used to pre-process url before using them to load assets
  32661. */
  32662. static PreprocessUrl: (url: string) => string;
  32663. /**
  32664. * Loads an image as an HTMLImageElement.
  32665. * @param input url string, ArrayBuffer, or Blob to load
  32666. * @param onLoad callback called when the image successfully loads
  32667. * @param onError callback called when the image fails to load
  32668. * @param offlineProvider offline provider for caching
  32669. * @returns the HTMLImageElement of the loaded image
  32670. */
  32671. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32672. /**
  32673. * Loads a file
  32674. * @param url url string, ArrayBuffer, or Blob to load
  32675. * @param onSuccess callback called when the file successfully loads
  32676. * @param onProgress callback called while file is loading (if the server supports this mode)
  32677. * @param offlineProvider defines the offline provider for caching
  32678. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32679. * @param onError callback called when the file fails to load
  32680. * @returns a file request object
  32681. */
  32682. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32683. /**
  32684. * Loads a file from a url
  32685. * @param url the file url to load
  32686. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32687. */
  32688. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32689. /**
  32690. * Load a script (identified by an url). When the url returns, the
  32691. * content of this file is added into a new script element, attached to the DOM (body element)
  32692. * @param scriptUrl defines the url of the script to laod
  32693. * @param onSuccess defines the callback called when the script is loaded
  32694. * @param onError defines the callback to call if an error occurs
  32695. * @param scriptId defines the id of the script element
  32696. */
  32697. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32698. /**
  32699. * Load an asynchronous script (identified by an url). When the url returns, the
  32700. * content of this file is added into a new script element, attached to the DOM (body element)
  32701. * @param scriptUrl defines the url of the script to laod
  32702. * @param scriptId defines the id of the script element
  32703. * @returns a promise request object
  32704. */
  32705. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32706. /**
  32707. * Loads a file from a blob
  32708. * @param fileToLoad defines the blob to use
  32709. * @param callback defines the callback to call when data is loaded
  32710. * @param progressCallback defines the callback to call during loading process
  32711. * @returns a file request object
  32712. */
  32713. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32714. /**
  32715. * Loads a file
  32716. * @param fileToLoad defines the file to load
  32717. * @param callback defines the callback to call when data is loaded
  32718. * @param progressCallBack defines the callback to call during loading process
  32719. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32720. * @returns a file request object
  32721. */
  32722. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32723. /**
  32724. * Creates a data url from a given string content
  32725. * @param content defines the content to convert
  32726. * @returns the new data url link
  32727. */
  32728. static FileAsURL(content: string): string;
  32729. /**
  32730. * Format the given number to a specific decimal format
  32731. * @param value defines the number to format
  32732. * @param decimals defines the number of decimals to use
  32733. * @returns the formatted string
  32734. */
  32735. static Format(value: number, decimals?: number): string;
  32736. /**
  32737. * Tries to copy an object by duplicating every property
  32738. * @param source defines the source object
  32739. * @param destination defines the target object
  32740. * @param doNotCopyList defines a list of properties to avoid
  32741. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32742. */
  32743. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32744. /**
  32745. * Gets a boolean indicating if the given object has no own property
  32746. * @param obj defines the object to test
  32747. * @returns true if object has no own property
  32748. */
  32749. static IsEmpty(obj: any): boolean;
  32750. /**
  32751. * Function used to register events at window level
  32752. * @param windowElement defines the Window object to use
  32753. * @param events defines the events to register
  32754. */
  32755. static RegisterTopRootEvents(windowElement: Window, events: {
  32756. name: string;
  32757. handler: Nullable<(e: FocusEvent) => any>;
  32758. }[]): void;
  32759. /**
  32760. * Function used to unregister events from window level
  32761. * @param windowElement defines the Window object to use
  32762. * @param events defines the events to unregister
  32763. */
  32764. static UnregisterTopRootEvents(windowElement: Window, events: {
  32765. name: string;
  32766. handler: Nullable<(e: FocusEvent) => any>;
  32767. }[]): void;
  32768. /**
  32769. * @ignore
  32770. */
  32771. static _ScreenshotCanvas: HTMLCanvasElement;
  32772. /**
  32773. * Dumps the current bound framebuffer
  32774. * @param width defines the rendering width
  32775. * @param height defines the rendering height
  32776. * @param engine defines the hosting engine
  32777. * @param successCallback defines the callback triggered once the data are available
  32778. * @param mimeType defines the mime type of the result
  32779. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32780. */
  32781. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32782. /**
  32783. * Converts the canvas data to blob.
  32784. * This acts as a polyfill for browsers not supporting the to blob function.
  32785. * @param canvas Defines the canvas to extract the data from
  32786. * @param successCallback Defines the callback triggered once the data are available
  32787. * @param mimeType Defines the mime type of the result
  32788. */
  32789. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32790. /**
  32791. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32792. * @param successCallback defines the callback triggered once the data are available
  32793. * @param mimeType defines the mime type of the result
  32794. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32795. */
  32796. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32797. /**
  32798. * Downloads a blob in the browser
  32799. * @param blob defines the blob to download
  32800. * @param fileName defines the name of the downloaded file
  32801. */
  32802. static Download(blob: Blob, fileName: string): void;
  32803. /**
  32804. * Captures a screenshot of the current rendering
  32805. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32806. * @param engine defines the rendering engine
  32807. * @param camera defines the source camera
  32808. * @param size This parameter can be set to a single number or to an object with the
  32809. * following (optional) properties: precision, width, height. If a single number is passed,
  32810. * it will be used for both width and height. If an object is passed, the screenshot size
  32811. * will be derived from the parameters. The precision property is a multiplier allowing
  32812. * rendering at a higher or lower resolution
  32813. * @param successCallback defines the callback receives a single parameter which contains the
  32814. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32815. * src parameter of an <img> to display it
  32816. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32817. * Check your browser for supported MIME types
  32818. */
  32819. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32820. /**
  32821. * Captures a screenshot of the current rendering
  32822. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32823. * @param engine defines the rendering engine
  32824. * @param camera defines the source camera
  32825. * @param size This parameter can be set to a single number or to an object with the
  32826. * following (optional) properties: precision, width, height. If a single number is passed,
  32827. * it will be used for both width and height. If an object is passed, the screenshot size
  32828. * will be derived from the parameters. The precision property is a multiplier allowing
  32829. * rendering at a higher or lower resolution
  32830. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32831. * Check your browser for supported MIME types
  32832. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32833. * to the src parameter of an <img> to display it
  32834. */
  32835. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32836. /**
  32837. * Generates an image screenshot from the specified camera.
  32838. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32839. * @param engine The engine to use for rendering
  32840. * @param camera The camera to use for rendering
  32841. * @param size This parameter can be set to a single number or to an object with the
  32842. * following (optional) properties: precision, width, height. If a single number is passed,
  32843. * it will be used for both width and height. If an object is passed, the screenshot size
  32844. * will be derived from the parameters. The precision property is a multiplier allowing
  32845. * rendering at a higher or lower resolution
  32846. * @param successCallback The callback receives a single parameter which contains the
  32847. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32848. * src parameter of an <img> to display it
  32849. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32850. * Check your browser for supported MIME types
  32851. * @param samples Texture samples (default: 1)
  32852. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32853. * @param fileName A name for for the downloaded file.
  32854. */
  32855. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32856. /**
  32857. * Generates an image screenshot from the specified camera.
  32858. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32859. * @param engine The engine to use for rendering
  32860. * @param camera The camera to use for rendering
  32861. * @param size This parameter can be set to a single number or to an object with the
  32862. * following (optional) properties: precision, width, height. If a single number is passed,
  32863. * it will be used for both width and height. If an object is passed, the screenshot size
  32864. * will be derived from the parameters. The precision property is a multiplier allowing
  32865. * rendering at a higher or lower resolution
  32866. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32867. * Check your browser for supported MIME types
  32868. * @param samples Texture samples (default: 1)
  32869. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32870. * @param fileName A name for for the downloaded file.
  32871. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32872. * to the src parameter of an <img> to display it
  32873. */
  32874. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32875. /**
  32876. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32877. * Be aware Math.random() could cause collisions, but:
  32878. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  32879. * @returns a pseudo random id
  32880. */
  32881. static RandomId(): string;
  32882. /**
  32883. * Test if the given uri is a base64 string
  32884. * @param uri The uri to test
  32885. * @return True if the uri is a base64 string or false otherwise
  32886. */
  32887. static IsBase64(uri: string): boolean;
  32888. /**
  32889. * Decode the given base64 uri.
  32890. * @param uri The uri to decode
  32891. * @return The decoded base64 data.
  32892. */
  32893. static DecodeBase64(uri: string): ArrayBuffer;
  32894. /**
  32895. * Gets the absolute url.
  32896. * @param url the input url
  32897. * @return the absolute url
  32898. */
  32899. static GetAbsoluteUrl(url: string): string;
  32900. /**
  32901. * No log
  32902. */
  32903. static readonly NoneLogLevel: number;
  32904. /**
  32905. * Only message logs
  32906. */
  32907. static readonly MessageLogLevel: number;
  32908. /**
  32909. * Only warning logs
  32910. */
  32911. static readonly WarningLogLevel: number;
  32912. /**
  32913. * Only error logs
  32914. */
  32915. static readonly ErrorLogLevel: number;
  32916. /**
  32917. * All logs
  32918. */
  32919. static readonly AllLogLevel: number;
  32920. /**
  32921. * Gets a value indicating the number of loading errors
  32922. * @ignorenaming
  32923. */
  32924. static readonly errorsCount: number;
  32925. /**
  32926. * Callback called when a new log is added
  32927. */
  32928. static OnNewCacheEntry: (entry: string) => void;
  32929. /**
  32930. * Log a message to the console
  32931. * @param message defines the message to log
  32932. */
  32933. static Log(message: string): void;
  32934. /**
  32935. * Write a warning message to the console
  32936. * @param message defines the message to log
  32937. */
  32938. static Warn(message: string): void;
  32939. /**
  32940. * Write an error message to the console
  32941. * @param message defines the message to log
  32942. */
  32943. static Error(message: string): void;
  32944. /**
  32945. * Gets current log cache (list of logs)
  32946. */
  32947. static readonly LogCache: string;
  32948. /**
  32949. * Clears the log cache
  32950. */
  32951. static ClearLogCache(): void;
  32952. /**
  32953. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32954. */
  32955. static LogLevels: number;
  32956. /**
  32957. * Checks if the window object exists
  32958. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32959. */
  32960. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32961. /**
  32962. * No performance log
  32963. */
  32964. static readonly PerformanceNoneLogLevel: number;
  32965. /**
  32966. * Use user marks to log performance
  32967. */
  32968. static readonly PerformanceUserMarkLogLevel: number;
  32969. /**
  32970. * Log performance to the console
  32971. */
  32972. static readonly PerformanceConsoleLogLevel: number;
  32973. private static _performance;
  32974. /**
  32975. * Sets the current performance log level
  32976. */
  32977. static PerformanceLogLevel: number;
  32978. private static _StartPerformanceCounterDisabled;
  32979. private static _EndPerformanceCounterDisabled;
  32980. private static _StartUserMark;
  32981. private static _EndUserMark;
  32982. private static _StartPerformanceConsole;
  32983. private static _EndPerformanceConsole;
  32984. /**
  32985. * Starts a performance counter
  32986. */
  32987. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32988. /**
  32989. * Ends a specific performance coutner
  32990. */
  32991. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32992. /**
  32993. * Gets either window.performance.now() if supported or Date.now() else
  32994. */
  32995. static readonly Now: number;
  32996. /**
  32997. * This method will return the name of the class used to create the instance of the given object.
  32998. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32999. * @param object the object to get the class name from
  33000. * @param isType defines if the object is actually a type
  33001. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33002. */
  33003. static GetClassName(object: any, isType?: boolean): string;
  33004. /**
  33005. * Gets the first element of an array satisfying a given predicate
  33006. * @param array defines the array to browse
  33007. * @param predicate defines the predicate to use
  33008. * @returns null if not found or the element
  33009. */
  33010. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33011. /**
  33012. * This method will return the name of the full name of the class, including its owning module (if any).
  33013. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  33014. * @param object the object to get the class name from
  33015. * @param isType defines if the object is actually a type
  33016. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  33017. * @ignorenaming
  33018. */
  33019. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33020. /**
  33021. * Returns a promise that resolves after the given amount of time.
  33022. * @param delay Number of milliseconds to delay
  33023. * @returns Promise that resolves after the given amount of time
  33024. */
  33025. static DelayAsync(delay: number): Promise<void>;
  33026. }
  33027. /**
  33028. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33029. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33030. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33031. * @param name The name of the class, case should be preserved
  33032. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33033. */
  33034. export function className(name: string, module?: string): (target: Object) => void;
  33035. /**
  33036. * An implementation of a loop for asynchronous functions.
  33037. */
  33038. export class AsyncLoop {
  33039. /**
  33040. * Defines the number of iterations for the loop
  33041. */
  33042. iterations: number;
  33043. /**
  33044. * Defines the current index of the loop.
  33045. */
  33046. index: number;
  33047. private _done;
  33048. private _fn;
  33049. private _successCallback;
  33050. /**
  33051. * Constructor.
  33052. * @param iterations the number of iterations.
  33053. * @param func the function to run each iteration
  33054. * @param successCallback the callback that will be called upon succesful execution
  33055. * @param offset starting offset.
  33056. */
  33057. constructor(
  33058. /**
  33059. * Defines the number of iterations for the loop
  33060. */
  33061. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33062. /**
  33063. * Execute the next iteration. Must be called after the last iteration was finished.
  33064. */
  33065. executeNext(): void;
  33066. /**
  33067. * Break the loop and run the success callback.
  33068. */
  33069. breakLoop(): void;
  33070. /**
  33071. * Create and run an async loop.
  33072. * @param iterations the number of iterations.
  33073. * @param fn the function to run each iteration
  33074. * @param successCallback the callback that will be called upon succesful execution
  33075. * @param offset starting offset.
  33076. * @returns the created async loop object
  33077. */
  33078. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33079. /**
  33080. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33081. * @param iterations total number of iterations
  33082. * @param syncedIterations number of synchronous iterations in each async iteration.
  33083. * @param fn the function to call each iteration.
  33084. * @param callback a success call back that will be called when iterating stops.
  33085. * @param breakFunction a break condition (optional)
  33086. * @param timeout timeout settings for the setTimeout function. default - 0.
  33087. * @returns the created async loop object
  33088. */
  33089. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33090. }
  33091. }
  33092. declare module "babylonjs/Collisions/collisionCoordinator" {
  33093. import { Nullable } from "babylonjs/types";
  33094. import { Scene } from "babylonjs/scene";
  33095. import { Vector3 } from "babylonjs/Maths/math.vector";
  33096. import { Collider } from "babylonjs/Collisions/collider";
  33097. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33098. /** @hidden */
  33099. export interface ICollisionCoordinator {
  33100. createCollider(): Collider;
  33101. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33102. init(scene: Scene): void;
  33103. }
  33104. /** @hidden */
  33105. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33106. private _scene;
  33107. private _scaledPosition;
  33108. private _scaledVelocity;
  33109. private _finalPosition;
  33110. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33111. createCollider(): Collider;
  33112. init(scene: Scene): void;
  33113. private _collideWithWorld;
  33114. }
  33115. }
  33116. declare module "babylonjs/Inputs/scene.inputManager" {
  33117. import { Nullable } from "babylonjs/types";
  33118. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33119. import { Vector2 } from "babylonjs/Maths/math.vector";
  33120. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33121. import { Scene } from "babylonjs/scene";
  33122. /**
  33123. * Class used to manage all inputs for the scene.
  33124. */
  33125. export class InputManager {
  33126. /** The distance in pixel that you have to move to prevent some events */
  33127. static DragMovementThreshold: number;
  33128. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33129. static LongPressDelay: number;
  33130. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33131. static DoubleClickDelay: number;
  33132. /** If you need to check double click without raising a single click at first click, enable this flag */
  33133. static ExclusiveDoubleClickMode: boolean;
  33134. private _wheelEventName;
  33135. private _onPointerMove;
  33136. private _onPointerDown;
  33137. private _onPointerUp;
  33138. private _initClickEvent;
  33139. private _initActionManager;
  33140. private _delayedSimpleClick;
  33141. private _delayedSimpleClickTimeout;
  33142. private _previousDelayedSimpleClickTimeout;
  33143. private _meshPickProceed;
  33144. private _previousButtonPressed;
  33145. private _currentPickResult;
  33146. private _previousPickResult;
  33147. private _totalPointersPressed;
  33148. private _doubleClickOccured;
  33149. private _pointerOverMesh;
  33150. private _pickedDownMesh;
  33151. private _pickedUpMesh;
  33152. private _pointerX;
  33153. private _pointerY;
  33154. private _unTranslatedPointerX;
  33155. private _unTranslatedPointerY;
  33156. private _startingPointerPosition;
  33157. private _previousStartingPointerPosition;
  33158. private _startingPointerTime;
  33159. private _previousStartingPointerTime;
  33160. private _pointerCaptures;
  33161. private _onKeyDown;
  33162. private _onKeyUp;
  33163. private _onCanvasFocusObserver;
  33164. private _onCanvasBlurObserver;
  33165. private _scene;
  33166. /**
  33167. * Creates a new InputManager
  33168. * @param scene defines the hosting scene
  33169. */
  33170. constructor(scene: Scene);
  33171. /**
  33172. * Gets the mesh that is currently under the pointer
  33173. */
  33174. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33175. /**
  33176. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33177. */
  33178. readonly unTranslatedPointer: Vector2;
  33179. /**
  33180. * Gets or sets the current on-screen X position of the pointer
  33181. */
  33182. pointerX: number;
  33183. /**
  33184. * Gets or sets the current on-screen Y position of the pointer
  33185. */
  33186. pointerY: number;
  33187. private _updatePointerPosition;
  33188. private _processPointerMove;
  33189. private _setRayOnPointerInfo;
  33190. private _checkPrePointerObservable;
  33191. /**
  33192. * Use this method to simulate a pointer move on a mesh
  33193. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33194. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33195. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33196. */
  33197. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33198. /**
  33199. * Use this method to simulate a pointer down on a mesh
  33200. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33201. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33202. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33203. */
  33204. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33205. private _processPointerDown;
  33206. /** @hidden */
  33207. _isPointerSwiping(): boolean;
  33208. /**
  33209. * Use this method to simulate a pointer up on a mesh
  33210. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33211. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33212. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33213. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33214. */
  33215. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33216. private _processPointerUp;
  33217. /**
  33218. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33219. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33220. * @returns true if the pointer was captured
  33221. */
  33222. isPointerCaptured(pointerId?: number): boolean;
  33223. /**
  33224. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33225. * @param attachUp defines if you want to attach events to pointerup
  33226. * @param attachDown defines if you want to attach events to pointerdown
  33227. * @param attachMove defines if you want to attach events to pointermove
  33228. */
  33229. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33230. /**
  33231. * Detaches all event handlers
  33232. */
  33233. detachControl(): void;
  33234. /**
  33235. * Force the value of meshUnderPointer
  33236. * @param mesh defines the mesh to use
  33237. */
  33238. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33239. /**
  33240. * Gets the mesh under the pointer
  33241. * @returns a Mesh or null if no mesh is under the pointer
  33242. */
  33243. getPointerOverMesh(): Nullable<AbstractMesh>;
  33244. }
  33245. }
  33246. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33247. /**
  33248. * Helper class used to generate session unique ID
  33249. */
  33250. export class UniqueIdGenerator {
  33251. private static _UniqueIdCounter;
  33252. /**
  33253. * Gets an unique (relatively to the current scene) Id
  33254. */
  33255. static readonly UniqueId: number;
  33256. }
  33257. }
  33258. declare module "babylonjs/Animations/animationGroup" {
  33259. import { Animatable } from "babylonjs/Animations/animatable";
  33260. import { Animation } from "babylonjs/Animations/animation";
  33261. import { Scene, IDisposable } from "babylonjs/scene";
  33262. import { Observable } from "babylonjs/Misc/observable";
  33263. import { Nullable } from "babylonjs/types";
  33264. import "babylonjs/Animations/animatable";
  33265. /**
  33266. * This class defines the direct association between an animation and a target
  33267. */
  33268. export class TargetedAnimation {
  33269. /**
  33270. * Animation to perform
  33271. */
  33272. animation: Animation;
  33273. /**
  33274. * Target to animate
  33275. */
  33276. target: any;
  33277. /**
  33278. * Serialize the object
  33279. * @returns the JSON object representing the current entity
  33280. */
  33281. serialize(): any;
  33282. }
  33283. /**
  33284. * Use this class to create coordinated animations on multiple targets
  33285. */
  33286. export class AnimationGroup implements IDisposable {
  33287. /** The name of the animation group */
  33288. name: string;
  33289. private _scene;
  33290. private _targetedAnimations;
  33291. private _animatables;
  33292. private _from;
  33293. private _to;
  33294. private _isStarted;
  33295. private _isPaused;
  33296. private _speedRatio;
  33297. private _loopAnimation;
  33298. /**
  33299. * Gets or sets the unique id of the node
  33300. */
  33301. uniqueId: number;
  33302. /**
  33303. * This observable will notify when one animation have ended
  33304. */
  33305. onAnimationEndObservable: Observable<TargetedAnimation>;
  33306. /**
  33307. * Observer raised when one animation loops
  33308. */
  33309. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33310. /**
  33311. * This observable will notify when all animations have ended.
  33312. */
  33313. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33314. /**
  33315. * This observable will notify when all animations have paused.
  33316. */
  33317. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33318. /**
  33319. * This observable will notify when all animations are playing.
  33320. */
  33321. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33322. /**
  33323. * Gets the first frame
  33324. */
  33325. readonly from: number;
  33326. /**
  33327. * Gets the last frame
  33328. */
  33329. readonly to: number;
  33330. /**
  33331. * Define if the animations are started
  33332. */
  33333. readonly isStarted: boolean;
  33334. /**
  33335. * Gets a value indicating that the current group is playing
  33336. */
  33337. readonly isPlaying: boolean;
  33338. /**
  33339. * Gets or sets the speed ratio to use for all animations
  33340. */
  33341. /**
  33342. * Gets or sets the speed ratio to use for all animations
  33343. */
  33344. speedRatio: number;
  33345. /**
  33346. * Gets or sets if all animations should loop or not
  33347. */
  33348. loopAnimation: boolean;
  33349. /**
  33350. * Gets the targeted animations for this animation group
  33351. */
  33352. readonly targetedAnimations: Array<TargetedAnimation>;
  33353. /**
  33354. * returning the list of animatables controlled by this animation group.
  33355. */
  33356. readonly animatables: Array<Animatable>;
  33357. /**
  33358. * Instantiates a new Animation Group.
  33359. * This helps managing several animations at once.
  33360. * @see http://doc.babylonjs.com/how_to/group
  33361. * @param name Defines the name of the group
  33362. * @param scene Defines the scene the group belongs to
  33363. */
  33364. constructor(
  33365. /** The name of the animation group */
  33366. name: string, scene?: Nullable<Scene>);
  33367. /**
  33368. * Add an animation (with its target) in the group
  33369. * @param animation defines the animation we want to add
  33370. * @param target defines the target of the animation
  33371. * @returns the TargetedAnimation object
  33372. */
  33373. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33374. /**
  33375. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33376. * It can add constant keys at begin or end
  33377. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33378. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33379. * @returns the animation group
  33380. */
  33381. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33382. /**
  33383. * Start all animations on given targets
  33384. * @param loop defines if animations must loop
  33385. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33386. * @param from defines the from key (optional)
  33387. * @param to defines the to key (optional)
  33388. * @returns the current animation group
  33389. */
  33390. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33391. /**
  33392. * Pause all animations
  33393. * @returns the animation group
  33394. */
  33395. pause(): AnimationGroup;
  33396. /**
  33397. * Play all animations to initial state
  33398. * This function will start() the animations if they were not started or will restart() them if they were paused
  33399. * @param loop defines if animations must loop
  33400. * @returns the animation group
  33401. */
  33402. play(loop?: boolean): AnimationGroup;
  33403. /**
  33404. * Reset all animations to initial state
  33405. * @returns the animation group
  33406. */
  33407. reset(): AnimationGroup;
  33408. /**
  33409. * Restart animations from key 0
  33410. * @returns the animation group
  33411. */
  33412. restart(): AnimationGroup;
  33413. /**
  33414. * Stop all animations
  33415. * @returns the animation group
  33416. */
  33417. stop(): AnimationGroup;
  33418. /**
  33419. * Set animation weight for all animatables
  33420. * @param weight defines the weight to use
  33421. * @return the animationGroup
  33422. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33423. */
  33424. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33425. /**
  33426. * Synchronize and normalize all animatables with a source animatable
  33427. * @param root defines the root animatable to synchronize with
  33428. * @return the animationGroup
  33429. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33430. */
  33431. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33432. /**
  33433. * Goes to a specific frame in this animation group
  33434. * @param frame the frame number to go to
  33435. * @return the animationGroup
  33436. */
  33437. goToFrame(frame: number): AnimationGroup;
  33438. /**
  33439. * Dispose all associated resources
  33440. */
  33441. dispose(): void;
  33442. private _checkAnimationGroupEnded;
  33443. /**
  33444. * Clone the current animation group and returns a copy
  33445. * @param newName defines the name of the new group
  33446. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33447. * @returns the new aniamtion group
  33448. */
  33449. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33450. /**
  33451. * Serializes the animationGroup to an object
  33452. * @returns Serialized object
  33453. */
  33454. serialize(): any;
  33455. /**
  33456. * Returns a new AnimationGroup object parsed from the source provided.
  33457. * @param parsedAnimationGroup defines the source
  33458. * @param scene defines the scene that will receive the animationGroup
  33459. * @returns a new AnimationGroup
  33460. */
  33461. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33462. /**
  33463. * Returns the string "AnimationGroup"
  33464. * @returns "AnimationGroup"
  33465. */
  33466. getClassName(): string;
  33467. /**
  33468. * Creates a detailled string about the object
  33469. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33470. * @returns a string representing the object
  33471. */
  33472. toString(fullDetails?: boolean): string;
  33473. }
  33474. }
  33475. declare module "babylonjs/scene" {
  33476. import { Nullable } from "babylonjs/types";
  33477. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33478. import { Observable } from "babylonjs/Misc/observable";
  33479. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33480. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33481. import { Geometry } from "babylonjs/Meshes/geometry";
  33482. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33483. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33484. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33485. import { Mesh } from "babylonjs/Meshes/mesh";
  33486. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33487. import { Bone } from "babylonjs/Bones/bone";
  33488. import { Skeleton } from "babylonjs/Bones/skeleton";
  33489. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33490. import { Camera } from "babylonjs/Cameras/camera";
  33491. import { AbstractScene } from "babylonjs/abstractScene";
  33492. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33493. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33494. import { Material } from "babylonjs/Materials/material";
  33495. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33496. import { Effect } from "babylonjs/Materials/effect";
  33497. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33498. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33499. import { Light } from "babylonjs/Lights/light";
  33500. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33501. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33502. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33503. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33504. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33505. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33506. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33507. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33508. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33509. import { Engine } from "babylonjs/Engines/engine";
  33510. import { Node } from "babylonjs/node";
  33511. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33512. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33513. import { WebRequest } from "babylonjs/Misc/webRequest";
  33514. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33515. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33516. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33517. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33518. import { Plane } from "babylonjs/Maths/math.plane";
  33519. import { Ray } from "babylonjs/Culling/ray";
  33520. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33521. import { Animation } from "babylonjs/Animations/animation";
  33522. import { Animatable } from "babylonjs/Animations/animatable";
  33523. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33524. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33525. import { Collider } from "babylonjs/Collisions/collider";
  33526. /**
  33527. * Define an interface for all classes that will hold resources
  33528. */
  33529. export interface IDisposable {
  33530. /**
  33531. * Releases all held resources
  33532. */
  33533. dispose(): void;
  33534. }
  33535. /** Interface defining initialization parameters for Scene class */
  33536. export interface SceneOptions {
  33537. /**
  33538. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33539. * It will improve performance when the number of geometries becomes important.
  33540. */
  33541. useGeometryUniqueIdsMap?: boolean;
  33542. /**
  33543. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33544. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33545. */
  33546. useMaterialMeshMap?: boolean;
  33547. /**
  33548. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33549. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33550. */
  33551. useClonedMeshhMap?: boolean;
  33552. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33553. virtual?: boolean;
  33554. }
  33555. /**
  33556. * Represents a scene to be rendered by the engine.
  33557. * @see http://doc.babylonjs.com/features/scene
  33558. */
  33559. export class Scene extends AbstractScene implements IAnimatable {
  33560. /** The fog is deactivated */
  33561. static readonly FOGMODE_NONE: number;
  33562. /** The fog density is following an exponential function */
  33563. static readonly FOGMODE_EXP: number;
  33564. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33565. static readonly FOGMODE_EXP2: number;
  33566. /** The fog density is following a linear function. */
  33567. static readonly FOGMODE_LINEAR: number;
  33568. /**
  33569. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33570. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33571. */
  33572. static MinDeltaTime: number;
  33573. /**
  33574. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33575. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33576. */
  33577. static MaxDeltaTime: number;
  33578. /**
  33579. * Factory used to create the default material.
  33580. * @param name The name of the material to create
  33581. * @param scene The scene to create the material for
  33582. * @returns The default material
  33583. */
  33584. static DefaultMaterialFactory(scene: Scene): Material;
  33585. /**
  33586. * Factory used to create the a collision coordinator.
  33587. * @returns The collision coordinator
  33588. */
  33589. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33590. /** @hidden */
  33591. _inputManager: InputManager;
  33592. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33593. cameraToUseForPointers: Nullable<Camera>;
  33594. /** @hidden */
  33595. readonly _isScene: boolean;
  33596. /**
  33597. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33598. */
  33599. autoClear: boolean;
  33600. /**
  33601. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33602. */
  33603. autoClearDepthAndStencil: boolean;
  33604. /**
  33605. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33606. */
  33607. clearColor: Color4;
  33608. /**
  33609. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33610. */
  33611. ambientColor: Color3;
  33612. /**
  33613. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33614. * It should only be one of the following (if not the default embedded one):
  33615. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33616. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33617. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33618. * The material properties need to be setup according to the type of texture in use.
  33619. */
  33620. environmentBRDFTexture: BaseTexture;
  33621. /** @hidden */
  33622. protected _environmentTexture: Nullable<BaseTexture>;
  33623. /**
  33624. * Texture used in all pbr material as the reflection texture.
  33625. * As in the majority of the scene they are the same (exception for multi room and so on),
  33626. * this is easier to reference from here than from all the materials.
  33627. */
  33628. /**
  33629. * Texture used in all pbr material as the reflection texture.
  33630. * As in the majority of the scene they are the same (exception for multi room and so on),
  33631. * this is easier to set here than in all the materials.
  33632. */
  33633. environmentTexture: Nullable<BaseTexture>;
  33634. /** @hidden */
  33635. protected _environmentIntensity: number;
  33636. /**
  33637. * Intensity of the environment in all pbr material.
  33638. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33639. * As in the majority of the scene they are the same (exception for multi room and so on),
  33640. * this is easier to reference from here than from all the materials.
  33641. */
  33642. /**
  33643. * Intensity of the environment in all pbr material.
  33644. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33645. * As in the majority of the scene they are the same (exception for multi room and so on),
  33646. * this is easier to set here than in all the materials.
  33647. */
  33648. environmentIntensity: number;
  33649. /** @hidden */
  33650. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33651. /**
  33652. * Default image processing configuration used either in the rendering
  33653. * Forward main pass or through the imageProcessingPostProcess if present.
  33654. * As in the majority of the scene they are the same (exception for multi camera),
  33655. * this is easier to reference from here than from all the materials and post process.
  33656. *
  33657. * No setter as we it is a shared configuration, you can set the values instead.
  33658. */
  33659. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33660. private _forceWireframe;
  33661. /**
  33662. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33663. */
  33664. forceWireframe: boolean;
  33665. private _forcePointsCloud;
  33666. /**
  33667. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33668. */
  33669. forcePointsCloud: boolean;
  33670. /**
  33671. * Gets or sets the active clipplane 1
  33672. */
  33673. clipPlane: Nullable<Plane>;
  33674. /**
  33675. * Gets or sets the active clipplane 2
  33676. */
  33677. clipPlane2: Nullable<Plane>;
  33678. /**
  33679. * Gets or sets the active clipplane 3
  33680. */
  33681. clipPlane3: Nullable<Plane>;
  33682. /**
  33683. * Gets or sets the active clipplane 4
  33684. */
  33685. clipPlane4: Nullable<Plane>;
  33686. /**
  33687. * Gets or sets a boolean indicating if animations are enabled
  33688. */
  33689. animationsEnabled: boolean;
  33690. private _animationPropertiesOverride;
  33691. /**
  33692. * Gets or sets the animation properties override
  33693. */
  33694. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33695. /**
  33696. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33697. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33698. */
  33699. useConstantAnimationDeltaTime: boolean;
  33700. /**
  33701. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33702. * Please note that it requires to run a ray cast through the scene on every frame
  33703. */
  33704. constantlyUpdateMeshUnderPointer: boolean;
  33705. /**
  33706. * Defines the HTML cursor to use when hovering over interactive elements
  33707. */
  33708. hoverCursor: string;
  33709. /**
  33710. * Defines the HTML default cursor to use (empty by default)
  33711. */
  33712. defaultCursor: string;
  33713. /**
  33714. * This is used to call preventDefault() on pointer down
  33715. * in order to block unwanted artifacts like system double clicks
  33716. */
  33717. preventDefaultOnPointerDown: boolean;
  33718. /**
  33719. * This is used to call preventDefault() on pointer up
  33720. * in order to block unwanted artifacts like system double clicks
  33721. */
  33722. preventDefaultOnPointerUp: boolean;
  33723. /**
  33724. * Gets or sets user defined metadata
  33725. */
  33726. metadata: any;
  33727. /**
  33728. * For internal use only. Please do not use.
  33729. */
  33730. reservedDataStore: any;
  33731. /**
  33732. * Gets the name of the plugin used to load this scene (null by default)
  33733. */
  33734. loadingPluginName: string;
  33735. /**
  33736. * Use this array to add regular expressions used to disable offline support for specific urls
  33737. */
  33738. disableOfflineSupportExceptionRules: RegExp[];
  33739. /**
  33740. * An event triggered when the scene is disposed.
  33741. */
  33742. onDisposeObservable: Observable<Scene>;
  33743. private _onDisposeObserver;
  33744. /** Sets a function to be executed when this scene is disposed. */
  33745. onDispose: () => void;
  33746. /**
  33747. * An event triggered before rendering the scene (right after animations and physics)
  33748. */
  33749. onBeforeRenderObservable: Observable<Scene>;
  33750. private _onBeforeRenderObserver;
  33751. /** Sets a function to be executed before rendering this scene */
  33752. beforeRender: Nullable<() => void>;
  33753. /**
  33754. * An event triggered after rendering the scene
  33755. */
  33756. onAfterRenderObservable: Observable<Scene>;
  33757. /**
  33758. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33759. */
  33760. onAfterRenderCameraObservable: Observable<Camera>;
  33761. private _onAfterRenderObserver;
  33762. /** Sets a function to be executed after rendering this scene */
  33763. afterRender: Nullable<() => void>;
  33764. /**
  33765. * An event triggered before animating the scene
  33766. */
  33767. onBeforeAnimationsObservable: Observable<Scene>;
  33768. /**
  33769. * An event triggered after animations processing
  33770. */
  33771. onAfterAnimationsObservable: Observable<Scene>;
  33772. /**
  33773. * An event triggered before draw calls are ready to be sent
  33774. */
  33775. onBeforeDrawPhaseObservable: Observable<Scene>;
  33776. /**
  33777. * An event triggered after draw calls have been sent
  33778. */
  33779. onAfterDrawPhaseObservable: Observable<Scene>;
  33780. /**
  33781. * An event triggered when the scene is ready
  33782. */
  33783. onReadyObservable: Observable<Scene>;
  33784. /**
  33785. * An event triggered before rendering a camera
  33786. */
  33787. onBeforeCameraRenderObservable: Observable<Camera>;
  33788. private _onBeforeCameraRenderObserver;
  33789. /** Sets a function to be executed before rendering a camera*/
  33790. beforeCameraRender: () => void;
  33791. /**
  33792. * An event triggered after rendering a camera
  33793. */
  33794. onAfterCameraRenderObservable: Observable<Camera>;
  33795. private _onAfterCameraRenderObserver;
  33796. /** Sets a function to be executed after rendering a camera*/
  33797. afterCameraRender: () => void;
  33798. /**
  33799. * An event triggered when active meshes evaluation is about to start
  33800. */
  33801. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33802. /**
  33803. * An event triggered when active meshes evaluation is done
  33804. */
  33805. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33806. /**
  33807. * An event triggered when particles rendering is about to start
  33808. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33809. */
  33810. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33811. /**
  33812. * An event triggered when particles rendering is done
  33813. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33814. */
  33815. onAfterParticlesRenderingObservable: Observable<Scene>;
  33816. /**
  33817. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33818. */
  33819. onDataLoadedObservable: Observable<Scene>;
  33820. /**
  33821. * An event triggered when a camera is created
  33822. */
  33823. onNewCameraAddedObservable: Observable<Camera>;
  33824. /**
  33825. * An event triggered when a camera is removed
  33826. */
  33827. onCameraRemovedObservable: Observable<Camera>;
  33828. /**
  33829. * An event triggered when a light is created
  33830. */
  33831. onNewLightAddedObservable: Observable<Light>;
  33832. /**
  33833. * An event triggered when a light is removed
  33834. */
  33835. onLightRemovedObservable: Observable<Light>;
  33836. /**
  33837. * An event triggered when a geometry is created
  33838. */
  33839. onNewGeometryAddedObservable: Observable<Geometry>;
  33840. /**
  33841. * An event triggered when a geometry is removed
  33842. */
  33843. onGeometryRemovedObservable: Observable<Geometry>;
  33844. /**
  33845. * An event triggered when a transform node is created
  33846. */
  33847. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33848. /**
  33849. * An event triggered when a transform node is removed
  33850. */
  33851. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33852. /**
  33853. * An event triggered when a mesh is created
  33854. */
  33855. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33856. /**
  33857. * An event triggered when a mesh is removed
  33858. */
  33859. onMeshRemovedObservable: Observable<AbstractMesh>;
  33860. /**
  33861. * An event triggered when a skeleton is created
  33862. */
  33863. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33864. /**
  33865. * An event triggered when a skeleton is removed
  33866. */
  33867. onSkeletonRemovedObservable: Observable<Skeleton>;
  33868. /**
  33869. * An event triggered when a material is created
  33870. */
  33871. onNewMaterialAddedObservable: Observable<Material>;
  33872. /**
  33873. * An event triggered when a material is removed
  33874. */
  33875. onMaterialRemovedObservable: Observable<Material>;
  33876. /**
  33877. * An event triggered when a texture is created
  33878. */
  33879. onNewTextureAddedObservable: Observable<BaseTexture>;
  33880. /**
  33881. * An event triggered when a texture is removed
  33882. */
  33883. onTextureRemovedObservable: Observable<BaseTexture>;
  33884. /**
  33885. * An event triggered when render targets are about to be rendered
  33886. * Can happen multiple times per frame.
  33887. */
  33888. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33889. /**
  33890. * An event triggered when render targets were rendered.
  33891. * Can happen multiple times per frame.
  33892. */
  33893. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33894. /**
  33895. * An event triggered before calculating deterministic simulation step
  33896. */
  33897. onBeforeStepObservable: Observable<Scene>;
  33898. /**
  33899. * An event triggered after calculating deterministic simulation step
  33900. */
  33901. onAfterStepObservable: Observable<Scene>;
  33902. /**
  33903. * An event triggered when the activeCamera property is updated
  33904. */
  33905. onActiveCameraChanged: Observable<Scene>;
  33906. /**
  33907. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33908. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33909. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33910. */
  33911. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33912. /**
  33913. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33914. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33915. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33916. */
  33917. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33918. /**
  33919. * This Observable will when a mesh has been imported into the scene.
  33920. */
  33921. onMeshImportedObservable: Observable<AbstractMesh>;
  33922. /**
  33923. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33924. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33925. */
  33926. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33927. /** @hidden */
  33928. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33929. /**
  33930. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33931. */
  33932. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33933. /**
  33934. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33935. */
  33936. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33937. /**
  33938. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33939. */
  33940. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33941. /** Callback called when a pointer move is detected */
  33942. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33943. /** Callback called when a pointer down is detected */
  33944. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33945. /** Callback called when a pointer up is detected */
  33946. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33947. /** Callback called when a pointer pick is detected */
  33948. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33949. /**
  33950. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  33951. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33952. */
  33953. onPrePointerObservable: Observable<PointerInfoPre>;
  33954. /**
  33955. * Observable event triggered each time an input event is received from the rendering canvas
  33956. */
  33957. onPointerObservable: Observable<PointerInfo>;
  33958. /**
  33959. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33960. */
  33961. readonly unTranslatedPointer: Vector2;
  33962. /**
  33963. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33964. */
  33965. static DragMovementThreshold: number;
  33966. /**
  33967. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33968. */
  33969. static LongPressDelay: number;
  33970. /**
  33971. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33972. */
  33973. static DoubleClickDelay: number;
  33974. /** If you need to check double click without raising a single click at first click, enable this flag */
  33975. static ExclusiveDoubleClickMode: boolean;
  33976. /** @hidden */
  33977. _mirroredCameraPosition: Nullable<Vector3>;
  33978. /**
  33979. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33980. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33981. */
  33982. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33983. /**
  33984. * Observable event triggered each time an keyboard event is received from the hosting window
  33985. */
  33986. onKeyboardObservable: Observable<KeyboardInfo>;
  33987. private _useRightHandedSystem;
  33988. /**
  33989. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33990. */
  33991. useRightHandedSystem: boolean;
  33992. private _timeAccumulator;
  33993. private _currentStepId;
  33994. private _currentInternalStep;
  33995. /**
  33996. * Sets the step Id used by deterministic lock step
  33997. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33998. * @param newStepId defines the step Id
  33999. */
  34000. setStepId(newStepId: number): void;
  34001. /**
  34002. * Gets the step Id used by deterministic lock step
  34003. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34004. * @returns the step Id
  34005. */
  34006. getStepId(): number;
  34007. /**
  34008. * Gets the internal step used by deterministic lock step
  34009. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34010. * @returns the internal step
  34011. */
  34012. getInternalStep(): number;
  34013. private _fogEnabled;
  34014. /**
  34015. * Gets or sets a boolean indicating if fog is enabled on this scene
  34016. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34017. * (Default is true)
  34018. */
  34019. fogEnabled: boolean;
  34020. private _fogMode;
  34021. /**
  34022. * Gets or sets the fog mode to use
  34023. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34024. * | mode | value |
  34025. * | --- | --- |
  34026. * | FOGMODE_NONE | 0 |
  34027. * | FOGMODE_EXP | 1 |
  34028. * | FOGMODE_EXP2 | 2 |
  34029. * | FOGMODE_LINEAR | 3 |
  34030. */
  34031. fogMode: number;
  34032. /**
  34033. * Gets or sets the fog color to use
  34034. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34035. * (Default is Color3(0.2, 0.2, 0.3))
  34036. */
  34037. fogColor: Color3;
  34038. /**
  34039. * Gets or sets the fog density to use
  34040. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34041. * (Default is 0.1)
  34042. */
  34043. fogDensity: number;
  34044. /**
  34045. * Gets or sets the fog start distance to use
  34046. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34047. * (Default is 0)
  34048. */
  34049. fogStart: number;
  34050. /**
  34051. * Gets or sets the fog end distance to use
  34052. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34053. * (Default is 1000)
  34054. */
  34055. fogEnd: number;
  34056. private _shadowsEnabled;
  34057. /**
  34058. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34059. */
  34060. shadowsEnabled: boolean;
  34061. private _lightsEnabled;
  34062. /**
  34063. * Gets or sets a boolean indicating if lights are enabled on this scene
  34064. */
  34065. lightsEnabled: boolean;
  34066. /** All of the active cameras added to this scene. */
  34067. activeCameras: Camera[];
  34068. /** @hidden */
  34069. _activeCamera: Nullable<Camera>;
  34070. /** Gets or sets the current active camera */
  34071. activeCamera: Nullable<Camera>;
  34072. private _defaultMaterial;
  34073. /** The default material used on meshes when no material is affected */
  34074. /** The default material used on meshes when no material is affected */
  34075. defaultMaterial: Material;
  34076. private _texturesEnabled;
  34077. /**
  34078. * Gets or sets a boolean indicating if textures are enabled on this scene
  34079. */
  34080. texturesEnabled: boolean;
  34081. /**
  34082. * Gets or sets a boolean indicating if particles are enabled on this scene
  34083. */
  34084. particlesEnabled: boolean;
  34085. /**
  34086. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34087. */
  34088. spritesEnabled: boolean;
  34089. private _skeletonsEnabled;
  34090. /**
  34091. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34092. */
  34093. skeletonsEnabled: boolean;
  34094. /**
  34095. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34096. */
  34097. lensFlaresEnabled: boolean;
  34098. /**
  34099. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34100. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34101. */
  34102. collisionsEnabled: boolean;
  34103. private _collisionCoordinator;
  34104. /** @hidden */
  34105. readonly collisionCoordinator: ICollisionCoordinator;
  34106. /**
  34107. * Defines the gravity applied to this scene (used only for collisions)
  34108. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34109. */
  34110. gravity: Vector3;
  34111. /**
  34112. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34113. */
  34114. postProcessesEnabled: boolean;
  34115. /**
  34116. * The list of postprocesses added to the scene
  34117. */
  34118. postProcesses: PostProcess[];
  34119. /**
  34120. * Gets the current postprocess manager
  34121. */
  34122. postProcessManager: PostProcessManager;
  34123. /**
  34124. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34125. */
  34126. renderTargetsEnabled: boolean;
  34127. /**
  34128. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34129. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34130. */
  34131. dumpNextRenderTargets: boolean;
  34132. /**
  34133. * The list of user defined render targets added to the scene
  34134. */
  34135. customRenderTargets: RenderTargetTexture[];
  34136. /**
  34137. * Defines if texture loading must be delayed
  34138. * If true, textures will only be loaded when they need to be rendered
  34139. */
  34140. useDelayedTextureLoading: boolean;
  34141. /**
  34142. * Gets the list of meshes imported to the scene through SceneLoader
  34143. */
  34144. importedMeshesFiles: String[];
  34145. /**
  34146. * Gets or sets a boolean indicating if probes are enabled on this scene
  34147. */
  34148. probesEnabled: boolean;
  34149. /**
  34150. * Gets or sets the current offline provider to use to store scene data
  34151. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34152. */
  34153. offlineProvider: IOfflineProvider;
  34154. /**
  34155. * Gets or sets the action manager associated with the scene
  34156. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34157. */
  34158. actionManager: AbstractActionManager;
  34159. private _meshesForIntersections;
  34160. /**
  34161. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34162. */
  34163. proceduralTexturesEnabled: boolean;
  34164. private _engine;
  34165. private _totalVertices;
  34166. /** @hidden */
  34167. _activeIndices: PerfCounter;
  34168. /** @hidden */
  34169. _activeParticles: PerfCounter;
  34170. /** @hidden */
  34171. _activeBones: PerfCounter;
  34172. private _animationRatio;
  34173. /** @hidden */
  34174. _animationTimeLast: number;
  34175. /** @hidden */
  34176. _animationTime: number;
  34177. /**
  34178. * Gets or sets a general scale for animation speed
  34179. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34180. */
  34181. animationTimeScale: number;
  34182. /** @hidden */
  34183. _cachedMaterial: Nullable<Material>;
  34184. /** @hidden */
  34185. _cachedEffect: Nullable<Effect>;
  34186. /** @hidden */
  34187. _cachedVisibility: Nullable<number>;
  34188. private _renderId;
  34189. private _frameId;
  34190. private _executeWhenReadyTimeoutId;
  34191. private _intermediateRendering;
  34192. private _viewUpdateFlag;
  34193. private _projectionUpdateFlag;
  34194. /** @hidden */
  34195. _toBeDisposed: Nullable<IDisposable>[];
  34196. private _activeRequests;
  34197. /** @hidden */
  34198. _pendingData: any[];
  34199. private _isDisposed;
  34200. /**
  34201. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34202. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34203. */
  34204. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34205. private _activeMeshes;
  34206. private _processedMaterials;
  34207. private _renderTargets;
  34208. /** @hidden */
  34209. _activeParticleSystems: SmartArray<IParticleSystem>;
  34210. private _activeSkeletons;
  34211. private _softwareSkinnedMeshes;
  34212. private _renderingManager;
  34213. /** @hidden */
  34214. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34215. private _transformMatrix;
  34216. private _sceneUbo;
  34217. /** @hidden */
  34218. _viewMatrix: Matrix;
  34219. private _projectionMatrix;
  34220. /** @hidden */
  34221. _forcedViewPosition: Nullable<Vector3>;
  34222. /** @hidden */
  34223. _frustumPlanes: Plane[];
  34224. /**
  34225. * Gets the list of frustum planes (built from the active camera)
  34226. */
  34227. readonly frustumPlanes: Plane[];
  34228. /**
  34229. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34230. * This is useful if there are more lights that the maximum simulteanous authorized
  34231. */
  34232. requireLightSorting: boolean;
  34233. /** @hidden */
  34234. readonly useMaterialMeshMap: boolean;
  34235. /** @hidden */
  34236. readonly useClonedMeshhMap: boolean;
  34237. private _externalData;
  34238. private _uid;
  34239. /**
  34240. * @hidden
  34241. * Backing store of defined scene components.
  34242. */
  34243. _components: ISceneComponent[];
  34244. /**
  34245. * @hidden
  34246. * Backing store of defined scene components.
  34247. */
  34248. _serializableComponents: ISceneSerializableComponent[];
  34249. /**
  34250. * List of components to register on the next registration step.
  34251. */
  34252. private _transientComponents;
  34253. /**
  34254. * Registers the transient components if needed.
  34255. */
  34256. private _registerTransientComponents;
  34257. /**
  34258. * @hidden
  34259. * Add a component to the scene.
  34260. * Note that the ccomponent could be registered on th next frame if this is called after
  34261. * the register component stage.
  34262. * @param component Defines the component to add to the scene
  34263. */
  34264. _addComponent(component: ISceneComponent): void;
  34265. /**
  34266. * @hidden
  34267. * Gets a component from the scene.
  34268. * @param name defines the name of the component to retrieve
  34269. * @returns the component or null if not present
  34270. */
  34271. _getComponent(name: string): Nullable<ISceneComponent>;
  34272. /**
  34273. * @hidden
  34274. * Defines the actions happening before camera updates.
  34275. */
  34276. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34277. /**
  34278. * @hidden
  34279. * Defines the actions happening before clear the canvas.
  34280. */
  34281. _beforeClearStage: Stage<SimpleStageAction>;
  34282. /**
  34283. * @hidden
  34284. * Defines the actions when collecting render targets for the frame.
  34285. */
  34286. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34287. /**
  34288. * @hidden
  34289. * Defines the actions happening for one camera in the frame.
  34290. */
  34291. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34292. /**
  34293. * @hidden
  34294. * Defines the actions happening during the per mesh ready checks.
  34295. */
  34296. _isReadyForMeshStage: Stage<MeshStageAction>;
  34297. /**
  34298. * @hidden
  34299. * Defines the actions happening before evaluate active mesh checks.
  34300. */
  34301. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34302. /**
  34303. * @hidden
  34304. * Defines the actions happening during the evaluate sub mesh checks.
  34305. */
  34306. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34307. /**
  34308. * @hidden
  34309. * Defines the actions happening during the active mesh stage.
  34310. */
  34311. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34312. /**
  34313. * @hidden
  34314. * Defines the actions happening during the per camera render target step.
  34315. */
  34316. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34317. /**
  34318. * @hidden
  34319. * Defines the actions happening just before the active camera is drawing.
  34320. */
  34321. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34322. /**
  34323. * @hidden
  34324. * Defines the actions happening just before a render target is drawing.
  34325. */
  34326. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34327. /**
  34328. * @hidden
  34329. * Defines the actions happening just before a rendering group is drawing.
  34330. */
  34331. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34332. /**
  34333. * @hidden
  34334. * Defines the actions happening just before a mesh is drawing.
  34335. */
  34336. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34337. /**
  34338. * @hidden
  34339. * Defines the actions happening just after a mesh has been drawn.
  34340. */
  34341. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34342. /**
  34343. * @hidden
  34344. * Defines the actions happening just after a rendering group has been drawn.
  34345. */
  34346. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34347. /**
  34348. * @hidden
  34349. * Defines the actions happening just after the active camera has been drawn.
  34350. */
  34351. _afterCameraDrawStage: Stage<CameraStageAction>;
  34352. /**
  34353. * @hidden
  34354. * Defines the actions happening just after a render target has been drawn.
  34355. */
  34356. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34357. /**
  34358. * @hidden
  34359. * Defines the actions happening just after rendering all cameras and computing intersections.
  34360. */
  34361. _afterRenderStage: Stage<SimpleStageAction>;
  34362. /**
  34363. * @hidden
  34364. * Defines the actions happening when a pointer move event happens.
  34365. */
  34366. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34367. /**
  34368. * @hidden
  34369. * Defines the actions happening when a pointer down event happens.
  34370. */
  34371. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34372. /**
  34373. * @hidden
  34374. * Defines the actions happening when a pointer up event happens.
  34375. */
  34376. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34377. /**
  34378. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34379. */
  34380. private geometriesByUniqueId;
  34381. /**
  34382. * Creates a new Scene
  34383. * @param engine defines the engine to use to render this scene
  34384. * @param options defines the scene options
  34385. */
  34386. constructor(engine: Engine, options?: SceneOptions);
  34387. /**
  34388. * Gets a string idenfifying the name of the class
  34389. * @returns "Scene" string
  34390. */
  34391. getClassName(): string;
  34392. private _defaultMeshCandidates;
  34393. /**
  34394. * @hidden
  34395. */
  34396. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34397. private _defaultSubMeshCandidates;
  34398. /**
  34399. * @hidden
  34400. */
  34401. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34402. /**
  34403. * Sets the default candidate providers for the scene.
  34404. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34405. * and getCollidingSubMeshCandidates to their default function
  34406. */
  34407. setDefaultCandidateProviders(): void;
  34408. /**
  34409. * Gets the mesh that is currently under the pointer
  34410. */
  34411. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34412. /**
  34413. * Gets or sets the current on-screen X position of the pointer
  34414. */
  34415. pointerX: number;
  34416. /**
  34417. * Gets or sets the current on-screen Y position of the pointer
  34418. */
  34419. pointerY: number;
  34420. /**
  34421. * Gets the cached material (ie. the latest rendered one)
  34422. * @returns the cached material
  34423. */
  34424. getCachedMaterial(): Nullable<Material>;
  34425. /**
  34426. * Gets the cached effect (ie. the latest rendered one)
  34427. * @returns the cached effect
  34428. */
  34429. getCachedEffect(): Nullable<Effect>;
  34430. /**
  34431. * Gets the cached visibility state (ie. the latest rendered one)
  34432. * @returns the cached visibility state
  34433. */
  34434. getCachedVisibility(): Nullable<number>;
  34435. /**
  34436. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34437. * @param material defines the current material
  34438. * @param effect defines the current effect
  34439. * @param visibility defines the current visibility state
  34440. * @returns true if one parameter is not cached
  34441. */
  34442. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34443. /**
  34444. * Gets the engine associated with the scene
  34445. * @returns an Engine
  34446. */
  34447. getEngine(): Engine;
  34448. /**
  34449. * Gets the total number of vertices rendered per frame
  34450. * @returns the total number of vertices rendered per frame
  34451. */
  34452. getTotalVertices(): number;
  34453. /**
  34454. * Gets the performance counter for total vertices
  34455. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34456. */
  34457. readonly totalVerticesPerfCounter: PerfCounter;
  34458. /**
  34459. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34460. * @returns the total number of active indices rendered per frame
  34461. */
  34462. getActiveIndices(): number;
  34463. /**
  34464. * Gets the performance counter for active indices
  34465. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34466. */
  34467. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34468. /**
  34469. * Gets the total number of active particles rendered per frame
  34470. * @returns the total number of active particles rendered per frame
  34471. */
  34472. getActiveParticles(): number;
  34473. /**
  34474. * Gets the performance counter for active particles
  34475. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34476. */
  34477. readonly activeParticlesPerfCounter: PerfCounter;
  34478. /**
  34479. * Gets the total number of active bones rendered per frame
  34480. * @returns the total number of active bones rendered per frame
  34481. */
  34482. getActiveBones(): number;
  34483. /**
  34484. * Gets the performance counter for active bones
  34485. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34486. */
  34487. readonly activeBonesPerfCounter: PerfCounter;
  34488. /**
  34489. * Gets the array of active meshes
  34490. * @returns an array of AbstractMesh
  34491. */
  34492. getActiveMeshes(): SmartArray<AbstractMesh>;
  34493. /**
  34494. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34495. * @returns a number
  34496. */
  34497. getAnimationRatio(): number;
  34498. /**
  34499. * Gets an unique Id for the current render phase
  34500. * @returns a number
  34501. */
  34502. getRenderId(): number;
  34503. /**
  34504. * Gets an unique Id for the current frame
  34505. * @returns a number
  34506. */
  34507. getFrameId(): number;
  34508. /** Call this function if you want to manually increment the render Id*/
  34509. incrementRenderId(): void;
  34510. private _createUbo;
  34511. /**
  34512. * Use this method to simulate a pointer move on a mesh
  34513. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34514. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34515. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34516. * @returns the current scene
  34517. */
  34518. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34519. /**
  34520. * Use this method to simulate a pointer down on a mesh
  34521. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34522. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34523. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34524. * @returns the current scene
  34525. */
  34526. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34527. /**
  34528. * Use this method to simulate a pointer up on a mesh
  34529. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34530. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34531. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34532. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34533. * @returns the current scene
  34534. */
  34535. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34536. /**
  34537. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34538. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34539. * @returns true if the pointer was captured
  34540. */
  34541. isPointerCaptured(pointerId?: number): boolean;
  34542. /**
  34543. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34544. * @param attachUp defines if you want to attach events to pointerup
  34545. * @param attachDown defines if you want to attach events to pointerdown
  34546. * @param attachMove defines if you want to attach events to pointermove
  34547. */
  34548. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34549. /** Detaches all event handlers*/
  34550. detachControl(): void;
  34551. /**
  34552. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34553. * Delay loaded resources are not taking in account
  34554. * @return true if all required resources are ready
  34555. */
  34556. isReady(): boolean;
  34557. /** Resets all cached information relative to material (including effect and visibility) */
  34558. resetCachedMaterial(): void;
  34559. /**
  34560. * Registers a function to be called before every frame render
  34561. * @param func defines the function to register
  34562. */
  34563. registerBeforeRender(func: () => void): void;
  34564. /**
  34565. * Unregisters a function called before every frame render
  34566. * @param func defines the function to unregister
  34567. */
  34568. unregisterBeforeRender(func: () => void): void;
  34569. /**
  34570. * Registers a function to be called after every frame render
  34571. * @param func defines the function to register
  34572. */
  34573. registerAfterRender(func: () => void): void;
  34574. /**
  34575. * Unregisters a function called after every frame render
  34576. * @param func defines the function to unregister
  34577. */
  34578. unregisterAfterRender(func: () => void): void;
  34579. private _executeOnceBeforeRender;
  34580. /**
  34581. * The provided function will run before render once and will be disposed afterwards.
  34582. * A timeout delay can be provided so that the function will be executed in N ms.
  34583. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34584. * @param func The function to be executed.
  34585. * @param timeout optional delay in ms
  34586. */
  34587. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34588. /** @hidden */
  34589. _addPendingData(data: any): void;
  34590. /** @hidden */
  34591. _removePendingData(data: any): void;
  34592. /**
  34593. * Returns the number of items waiting to be loaded
  34594. * @returns the number of items waiting to be loaded
  34595. */
  34596. getWaitingItemsCount(): number;
  34597. /**
  34598. * Returns a boolean indicating if the scene is still loading data
  34599. */
  34600. readonly isLoading: boolean;
  34601. /**
  34602. * Registers a function to be executed when the scene is ready
  34603. * @param {Function} func - the function to be executed
  34604. */
  34605. executeWhenReady(func: () => void): void;
  34606. /**
  34607. * Returns a promise that resolves when the scene is ready
  34608. * @returns A promise that resolves when the scene is ready
  34609. */
  34610. whenReadyAsync(): Promise<void>;
  34611. /** @hidden */
  34612. _checkIsReady(): void;
  34613. /**
  34614. * Gets all animatable attached to the scene
  34615. */
  34616. readonly animatables: Animatable[];
  34617. /**
  34618. * Resets the last animation time frame.
  34619. * Useful to override when animations start running when loading a scene for the first time.
  34620. */
  34621. resetLastAnimationTimeFrame(): void;
  34622. /**
  34623. * Gets the current view matrix
  34624. * @returns a Matrix
  34625. */
  34626. getViewMatrix(): Matrix;
  34627. /**
  34628. * Gets the current projection matrix
  34629. * @returns a Matrix
  34630. */
  34631. getProjectionMatrix(): Matrix;
  34632. /**
  34633. * Gets the current transform matrix
  34634. * @returns a Matrix made of View * Projection
  34635. */
  34636. getTransformMatrix(): Matrix;
  34637. /**
  34638. * Sets the current transform matrix
  34639. * @param viewL defines the View matrix to use
  34640. * @param projectionL defines the Projection matrix to use
  34641. * @param viewR defines the right View matrix to use (if provided)
  34642. * @param projectionR defines the right Projection matrix to use (if provided)
  34643. */
  34644. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34645. /**
  34646. * Gets the uniform buffer used to store scene data
  34647. * @returns a UniformBuffer
  34648. */
  34649. getSceneUniformBuffer(): UniformBuffer;
  34650. /**
  34651. * Gets an unique (relatively to the current scene) Id
  34652. * @returns an unique number for the scene
  34653. */
  34654. getUniqueId(): number;
  34655. /**
  34656. * Add a mesh to the list of scene's meshes
  34657. * @param newMesh defines the mesh to add
  34658. * @param recursive if all child meshes should also be added to the scene
  34659. */
  34660. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34661. /**
  34662. * Remove a mesh for the list of scene's meshes
  34663. * @param toRemove defines the mesh to remove
  34664. * @param recursive if all child meshes should also be removed from the scene
  34665. * @returns the index where the mesh was in the mesh list
  34666. */
  34667. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34668. /**
  34669. * Add a transform node to the list of scene's transform nodes
  34670. * @param newTransformNode defines the transform node to add
  34671. */
  34672. addTransformNode(newTransformNode: TransformNode): void;
  34673. /**
  34674. * Remove a transform node for the list of scene's transform nodes
  34675. * @param toRemove defines the transform node to remove
  34676. * @returns the index where the transform node was in the transform node list
  34677. */
  34678. removeTransformNode(toRemove: TransformNode): number;
  34679. /**
  34680. * Remove a skeleton for the list of scene's skeletons
  34681. * @param toRemove defines the skeleton to remove
  34682. * @returns the index where the skeleton was in the skeleton list
  34683. */
  34684. removeSkeleton(toRemove: Skeleton): number;
  34685. /**
  34686. * Remove a morph target for the list of scene's morph targets
  34687. * @param toRemove defines the morph target to remove
  34688. * @returns the index where the morph target was in the morph target list
  34689. */
  34690. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34691. /**
  34692. * Remove a light for the list of scene's lights
  34693. * @param toRemove defines the light to remove
  34694. * @returns the index where the light was in the light list
  34695. */
  34696. removeLight(toRemove: Light): number;
  34697. /**
  34698. * Remove a camera for the list of scene's cameras
  34699. * @param toRemove defines the camera to remove
  34700. * @returns the index where the camera was in the camera list
  34701. */
  34702. removeCamera(toRemove: Camera): number;
  34703. /**
  34704. * Remove a particle system for the list of scene's particle systems
  34705. * @param toRemove defines the particle system to remove
  34706. * @returns the index where the particle system was in the particle system list
  34707. */
  34708. removeParticleSystem(toRemove: IParticleSystem): number;
  34709. /**
  34710. * Remove a animation for the list of scene's animations
  34711. * @param toRemove defines the animation to remove
  34712. * @returns the index where the animation was in the animation list
  34713. */
  34714. removeAnimation(toRemove: Animation): number;
  34715. /**
  34716. * Will stop the animation of the given target
  34717. * @param target - the target
  34718. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34719. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  34720. */
  34721. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34722. /**
  34723. * Removes the given animation group from this scene.
  34724. * @param toRemove The animation group to remove
  34725. * @returns The index of the removed animation group
  34726. */
  34727. removeAnimationGroup(toRemove: AnimationGroup): number;
  34728. /**
  34729. * Removes the given multi-material from this scene.
  34730. * @param toRemove The multi-material to remove
  34731. * @returns The index of the removed multi-material
  34732. */
  34733. removeMultiMaterial(toRemove: MultiMaterial): number;
  34734. /**
  34735. * Removes the given material from this scene.
  34736. * @param toRemove The material to remove
  34737. * @returns The index of the removed material
  34738. */
  34739. removeMaterial(toRemove: Material): number;
  34740. /**
  34741. * Removes the given action manager from this scene.
  34742. * @param toRemove The action manager to remove
  34743. * @returns The index of the removed action manager
  34744. */
  34745. removeActionManager(toRemove: AbstractActionManager): number;
  34746. /**
  34747. * Removes the given texture from this scene.
  34748. * @param toRemove The texture to remove
  34749. * @returns The index of the removed texture
  34750. */
  34751. removeTexture(toRemove: BaseTexture): number;
  34752. /**
  34753. * Adds the given light to this scene
  34754. * @param newLight The light to add
  34755. */
  34756. addLight(newLight: Light): void;
  34757. /**
  34758. * Sorts the list list based on light priorities
  34759. */
  34760. sortLightsByPriority(): void;
  34761. /**
  34762. * Adds the given camera to this scene
  34763. * @param newCamera The camera to add
  34764. */
  34765. addCamera(newCamera: Camera): void;
  34766. /**
  34767. * Adds the given skeleton to this scene
  34768. * @param newSkeleton The skeleton to add
  34769. */
  34770. addSkeleton(newSkeleton: Skeleton): void;
  34771. /**
  34772. * Adds the given particle system to this scene
  34773. * @param newParticleSystem The particle system to add
  34774. */
  34775. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34776. /**
  34777. * Adds the given animation to this scene
  34778. * @param newAnimation The animation to add
  34779. */
  34780. addAnimation(newAnimation: Animation): void;
  34781. /**
  34782. * Adds the given animation group to this scene.
  34783. * @param newAnimationGroup The animation group to add
  34784. */
  34785. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34786. /**
  34787. * Adds the given multi-material to this scene
  34788. * @param newMultiMaterial The multi-material to add
  34789. */
  34790. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34791. /**
  34792. * Adds the given material to this scene
  34793. * @param newMaterial The material to add
  34794. */
  34795. addMaterial(newMaterial: Material): void;
  34796. /**
  34797. * Adds the given morph target to this scene
  34798. * @param newMorphTargetManager The morph target to add
  34799. */
  34800. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34801. /**
  34802. * Adds the given geometry to this scene
  34803. * @param newGeometry The geometry to add
  34804. */
  34805. addGeometry(newGeometry: Geometry): void;
  34806. /**
  34807. * Adds the given action manager to this scene
  34808. * @param newActionManager The action manager to add
  34809. */
  34810. addActionManager(newActionManager: AbstractActionManager): void;
  34811. /**
  34812. * Adds the given texture to this scene.
  34813. * @param newTexture The texture to add
  34814. */
  34815. addTexture(newTexture: BaseTexture): void;
  34816. /**
  34817. * Switch active camera
  34818. * @param newCamera defines the new active camera
  34819. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34820. */
  34821. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34822. /**
  34823. * sets the active camera of the scene using its ID
  34824. * @param id defines the camera's ID
  34825. * @return the new active camera or null if none found.
  34826. */
  34827. setActiveCameraByID(id: string): Nullable<Camera>;
  34828. /**
  34829. * sets the active camera of the scene using its name
  34830. * @param name defines the camera's name
  34831. * @returns the new active camera or null if none found.
  34832. */
  34833. setActiveCameraByName(name: string): Nullable<Camera>;
  34834. /**
  34835. * get an animation group using its name
  34836. * @param name defines the material's name
  34837. * @return the animation group or null if none found.
  34838. */
  34839. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34840. /**
  34841. * Get a material using its unique id
  34842. * @param uniqueId defines the material's unique id
  34843. * @return the material or null if none found.
  34844. */
  34845. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34846. /**
  34847. * get a material using its id
  34848. * @param id defines the material's ID
  34849. * @return the material or null if none found.
  34850. */
  34851. getMaterialByID(id: string): Nullable<Material>;
  34852. /**
  34853. * Gets a the last added material using a given id
  34854. * @param id defines the material's ID
  34855. * @return the last material with the given id or null if none found.
  34856. */
  34857. getLastMaterialByID(id: string): Nullable<Material>;
  34858. /**
  34859. * Gets a material using its name
  34860. * @param name defines the material's name
  34861. * @return the material or null if none found.
  34862. */
  34863. getMaterialByName(name: string): Nullable<Material>;
  34864. /**
  34865. * Get a texture using its unique id
  34866. * @param uniqueId defines the texture's unique id
  34867. * @return the texture or null if none found.
  34868. */
  34869. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34870. /**
  34871. * Gets a camera using its id
  34872. * @param id defines the id to look for
  34873. * @returns the camera or null if not found
  34874. */
  34875. getCameraByID(id: string): Nullable<Camera>;
  34876. /**
  34877. * Gets a camera using its unique id
  34878. * @param uniqueId defines the unique id to look for
  34879. * @returns the camera or null if not found
  34880. */
  34881. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34882. /**
  34883. * Gets a camera using its name
  34884. * @param name defines the camera's name
  34885. * @return the camera or null if none found.
  34886. */
  34887. getCameraByName(name: string): Nullable<Camera>;
  34888. /**
  34889. * Gets a bone using its id
  34890. * @param id defines the bone's id
  34891. * @return the bone or null if not found
  34892. */
  34893. getBoneByID(id: string): Nullable<Bone>;
  34894. /**
  34895. * Gets a bone using its id
  34896. * @param name defines the bone's name
  34897. * @return the bone or null if not found
  34898. */
  34899. getBoneByName(name: string): Nullable<Bone>;
  34900. /**
  34901. * Gets a light node using its name
  34902. * @param name defines the the light's name
  34903. * @return the light or null if none found.
  34904. */
  34905. getLightByName(name: string): Nullable<Light>;
  34906. /**
  34907. * Gets a light node using its id
  34908. * @param id defines the light's id
  34909. * @return the light or null if none found.
  34910. */
  34911. getLightByID(id: string): Nullable<Light>;
  34912. /**
  34913. * Gets a light node using its scene-generated unique ID
  34914. * @param uniqueId defines the light's unique id
  34915. * @return the light or null if none found.
  34916. */
  34917. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34918. /**
  34919. * Gets a particle system by id
  34920. * @param id defines the particle system id
  34921. * @return the corresponding system or null if none found
  34922. */
  34923. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34924. /**
  34925. * Gets a geometry using its ID
  34926. * @param id defines the geometry's id
  34927. * @return the geometry or null if none found.
  34928. */
  34929. getGeometryByID(id: string): Nullable<Geometry>;
  34930. private _getGeometryByUniqueID;
  34931. /**
  34932. * Add a new geometry to this scene
  34933. * @param geometry defines the geometry to be added to the scene.
  34934. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34935. * @return a boolean defining if the geometry was added or not
  34936. */
  34937. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34938. /**
  34939. * Removes an existing geometry
  34940. * @param geometry defines the geometry to be removed from the scene
  34941. * @return a boolean defining if the geometry was removed or not
  34942. */
  34943. removeGeometry(geometry: Geometry): boolean;
  34944. /**
  34945. * Gets the list of geometries attached to the scene
  34946. * @returns an array of Geometry
  34947. */
  34948. getGeometries(): Geometry[];
  34949. /**
  34950. * Gets the first added mesh found of a given ID
  34951. * @param id defines the id to search for
  34952. * @return the mesh found or null if not found at all
  34953. */
  34954. getMeshByID(id: string): Nullable<AbstractMesh>;
  34955. /**
  34956. * Gets a list of meshes using their id
  34957. * @param id defines the id to search for
  34958. * @returns a list of meshes
  34959. */
  34960. getMeshesByID(id: string): Array<AbstractMesh>;
  34961. /**
  34962. * Gets the first added transform node found of a given ID
  34963. * @param id defines the id to search for
  34964. * @return the found transform node or null if not found at all.
  34965. */
  34966. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34967. /**
  34968. * Gets a transform node with its auto-generated unique id
  34969. * @param uniqueId efines the unique id to search for
  34970. * @return the found transform node or null if not found at all.
  34971. */
  34972. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34973. /**
  34974. * Gets a list of transform nodes using their id
  34975. * @param id defines the id to search for
  34976. * @returns a list of transform nodes
  34977. */
  34978. getTransformNodesByID(id: string): Array<TransformNode>;
  34979. /**
  34980. * Gets a mesh with its auto-generated unique id
  34981. * @param uniqueId defines the unique id to search for
  34982. * @return the found mesh or null if not found at all.
  34983. */
  34984. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34985. /**
  34986. * Gets a the last added mesh using a given id
  34987. * @param id defines the id to search for
  34988. * @return the found mesh or null if not found at all.
  34989. */
  34990. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34991. /**
  34992. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34993. * @param id defines the id to search for
  34994. * @return the found node or null if not found at all
  34995. */
  34996. getLastEntryByID(id: string): Nullable<Node>;
  34997. /**
  34998. * Gets a node (Mesh, Camera, Light) using a given id
  34999. * @param id defines the id to search for
  35000. * @return the found node or null if not found at all
  35001. */
  35002. getNodeByID(id: string): Nullable<Node>;
  35003. /**
  35004. * Gets a node (Mesh, Camera, Light) using a given name
  35005. * @param name defines the name to search for
  35006. * @return the found node or null if not found at all.
  35007. */
  35008. getNodeByName(name: string): Nullable<Node>;
  35009. /**
  35010. * Gets a mesh using a given name
  35011. * @param name defines the name to search for
  35012. * @return the found mesh or null if not found at all.
  35013. */
  35014. getMeshByName(name: string): Nullable<AbstractMesh>;
  35015. /**
  35016. * Gets a transform node using a given name
  35017. * @param name defines the name to search for
  35018. * @return the found transform node or null if not found at all.
  35019. */
  35020. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35021. /**
  35022. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35023. * @param id defines the id to search for
  35024. * @return the found skeleton or null if not found at all.
  35025. */
  35026. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35027. /**
  35028. * Gets a skeleton using a given auto generated unique id
  35029. * @param uniqueId defines the unique id to search for
  35030. * @return the found skeleton or null if not found at all.
  35031. */
  35032. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35033. /**
  35034. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35035. * @param id defines the id to search for
  35036. * @return the found skeleton or null if not found at all.
  35037. */
  35038. getSkeletonById(id: string): Nullable<Skeleton>;
  35039. /**
  35040. * Gets a skeleton using a given name
  35041. * @param name defines the name to search for
  35042. * @return the found skeleton or null if not found at all.
  35043. */
  35044. getSkeletonByName(name: string): Nullable<Skeleton>;
  35045. /**
  35046. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35047. * @param id defines the id to search for
  35048. * @return the found morph target manager or null if not found at all.
  35049. */
  35050. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35051. /**
  35052. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35053. * @param id defines the id to search for
  35054. * @return the found morph target or null if not found at all.
  35055. */
  35056. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35057. /**
  35058. * Gets a boolean indicating if the given mesh is active
  35059. * @param mesh defines the mesh to look for
  35060. * @returns true if the mesh is in the active list
  35061. */
  35062. isActiveMesh(mesh: AbstractMesh): boolean;
  35063. /**
  35064. * Return a unique id as a string which can serve as an identifier for the scene
  35065. */
  35066. readonly uid: string;
  35067. /**
  35068. * Add an externaly attached data from its key.
  35069. * This method call will fail and return false, if such key already exists.
  35070. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35071. * @param key the unique key that identifies the data
  35072. * @param data the data object to associate to the key for this Engine instance
  35073. * @return true if no such key were already present and the data was added successfully, false otherwise
  35074. */
  35075. addExternalData<T>(key: string, data: T): boolean;
  35076. /**
  35077. * Get an externaly attached data from its key
  35078. * @param key the unique key that identifies the data
  35079. * @return the associated data, if present (can be null), or undefined if not present
  35080. */
  35081. getExternalData<T>(key: string): Nullable<T>;
  35082. /**
  35083. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35084. * @param key the unique key that identifies the data
  35085. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35086. * @return the associated data, can be null if the factory returned null.
  35087. */
  35088. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35089. /**
  35090. * Remove an externaly attached data from the Engine instance
  35091. * @param key the unique key that identifies the data
  35092. * @return true if the data was successfully removed, false if it doesn't exist
  35093. */
  35094. removeExternalData(key: string): boolean;
  35095. private _evaluateSubMesh;
  35096. /**
  35097. * Clear the processed materials smart array preventing retention point in material dispose.
  35098. */
  35099. freeProcessedMaterials(): void;
  35100. private _preventFreeActiveMeshesAndRenderingGroups;
  35101. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35102. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35103. * when disposing several meshes in a row or a hierarchy of meshes.
  35104. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35105. */
  35106. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35107. /**
  35108. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35109. */
  35110. freeActiveMeshes(): void;
  35111. /**
  35112. * Clear the info related to rendering groups preventing retention points during dispose.
  35113. */
  35114. freeRenderingGroups(): void;
  35115. /** @hidden */
  35116. _isInIntermediateRendering(): boolean;
  35117. /**
  35118. * Lambda returning the list of potentially active meshes.
  35119. */
  35120. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35121. /**
  35122. * Lambda returning the list of potentially active sub meshes.
  35123. */
  35124. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35125. /**
  35126. * Lambda returning the list of potentially intersecting sub meshes.
  35127. */
  35128. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35129. /**
  35130. * Lambda returning the list of potentially colliding sub meshes.
  35131. */
  35132. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35133. private _activeMeshesFrozen;
  35134. /**
  35135. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35136. * @returns the current scene
  35137. */
  35138. freezeActiveMeshes(): Scene;
  35139. /**
  35140. * Use this function to restart evaluating active meshes on every frame
  35141. * @returns the current scene
  35142. */
  35143. unfreezeActiveMeshes(): Scene;
  35144. private _evaluateActiveMeshes;
  35145. private _activeMesh;
  35146. /**
  35147. * Update the transform matrix to update from the current active camera
  35148. * @param force defines a boolean used to force the update even if cache is up to date
  35149. */
  35150. updateTransformMatrix(force?: boolean): void;
  35151. private _bindFrameBuffer;
  35152. /** @hidden */
  35153. _allowPostProcessClearColor: boolean;
  35154. /** @hidden */
  35155. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35156. private _processSubCameras;
  35157. private _checkIntersections;
  35158. /** @hidden */
  35159. _advancePhysicsEngineStep(step: number): void;
  35160. /**
  35161. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35162. */
  35163. getDeterministicFrameTime: () => number;
  35164. /** @hidden */
  35165. _animate(): void;
  35166. /** Execute all animations (for a frame) */
  35167. animate(): void;
  35168. /**
  35169. * Render the scene
  35170. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35171. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35172. */
  35173. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35174. /**
  35175. * Freeze all materials
  35176. * A frozen material will not be updatable but should be faster to render
  35177. */
  35178. freezeMaterials(): void;
  35179. /**
  35180. * Unfreeze all materials
  35181. * A frozen material will not be updatable but should be faster to render
  35182. */
  35183. unfreezeMaterials(): void;
  35184. /**
  35185. * Releases all held ressources
  35186. */
  35187. dispose(): void;
  35188. /**
  35189. * Gets if the scene is already disposed
  35190. */
  35191. readonly isDisposed: boolean;
  35192. /**
  35193. * Call this function to reduce memory footprint of the scene.
  35194. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35195. */
  35196. clearCachedVertexData(): void;
  35197. /**
  35198. * This function will remove the local cached buffer data from texture.
  35199. * It will save memory but will prevent the texture from being rebuilt
  35200. */
  35201. cleanCachedTextureBuffer(): void;
  35202. /**
  35203. * Get the world extend vectors with an optional filter
  35204. *
  35205. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35206. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35207. */
  35208. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35209. min: Vector3;
  35210. max: Vector3;
  35211. };
  35212. /**
  35213. * Creates a ray that can be used to pick in the scene
  35214. * @param x defines the x coordinate of the origin (on-screen)
  35215. * @param y defines the y coordinate of the origin (on-screen)
  35216. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35217. * @param camera defines the camera to use for the picking
  35218. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35219. * @returns a Ray
  35220. */
  35221. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35222. /**
  35223. * Creates a ray that can be used to pick in the scene
  35224. * @param x defines the x coordinate of the origin (on-screen)
  35225. * @param y defines the y coordinate of the origin (on-screen)
  35226. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35227. * @param result defines the ray where to store the picking ray
  35228. * @param camera defines the camera to use for the picking
  35229. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35230. * @returns the current scene
  35231. */
  35232. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35233. /**
  35234. * Creates a ray that can be used to pick in the scene
  35235. * @param x defines the x coordinate of the origin (on-screen)
  35236. * @param y defines the y coordinate of the origin (on-screen)
  35237. * @param camera defines the camera to use for the picking
  35238. * @returns a Ray
  35239. */
  35240. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35241. /**
  35242. * Creates a ray that can be used to pick in the scene
  35243. * @param x defines the x coordinate of the origin (on-screen)
  35244. * @param y defines the y coordinate of the origin (on-screen)
  35245. * @param result defines the ray where to store the picking ray
  35246. * @param camera defines the camera to use for the picking
  35247. * @returns the current scene
  35248. */
  35249. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35250. /** Launch a ray to try to pick a mesh in the scene
  35251. * @param x position on screen
  35252. * @param y position on screen
  35253. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35254. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35255. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35256. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35257. * @returns a PickingInfo
  35258. */
  35259. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35260. /** Use the given ray to pick a mesh in the scene
  35261. * @param ray The ray to use to pick meshes
  35262. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  35263. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35264. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35265. * @returns a PickingInfo
  35266. */
  35267. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35268. /**
  35269. * Launch a ray to try to pick a mesh in the scene
  35270. * @param x X position on screen
  35271. * @param y Y position on screen
  35272. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35273. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35274. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35275. * @returns an array of PickingInfo
  35276. */
  35277. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35278. /**
  35279. * Launch a ray to try to pick a mesh in the scene
  35280. * @param ray Ray to use
  35281. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35282. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35283. * @returns an array of PickingInfo
  35284. */
  35285. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35286. /**
  35287. * Force the value of meshUnderPointer
  35288. * @param mesh defines the mesh to use
  35289. */
  35290. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35291. /**
  35292. * Gets the mesh under the pointer
  35293. * @returns a Mesh or null if no mesh is under the pointer
  35294. */
  35295. getPointerOverMesh(): Nullable<AbstractMesh>;
  35296. /** @hidden */
  35297. _rebuildGeometries(): void;
  35298. /** @hidden */
  35299. _rebuildTextures(): void;
  35300. private _getByTags;
  35301. /**
  35302. * Get a list of meshes by tags
  35303. * @param tagsQuery defines the tags query to use
  35304. * @param forEach defines a predicate used to filter results
  35305. * @returns an array of Mesh
  35306. */
  35307. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35308. /**
  35309. * Get a list of cameras by tags
  35310. * @param tagsQuery defines the tags query to use
  35311. * @param forEach defines a predicate used to filter results
  35312. * @returns an array of Camera
  35313. */
  35314. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35315. /**
  35316. * Get a list of lights by tags
  35317. * @param tagsQuery defines the tags query to use
  35318. * @param forEach defines a predicate used to filter results
  35319. * @returns an array of Light
  35320. */
  35321. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35322. /**
  35323. * Get a list of materials by tags
  35324. * @param tagsQuery defines the tags query to use
  35325. * @param forEach defines a predicate used to filter results
  35326. * @returns an array of Material
  35327. */
  35328. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35329. /**
  35330. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35331. * This allowed control for front to back rendering or reversly depending of the special needs.
  35332. *
  35333. * @param renderingGroupId The rendering group id corresponding to its index
  35334. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35335. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35336. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35337. */
  35338. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  35339. /**
  35340. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35341. *
  35342. * @param renderingGroupId The rendering group id corresponding to its index
  35343. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35344. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35345. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35346. */
  35347. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35348. /**
  35349. * Gets the current auto clear configuration for one rendering group of the rendering
  35350. * manager.
  35351. * @param index the rendering group index to get the information for
  35352. * @returns The auto clear setup for the requested rendering group
  35353. */
  35354. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35355. private _blockMaterialDirtyMechanism;
  35356. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35357. blockMaterialDirtyMechanism: boolean;
  35358. /**
  35359. * Will flag all materials as dirty to trigger new shader compilation
  35360. * @param flag defines the flag used to specify which material part must be marked as dirty
  35361. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35362. */
  35363. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35364. /** @hidden */
  35365. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35366. /** @hidden */
  35367. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35368. }
  35369. }
  35370. declare module "babylonjs/assetContainer" {
  35371. import { AbstractScene } from "babylonjs/abstractScene";
  35372. import { Scene } from "babylonjs/scene";
  35373. import { Mesh } from "babylonjs/Meshes/mesh";
  35374. /**
  35375. * Set of assets to keep when moving a scene into an asset container.
  35376. */
  35377. export class KeepAssets extends AbstractScene {
  35378. }
  35379. /**
  35380. * Container with a set of assets that can be added or removed from a scene.
  35381. */
  35382. export class AssetContainer extends AbstractScene {
  35383. /**
  35384. * The scene the AssetContainer belongs to.
  35385. */
  35386. scene: Scene;
  35387. /**
  35388. * Instantiates an AssetContainer.
  35389. * @param scene The scene the AssetContainer belongs to.
  35390. */
  35391. constructor(scene: Scene);
  35392. /**
  35393. * Adds all the assets from the container to the scene.
  35394. */
  35395. addAllToScene(): void;
  35396. /**
  35397. * Removes all the assets in the container from the scene
  35398. */
  35399. removeAllFromScene(): void;
  35400. /**
  35401. * Disposes all the assets in the container
  35402. */
  35403. dispose(): void;
  35404. private _moveAssets;
  35405. /**
  35406. * Removes all the assets contained in the scene and adds them to the container.
  35407. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35408. */
  35409. moveAllFromScene(keepAssets?: KeepAssets): void;
  35410. /**
  35411. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  35412. * @returns the root mesh
  35413. */
  35414. createRootMesh(): Mesh;
  35415. }
  35416. }
  35417. declare module "babylonjs/abstractScene" {
  35418. import { Scene } from "babylonjs/scene";
  35419. import { Nullable } from "babylonjs/types";
  35420. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35421. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35422. import { Geometry } from "babylonjs/Meshes/geometry";
  35423. import { Skeleton } from "babylonjs/Bones/skeleton";
  35424. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35425. import { AssetContainer } from "babylonjs/assetContainer";
  35426. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35427. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35428. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35429. import { Material } from "babylonjs/Materials/material";
  35430. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35431. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35432. import { Camera } from "babylonjs/Cameras/camera";
  35433. import { Light } from "babylonjs/Lights/light";
  35434. import { Node } from "babylonjs/node";
  35435. import { Animation } from "babylonjs/Animations/animation";
  35436. /**
  35437. * Defines how the parser contract is defined.
  35438. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35439. */
  35440. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35441. /**
  35442. * Defines how the individual parser contract is defined.
  35443. * These parser can parse an individual asset
  35444. */
  35445. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35446. /**
  35447. * Base class of the scene acting as a container for the different elements composing a scene.
  35448. * This class is dynamically extended by the different components of the scene increasing
  35449. * flexibility and reducing coupling
  35450. */
  35451. export abstract class AbstractScene {
  35452. /**
  35453. * Stores the list of available parsers in the application.
  35454. */
  35455. private static _BabylonFileParsers;
  35456. /**
  35457. * Stores the list of available individual parsers in the application.
  35458. */
  35459. private static _IndividualBabylonFileParsers;
  35460. /**
  35461. * Adds a parser in the list of available ones
  35462. * @param name Defines the name of the parser
  35463. * @param parser Defines the parser to add
  35464. */
  35465. static AddParser(name: string, parser: BabylonFileParser): void;
  35466. /**
  35467. * Gets a general parser from the list of avaialble ones
  35468. * @param name Defines the name of the parser
  35469. * @returns the requested parser or null
  35470. */
  35471. static GetParser(name: string): Nullable<BabylonFileParser>;
  35472. /**
  35473. * Adds n individual parser in the list of available ones
  35474. * @param name Defines the name of the parser
  35475. * @param parser Defines the parser to add
  35476. */
  35477. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35478. /**
  35479. * Gets an individual parser from the list of avaialble ones
  35480. * @param name Defines the name of the parser
  35481. * @returns the requested parser or null
  35482. */
  35483. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35484. /**
  35485. * Parser json data and populate both a scene and its associated container object
  35486. * @param jsonData Defines the data to parse
  35487. * @param scene Defines the scene to parse the data for
  35488. * @param container Defines the container attached to the parsing sequence
  35489. * @param rootUrl Defines the root url of the data
  35490. */
  35491. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35492. /**
  35493. * Gets the list of root nodes (ie. nodes with no parent)
  35494. */
  35495. rootNodes: Node[];
  35496. /** All of the cameras added to this scene
  35497. * @see http://doc.babylonjs.com/babylon101/cameras
  35498. */
  35499. cameras: Camera[];
  35500. /**
  35501. * All of the lights added to this scene
  35502. * @see http://doc.babylonjs.com/babylon101/lights
  35503. */
  35504. lights: Light[];
  35505. /**
  35506. * All of the (abstract) meshes added to this scene
  35507. */
  35508. meshes: AbstractMesh[];
  35509. /**
  35510. * The list of skeletons added to the scene
  35511. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35512. */
  35513. skeletons: Skeleton[];
  35514. /**
  35515. * All of the particle systems added to this scene
  35516. * @see http://doc.babylonjs.com/babylon101/particles
  35517. */
  35518. particleSystems: IParticleSystem[];
  35519. /**
  35520. * Gets a list of Animations associated with the scene
  35521. */
  35522. animations: Animation[];
  35523. /**
  35524. * All of the animation groups added to this scene
  35525. * @see http://doc.babylonjs.com/how_to/group
  35526. */
  35527. animationGroups: AnimationGroup[];
  35528. /**
  35529. * All of the multi-materials added to this scene
  35530. * @see http://doc.babylonjs.com/how_to/multi_materials
  35531. */
  35532. multiMaterials: MultiMaterial[];
  35533. /**
  35534. * All of the materials added to this scene
  35535. * In the context of a Scene, it is not supposed to be modified manually.
  35536. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35537. * Note also that the order of the Material wihin the array is not significant and might change.
  35538. * @see http://doc.babylonjs.com/babylon101/materials
  35539. */
  35540. materials: Material[];
  35541. /**
  35542. * The list of morph target managers added to the scene
  35543. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35544. */
  35545. morphTargetManagers: MorphTargetManager[];
  35546. /**
  35547. * The list of geometries used in the scene.
  35548. */
  35549. geometries: Geometry[];
  35550. /**
  35551. * All of the tranform nodes added to this scene
  35552. * In the context of a Scene, it is not supposed to be modified manually.
  35553. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35554. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35555. * @see http://doc.babylonjs.com/how_to/transformnode
  35556. */
  35557. transformNodes: TransformNode[];
  35558. /**
  35559. * ActionManagers available on the scene.
  35560. */
  35561. actionManagers: AbstractActionManager[];
  35562. /**
  35563. * Textures to keep.
  35564. */
  35565. textures: BaseTexture[];
  35566. /**
  35567. * Environment texture for the scene
  35568. */
  35569. environmentTexture: Nullable<BaseTexture>;
  35570. }
  35571. }
  35572. declare module "babylonjs/Audio/sound" {
  35573. import { Observable } from "babylonjs/Misc/observable";
  35574. import { Vector3 } from "babylonjs/Maths/math.vector";
  35575. import { Nullable } from "babylonjs/types";
  35576. import { Scene } from "babylonjs/scene";
  35577. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35578. /**
  35579. * Interface used to define options for Sound class
  35580. */
  35581. export interface ISoundOptions {
  35582. /**
  35583. * Does the sound autoplay once loaded.
  35584. */
  35585. autoplay?: boolean;
  35586. /**
  35587. * Does the sound loop after it finishes playing once.
  35588. */
  35589. loop?: boolean;
  35590. /**
  35591. * Sound's volume
  35592. */
  35593. volume?: number;
  35594. /**
  35595. * Is it a spatial sound?
  35596. */
  35597. spatialSound?: boolean;
  35598. /**
  35599. * Maximum distance to hear that sound
  35600. */
  35601. maxDistance?: number;
  35602. /**
  35603. * Uses user defined attenuation function
  35604. */
  35605. useCustomAttenuation?: boolean;
  35606. /**
  35607. * Define the roll off factor of spatial sounds.
  35608. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35609. */
  35610. rolloffFactor?: number;
  35611. /**
  35612. * Define the reference distance the sound should be heard perfectly.
  35613. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35614. */
  35615. refDistance?: number;
  35616. /**
  35617. * Define the distance attenuation model the sound will follow.
  35618. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35619. */
  35620. distanceModel?: string;
  35621. /**
  35622. * Defines the playback speed (1 by default)
  35623. */
  35624. playbackRate?: number;
  35625. /**
  35626. * Defines if the sound is from a streaming source
  35627. */
  35628. streaming?: boolean;
  35629. /**
  35630. * Defines an optional length (in seconds) inside the sound file
  35631. */
  35632. length?: number;
  35633. /**
  35634. * Defines an optional offset (in seconds) inside the sound file
  35635. */
  35636. offset?: number;
  35637. /**
  35638. * If true, URLs will not be required to state the audio file codec to use.
  35639. */
  35640. skipCodecCheck?: boolean;
  35641. }
  35642. /**
  35643. * Defines a sound that can be played in the application.
  35644. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35645. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35646. */
  35647. export class Sound {
  35648. /**
  35649. * The name of the sound in the scene.
  35650. */
  35651. name: string;
  35652. /**
  35653. * Does the sound autoplay once loaded.
  35654. */
  35655. autoplay: boolean;
  35656. /**
  35657. * Does the sound loop after it finishes playing once.
  35658. */
  35659. loop: boolean;
  35660. /**
  35661. * Does the sound use a custom attenuation curve to simulate the falloff
  35662. * happening when the source gets further away from the camera.
  35663. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35664. */
  35665. useCustomAttenuation: boolean;
  35666. /**
  35667. * The sound track id this sound belongs to.
  35668. */
  35669. soundTrackId: number;
  35670. /**
  35671. * Is this sound currently played.
  35672. */
  35673. isPlaying: boolean;
  35674. /**
  35675. * Is this sound currently paused.
  35676. */
  35677. isPaused: boolean;
  35678. /**
  35679. * Does this sound enables spatial sound.
  35680. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35681. */
  35682. spatialSound: boolean;
  35683. /**
  35684. * Define the reference distance the sound should be heard perfectly.
  35685. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35686. */
  35687. refDistance: number;
  35688. /**
  35689. * Define the roll off factor of spatial sounds.
  35690. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35691. */
  35692. rolloffFactor: number;
  35693. /**
  35694. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35695. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35696. */
  35697. maxDistance: number;
  35698. /**
  35699. * Define the distance attenuation model the sound will follow.
  35700. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35701. */
  35702. distanceModel: string;
  35703. /**
  35704. * @hidden
  35705. * Back Compat
  35706. **/
  35707. onended: () => any;
  35708. /**
  35709. * Observable event when the current playing sound finishes.
  35710. */
  35711. onEndedObservable: Observable<Sound>;
  35712. private _panningModel;
  35713. private _playbackRate;
  35714. private _streaming;
  35715. private _startTime;
  35716. private _startOffset;
  35717. private _position;
  35718. /** @hidden */
  35719. _positionInEmitterSpace: boolean;
  35720. private _localDirection;
  35721. private _volume;
  35722. private _isReadyToPlay;
  35723. private _isDirectional;
  35724. private _readyToPlayCallback;
  35725. private _audioBuffer;
  35726. private _soundSource;
  35727. private _streamingSource;
  35728. private _soundPanner;
  35729. private _soundGain;
  35730. private _inputAudioNode;
  35731. private _outputAudioNode;
  35732. private _coneInnerAngle;
  35733. private _coneOuterAngle;
  35734. private _coneOuterGain;
  35735. private _scene;
  35736. private _connectedTransformNode;
  35737. private _customAttenuationFunction;
  35738. private _registerFunc;
  35739. private _isOutputConnected;
  35740. private _htmlAudioElement;
  35741. private _urlType;
  35742. private _length?;
  35743. private _offset?;
  35744. /** @hidden */
  35745. static _SceneComponentInitialization: (scene: Scene) => void;
  35746. /**
  35747. * Create a sound and attach it to a scene
  35748. * @param name Name of your sound
  35749. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35750. * @param scene defines the scene the sound belongs to
  35751. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35752. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35753. */
  35754. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35755. /**
  35756. * Release the sound and its associated resources
  35757. */
  35758. dispose(): void;
  35759. /**
  35760. * Gets if the sounds is ready to be played or not.
  35761. * @returns true if ready, otherwise false
  35762. */
  35763. isReady(): boolean;
  35764. private _soundLoaded;
  35765. /**
  35766. * Sets the data of the sound from an audiobuffer
  35767. * @param audioBuffer The audioBuffer containing the data
  35768. */
  35769. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35770. /**
  35771. * Updates the current sounds options such as maxdistance, loop...
  35772. * @param options A JSON object containing values named as the object properties
  35773. */
  35774. updateOptions(options: ISoundOptions): void;
  35775. private _createSpatialParameters;
  35776. private _updateSpatialParameters;
  35777. /**
  35778. * Switch the panning model to HRTF:
  35779. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35780. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35781. */
  35782. switchPanningModelToHRTF(): void;
  35783. /**
  35784. * Switch the panning model to Equal Power:
  35785. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35786. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35787. */
  35788. switchPanningModelToEqualPower(): void;
  35789. private _switchPanningModel;
  35790. /**
  35791. * Connect this sound to a sound track audio node like gain...
  35792. * @param soundTrackAudioNode the sound track audio node to connect to
  35793. */
  35794. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35795. /**
  35796. * Transform this sound into a directional source
  35797. * @param coneInnerAngle Size of the inner cone in degree
  35798. * @param coneOuterAngle Size of the outer cone in degree
  35799. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35800. */
  35801. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35802. /**
  35803. * Gets or sets the inner angle for the directional cone.
  35804. */
  35805. /**
  35806. * Gets or sets the inner angle for the directional cone.
  35807. */
  35808. directionalConeInnerAngle: number;
  35809. /**
  35810. * Gets or sets the outer angle for the directional cone.
  35811. */
  35812. /**
  35813. * Gets or sets the outer angle for the directional cone.
  35814. */
  35815. directionalConeOuterAngle: number;
  35816. /**
  35817. * Sets the position of the emitter if spatial sound is enabled
  35818. * @param newPosition Defines the new posisiton
  35819. */
  35820. setPosition(newPosition: Vector3): void;
  35821. /**
  35822. * Sets the local direction of the emitter if spatial sound is enabled
  35823. * @param newLocalDirection Defines the new local direction
  35824. */
  35825. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35826. private _updateDirection;
  35827. /** @hidden */
  35828. updateDistanceFromListener(): void;
  35829. /**
  35830. * Sets a new custom attenuation function for the sound.
  35831. * @param callback Defines the function used for the attenuation
  35832. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35833. */
  35834. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35835. /**
  35836. * Play the sound
  35837. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35838. * @param offset (optional) Start the sound at a specific time in seconds
  35839. * @param length (optional) Sound duration (in seconds)
  35840. */
  35841. play(time?: number, offset?: number, length?: number): void;
  35842. private _onended;
  35843. /**
  35844. * Stop the sound
  35845. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35846. */
  35847. stop(time?: number): void;
  35848. /**
  35849. * Put the sound in pause
  35850. */
  35851. pause(): void;
  35852. /**
  35853. * Sets a dedicated volume for this sounds
  35854. * @param newVolume Define the new volume of the sound
  35855. * @param time Define time for gradual change to new volume
  35856. */
  35857. setVolume(newVolume: number, time?: number): void;
  35858. /**
  35859. * Set the sound play back rate
  35860. * @param newPlaybackRate Define the playback rate the sound should be played at
  35861. */
  35862. setPlaybackRate(newPlaybackRate: number): void;
  35863. /**
  35864. * Gets the volume of the sound.
  35865. * @returns the volume of the sound
  35866. */
  35867. getVolume(): number;
  35868. /**
  35869. * Attach the sound to a dedicated mesh
  35870. * @param transformNode The transform node to connect the sound with
  35871. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35872. */
  35873. attachToMesh(transformNode: TransformNode): void;
  35874. /**
  35875. * Detach the sound from the previously attached mesh
  35876. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35877. */
  35878. detachFromMesh(): void;
  35879. private _onRegisterAfterWorldMatrixUpdate;
  35880. /**
  35881. * Clone the current sound in the scene.
  35882. * @returns the new sound clone
  35883. */
  35884. clone(): Nullable<Sound>;
  35885. /**
  35886. * Gets the current underlying audio buffer containing the data
  35887. * @returns the audio buffer
  35888. */
  35889. getAudioBuffer(): Nullable<AudioBuffer>;
  35890. /**
  35891. * Serializes the Sound in a JSON representation
  35892. * @returns the JSON representation of the sound
  35893. */
  35894. serialize(): any;
  35895. /**
  35896. * Parse a JSON representation of a sound to innstantiate in a given scene
  35897. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35898. * @param scene Define the scene the new parsed sound should be created in
  35899. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35900. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35901. * @returns the newly parsed sound
  35902. */
  35903. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35904. }
  35905. }
  35906. declare module "babylonjs/Actions/directAudioActions" {
  35907. import { Action } from "babylonjs/Actions/action";
  35908. import { Condition } from "babylonjs/Actions/condition";
  35909. import { Sound } from "babylonjs/Audio/sound";
  35910. /**
  35911. * This defines an action helpful to play a defined sound on a triggered action.
  35912. */
  35913. export class PlaySoundAction extends Action {
  35914. private _sound;
  35915. /**
  35916. * Instantiate the action
  35917. * @param triggerOptions defines the trigger options
  35918. * @param sound defines the sound to play
  35919. * @param condition defines the trigger related conditions
  35920. */
  35921. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35922. /** @hidden */
  35923. _prepare(): void;
  35924. /**
  35925. * Execute the action and play the sound.
  35926. */
  35927. execute(): void;
  35928. /**
  35929. * Serializes the actions and its related information.
  35930. * @param parent defines the object to serialize in
  35931. * @returns the serialized object
  35932. */
  35933. serialize(parent: any): any;
  35934. }
  35935. /**
  35936. * This defines an action helpful to stop a defined sound on a triggered action.
  35937. */
  35938. export class StopSoundAction extends Action {
  35939. private _sound;
  35940. /**
  35941. * Instantiate the action
  35942. * @param triggerOptions defines the trigger options
  35943. * @param sound defines the sound to stop
  35944. * @param condition defines the trigger related conditions
  35945. */
  35946. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35947. /** @hidden */
  35948. _prepare(): void;
  35949. /**
  35950. * Execute the action and stop the sound.
  35951. */
  35952. execute(): void;
  35953. /**
  35954. * Serializes the actions and its related information.
  35955. * @param parent defines the object to serialize in
  35956. * @returns the serialized object
  35957. */
  35958. serialize(parent: any): any;
  35959. }
  35960. }
  35961. declare module "babylonjs/Actions/interpolateValueAction" {
  35962. import { Action } from "babylonjs/Actions/action";
  35963. import { Condition } from "babylonjs/Actions/condition";
  35964. import { Observable } from "babylonjs/Misc/observable";
  35965. /**
  35966. * This defines an action responsible to change the value of a property
  35967. * by interpolating between its current value and the newly set one once triggered.
  35968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35969. */
  35970. export class InterpolateValueAction extends Action {
  35971. /**
  35972. * Defines the path of the property where the value should be interpolated
  35973. */
  35974. propertyPath: string;
  35975. /**
  35976. * Defines the target value at the end of the interpolation.
  35977. */
  35978. value: any;
  35979. /**
  35980. * Defines the time it will take for the property to interpolate to the value.
  35981. */
  35982. duration: number;
  35983. /**
  35984. * Defines if the other scene animations should be stopped when the action has been triggered
  35985. */
  35986. stopOtherAnimations?: boolean;
  35987. /**
  35988. * Defines a callback raised once the interpolation animation has been done.
  35989. */
  35990. onInterpolationDone?: () => void;
  35991. /**
  35992. * Observable triggered once the interpolation animation has been done.
  35993. */
  35994. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35995. private _target;
  35996. private _effectiveTarget;
  35997. private _property;
  35998. /**
  35999. * Instantiate the action
  36000. * @param triggerOptions defines the trigger options
  36001. * @param target defines the object containing the value to interpolate
  36002. * @param propertyPath defines the path to the property in the target object
  36003. * @param value defines the target value at the end of the interpolation
  36004. * @param duration deines the time it will take for the property to interpolate to the value.
  36005. * @param condition defines the trigger related conditions
  36006. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36007. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36008. */
  36009. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36010. /** @hidden */
  36011. _prepare(): void;
  36012. /**
  36013. * Execute the action starts the value interpolation.
  36014. */
  36015. execute(): void;
  36016. /**
  36017. * Serializes the actions and its related information.
  36018. * @param parent defines the object to serialize in
  36019. * @returns the serialized object
  36020. */
  36021. serialize(parent: any): any;
  36022. }
  36023. }
  36024. declare module "babylonjs/Actions/index" {
  36025. export * from "babylonjs/Actions/action";
  36026. export * from "babylonjs/Actions/actionEvent";
  36027. export * from "babylonjs/Actions/actionManager";
  36028. export * from "babylonjs/Actions/condition";
  36029. export * from "babylonjs/Actions/directActions";
  36030. export * from "babylonjs/Actions/directAudioActions";
  36031. export * from "babylonjs/Actions/interpolateValueAction";
  36032. }
  36033. declare module "babylonjs/Animations/index" {
  36034. export * from "babylonjs/Animations/animatable";
  36035. export * from "babylonjs/Animations/animation";
  36036. export * from "babylonjs/Animations/animationGroup";
  36037. export * from "babylonjs/Animations/animationPropertiesOverride";
  36038. export * from "babylonjs/Animations/easing";
  36039. export * from "babylonjs/Animations/runtimeAnimation";
  36040. export * from "babylonjs/Animations/animationEvent";
  36041. export * from "babylonjs/Animations/animationGroup";
  36042. export * from "babylonjs/Animations/animationKey";
  36043. export * from "babylonjs/Animations/animationRange";
  36044. export * from "babylonjs/Animations/animatable.interface";
  36045. }
  36046. declare module "babylonjs/Audio/soundTrack" {
  36047. import { Sound } from "babylonjs/Audio/sound";
  36048. import { Analyser } from "babylonjs/Audio/analyser";
  36049. import { Scene } from "babylonjs/scene";
  36050. /**
  36051. * Options allowed during the creation of a sound track.
  36052. */
  36053. export interface ISoundTrackOptions {
  36054. /**
  36055. * The volume the sound track should take during creation
  36056. */
  36057. volume?: number;
  36058. /**
  36059. * Define if the sound track is the main sound track of the scene
  36060. */
  36061. mainTrack?: boolean;
  36062. }
  36063. /**
  36064. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36065. * It will be also used in a future release to apply effects on a specific track.
  36066. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36067. */
  36068. export class SoundTrack {
  36069. /**
  36070. * The unique identifier of the sound track in the scene.
  36071. */
  36072. id: number;
  36073. /**
  36074. * The list of sounds included in the sound track.
  36075. */
  36076. soundCollection: Array<Sound>;
  36077. private _outputAudioNode;
  36078. private _scene;
  36079. private _isMainTrack;
  36080. private _connectedAnalyser;
  36081. private _options;
  36082. private _isInitialized;
  36083. /**
  36084. * Creates a new sound track.
  36085. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36086. * @param scene Define the scene the sound track belongs to
  36087. * @param options
  36088. */
  36089. constructor(scene: Scene, options?: ISoundTrackOptions);
  36090. private _initializeSoundTrackAudioGraph;
  36091. /**
  36092. * Release the sound track and its associated resources
  36093. */
  36094. dispose(): void;
  36095. /**
  36096. * Adds a sound to this sound track
  36097. * @param sound define the cound to add
  36098. * @ignoreNaming
  36099. */
  36100. AddSound(sound: Sound): void;
  36101. /**
  36102. * Removes a sound to this sound track
  36103. * @param sound define the cound to remove
  36104. * @ignoreNaming
  36105. */
  36106. RemoveSound(sound: Sound): void;
  36107. /**
  36108. * Set a global volume for the full sound track.
  36109. * @param newVolume Define the new volume of the sound track
  36110. */
  36111. setVolume(newVolume: number): void;
  36112. /**
  36113. * Switch the panning model to HRTF:
  36114. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36115. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36116. */
  36117. switchPanningModelToHRTF(): void;
  36118. /**
  36119. * Switch the panning model to Equal Power:
  36120. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36121. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36122. */
  36123. switchPanningModelToEqualPower(): void;
  36124. /**
  36125. * Connect the sound track to an audio analyser allowing some amazing
  36126. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36127. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36128. * @param analyser The analyser to connect to the engine
  36129. */
  36130. connectToAnalyser(analyser: Analyser): void;
  36131. }
  36132. }
  36133. declare module "babylonjs/Audio/audioSceneComponent" {
  36134. import { Sound } from "babylonjs/Audio/sound";
  36135. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36136. import { Nullable } from "babylonjs/types";
  36137. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36138. import { Scene } from "babylonjs/scene";
  36139. import { AbstractScene } from "babylonjs/abstractScene";
  36140. import "babylonjs/Audio/audioEngine";
  36141. module "babylonjs/abstractScene" {
  36142. interface AbstractScene {
  36143. /**
  36144. * The list of sounds used in the scene.
  36145. */
  36146. sounds: Nullable<Array<Sound>>;
  36147. }
  36148. }
  36149. module "babylonjs/scene" {
  36150. interface Scene {
  36151. /**
  36152. * @hidden
  36153. * Backing field
  36154. */
  36155. _mainSoundTrack: SoundTrack;
  36156. /**
  36157. * The main sound track played by the scene.
  36158. * It cotains your primary collection of sounds.
  36159. */
  36160. mainSoundTrack: SoundTrack;
  36161. /**
  36162. * The list of sound tracks added to the scene
  36163. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36164. */
  36165. soundTracks: Nullable<Array<SoundTrack>>;
  36166. /**
  36167. * Gets a sound using a given name
  36168. * @param name defines the name to search for
  36169. * @return the found sound or null if not found at all.
  36170. */
  36171. getSoundByName(name: string): Nullable<Sound>;
  36172. /**
  36173. * Gets or sets if audio support is enabled
  36174. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36175. */
  36176. audioEnabled: boolean;
  36177. /**
  36178. * Gets or sets if audio will be output to headphones
  36179. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36180. */
  36181. headphone: boolean;
  36182. }
  36183. }
  36184. /**
  36185. * Defines the sound scene component responsible to manage any sounds
  36186. * in a given scene.
  36187. */
  36188. export class AudioSceneComponent implements ISceneSerializableComponent {
  36189. /**
  36190. * The component name helpfull to identify the component in the list of scene components.
  36191. */
  36192. readonly name: string;
  36193. /**
  36194. * The scene the component belongs to.
  36195. */
  36196. scene: Scene;
  36197. private _audioEnabled;
  36198. /**
  36199. * Gets whether audio is enabled or not.
  36200. * Please use related enable/disable method to switch state.
  36201. */
  36202. readonly audioEnabled: boolean;
  36203. private _headphone;
  36204. /**
  36205. * Gets whether audio is outputing to headphone or not.
  36206. * Please use the according Switch methods to change output.
  36207. */
  36208. readonly headphone: boolean;
  36209. /**
  36210. * Creates a new instance of the component for the given scene
  36211. * @param scene Defines the scene to register the component in
  36212. */
  36213. constructor(scene: Scene);
  36214. /**
  36215. * Registers the component in a given scene
  36216. */
  36217. register(): void;
  36218. /**
  36219. * Rebuilds the elements related to this component in case of
  36220. * context lost for instance.
  36221. */
  36222. rebuild(): void;
  36223. /**
  36224. * Serializes the component data to the specified json object
  36225. * @param serializationObject The object to serialize to
  36226. */
  36227. serialize(serializationObject: any): void;
  36228. /**
  36229. * Adds all the elements from the container to the scene
  36230. * @param container the container holding the elements
  36231. */
  36232. addFromContainer(container: AbstractScene): void;
  36233. /**
  36234. * Removes all the elements in the container from the scene
  36235. * @param container contains the elements to remove
  36236. * @param dispose if the removed element should be disposed (default: false)
  36237. */
  36238. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36239. /**
  36240. * Disposes the component and the associated ressources.
  36241. */
  36242. dispose(): void;
  36243. /**
  36244. * Disables audio in the associated scene.
  36245. */
  36246. disableAudio(): void;
  36247. /**
  36248. * Enables audio in the associated scene.
  36249. */
  36250. enableAudio(): void;
  36251. /**
  36252. * Switch audio to headphone output.
  36253. */
  36254. switchAudioModeForHeadphones(): void;
  36255. /**
  36256. * Switch audio to normal speakers.
  36257. */
  36258. switchAudioModeForNormalSpeakers(): void;
  36259. private _afterRender;
  36260. }
  36261. }
  36262. declare module "babylonjs/Audio/weightedsound" {
  36263. import { Sound } from "babylonjs/Audio/sound";
  36264. /**
  36265. * Wraps one or more Sound objects and selects one with random weight for playback.
  36266. */
  36267. export class WeightedSound {
  36268. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36269. loop: boolean;
  36270. private _coneInnerAngle;
  36271. private _coneOuterAngle;
  36272. private _volume;
  36273. /** A Sound is currently playing. */
  36274. isPlaying: boolean;
  36275. /** A Sound is currently paused. */
  36276. isPaused: boolean;
  36277. private _sounds;
  36278. private _weights;
  36279. private _currentIndex?;
  36280. /**
  36281. * Creates a new WeightedSound from the list of sounds given.
  36282. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36283. * @param sounds Array of Sounds that will be selected from.
  36284. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36285. */
  36286. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36287. /**
  36288. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36289. */
  36290. /**
  36291. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36292. */
  36293. directionalConeInnerAngle: number;
  36294. /**
  36295. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36296. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36297. */
  36298. /**
  36299. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36300. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36301. */
  36302. directionalConeOuterAngle: number;
  36303. /**
  36304. * Playback volume.
  36305. */
  36306. /**
  36307. * Playback volume.
  36308. */
  36309. volume: number;
  36310. private _onended;
  36311. /**
  36312. * Suspend playback
  36313. */
  36314. pause(): void;
  36315. /**
  36316. * Stop playback
  36317. */
  36318. stop(): void;
  36319. /**
  36320. * Start playback.
  36321. * @param startOffset Position the clip head at a specific time in seconds.
  36322. */
  36323. play(startOffset?: number): void;
  36324. }
  36325. }
  36326. declare module "babylonjs/Audio/index" {
  36327. export * from "babylonjs/Audio/analyser";
  36328. export * from "babylonjs/Audio/audioEngine";
  36329. export * from "babylonjs/Audio/audioSceneComponent";
  36330. export * from "babylonjs/Audio/sound";
  36331. export * from "babylonjs/Audio/soundTrack";
  36332. export * from "babylonjs/Audio/weightedsound";
  36333. }
  36334. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36335. import { Behavior } from "babylonjs/Behaviors/behavior";
  36336. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36337. import { BackEase } from "babylonjs/Animations/easing";
  36338. /**
  36339. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36340. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36341. */
  36342. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36343. /**
  36344. * Gets the name of the behavior.
  36345. */
  36346. readonly name: string;
  36347. /**
  36348. * The easing function used by animations
  36349. */
  36350. static EasingFunction: BackEase;
  36351. /**
  36352. * The easing mode used by animations
  36353. */
  36354. static EasingMode: number;
  36355. /**
  36356. * The duration of the animation, in milliseconds
  36357. */
  36358. transitionDuration: number;
  36359. /**
  36360. * Length of the distance animated by the transition when lower radius is reached
  36361. */
  36362. lowerRadiusTransitionRange: number;
  36363. /**
  36364. * Length of the distance animated by the transition when upper radius is reached
  36365. */
  36366. upperRadiusTransitionRange: number;
  36367. private _autoTransitionRange;
  36368. /**
  36369. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36370. */
  36371. /**
  36372. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36373. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36374. */
  36375. autoTransitionRange: boolean;
  36376. private _attachedCamera;
  36377. private _onAfterCheckInputsObserver;
  36378. private _onMeshTargetChangedObserver;
  36379. /**
  36380. * Initializes the behavior.
  36381. */
  36382. init(): void;
  36383. /**
  36384. * Attaches the behavior to its arc rotate camera.
  36385. * @param camera Defines the camera to attach the behavior to
  36386. */
  36387. attach(camera: ArcRotateCamera): void;
  36388. /**
  36389. * Detaches the behavior from its current arc rotate camera.
  36390. */
  36391. detach(): void;
  36392. private _radiusIsAnimating;
  36393. private _radiusBounceTransition;
  36394. private _animatables;
  36395. private _cachedWheelPrecision;
  36396. /**
  36397. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36398. * @param radiusLimit The limit to check against.
  36399. * @return Bool to indicate if at limit.
  36400. */
  36401. private _isRadiusAtLimit;
  36402. /**
  36403. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36404. * @param radiusDelta The delta by which to animate to. Can be negative.
  36405. */
  36406. private _applyBoundRadiusAnimation;
  36407. /**
  36408. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36409. */
  36410. protected _clearAnimationLocks(): void;
  36411. /**
  36412. * Stops and removes all animations that have been applied to the camera
  36413. */
  36414. stopAllAnimations(): void;
  36415. }
  36416. }
  36417. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36418. import { Behavior } from "babylonjs/Behaviors/behavior";
  36419. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36420. import { ExponentialEase } from "babylonjs/Animations/easing";
  36421. import { Nullable } from "babylonjs/types";
  36422. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36423. import { Vector3 } from "babylonjs/Maths/math.vector";
  36424. /**
  36425. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  36426. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36427. */
  36428. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36429. /**
  36430. * Gets the name of the behavior.
  36431. */
  36432. readonly name: string;
  36433. private _mode;
  36434. private _radiusScale;
  36435. private _positionScale;
  36436. private _defaultElevation;
  36437. private _elevationReturnTime;
  36438. private _elevationReturnWaitTime;
  36439. private _zoomStopsAnimation;
  36440. private _framingTime;
  36441. /**
  36442. * The easing function used by animations
  36443. */
  36444. static EasingFunction: ExponentialEase;
  36445. /**
  36446. * The easing mode used by animations
  36447. */
  36448. static EasingMode: number;
  36449. /**
  36450. * Sets the current mode used by the behavior
  36451. */
  36452. /**
  36453. * Gets current mode used by the behavior.
  36454. */
  36455. mode: number;
  36456. /**
  36457. * Sets the scale applied to the radius (1 by default)
  36458. */
  36459. /**
  36460. * Gets the scale applied to the radius
  36461. */
  36462. radiusScale: number;
  36463. /**
  36464. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36465. */
  36466. /**
  36467. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36468. */
  36469. positionScale: number;
  36470. /**
  36471. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36472. * behaviour is triggered, in radians.
  36473. */
  36474. /**
  36475. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36476. * behaviour is triggered, in radians.
  36477. */
  36478. defaultElevation: number;
  36479. /**
  36480. * Sets the time (in milliseconds) taken to return to the default beta position.
  36481. * Negative value indicates camera should not return to default.
  36482. */
  36483. /**
  36484. * Gets the time (in milliseconds) taken to return to the default beta position.
  36485. * Negative value indicates camera should not return to default.
  36486. */
  36487. elevationReturnTime: number;
  36488. /**
  36489. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36490. */
  36491. /**
  36492. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36493. */
  36494. elevationReturnWaitTime: number;
  36495. /**
  36496. * Sets the flag that indicates if user zooming should stop animation.
  36497. */
  36498. /**
  36499. * Gets the flag that indicates if user zooming should stop animation.
  36500. */
  36501. zoomStopsAnimation: boolean;
  36502. /**
  36503. * Sets the transition time when framing the mesh, in milliseconds
  36504. */
  36505. /**
  36506. * Gets the transition time when framing the mesh, in milliseconds
  36507. */
  36508. framingTime: number;
  36509. /**
  36510. * Define if the behavior should automatically change the configured
  36511. * camera limits and sensibilities.
  36512. */
  36513. autoCorrectCameraLimitsAndSensibility: boolean;
  36514. private _onPrePointerObservableObserver;
  36515. private _onAfterCheckInputsObserver;
  36516. private _onMeshTargetChangedObserver;
  36517. private _attachedCamera;
  36518. private _isPointerDown;
  36519. private _lastInteractionTime;
  36520. /**
  36521. * Initializes the behavior.
  36522. */
  36523. init(): void;
  36524. /**
  36525. * Attaches the behavior to its arc rotate camera.
  36526. * @param camera Defines the camera to attach the behavior to
  36527. */
  36528. attach(camera: ArcRotateCamera): void;
  36529. /**
  36530. * Detaches the behavior from its current arc rotate camera.
  36531. */
  36532. detach(): void;
  36533. private _animatables;
  36534. private _betaIsAnimating;
  36535. private _betaTransition;
  36536. private _radiusTransition;
  36537. private _vectorTransition;
  36538. /**
  36539. * Targets the given mesh and updates zoom level accordingly.
  36540. * @param mesh The mesh to target.
  36541. * @param radius Optional. If a cached radius position already exists, overrides default.
  36542. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36543. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36544. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36545. */
  36546. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36547. /**
  36548. * Targets the given mesh with its children and updates zoom level accordingly.
  36549. * @param mesh The mesh to target.
  36550. * @param radius Optional. If a cached radius position already exists, overrides default.
  36551. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36552. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36553. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36554. */
  36555. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36556. /**
  36557. * Targets the given meshes with their children and updates zoom level accordingly.
  36558. * @param meshes The mesh to target.
  36559. * @param radius Optional. If a cached radius position already exists, overrides default.
  36560. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36561. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36562. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36563. */
  36564. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36565. /**
  36566. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36567. * @param minimumWorld Determines the smaller position of the bounding box extend
  36568. * @param maximumWorld Determines the bigger position of the bounding box extend
  36569. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36570. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36571. */
  36572. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36573. /**
  36574. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36575. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36576. * frustum width.
  36577. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36578. * to fully enclose the mesh in the viewing frustum.
  36579. */
  36580. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36581. /**
  36582. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36583. * is automatically returned to its default position (expected to be above ground plane).
  36584. */
  36585. private _maintainCameraAboveGround;
  36586. /**
  36587. * Returns the frustum slope based on the canvas ratio and camera FOV
  36588. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36589. */
  36590. private _getFrustumSlope;
  36591. /**
  36592. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36593. */
  36594. private _clearAnimationLocks;
  36595. /**
  36596. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36597. */
  36598. private _applyUserInteraction;
  36599. /**
  36600. * Stops and removes all animations that have been applied to the camera
  36601. */
  36602. stopAllAnimations(): void;
  36603. /**
  36604. * Gets a value indicating if the user is moving the camera
  36605. */
  36606. readonly isUserIsMoving: boolean;
  36607. /**
  36608. * The camera can move all the way towards the mesh.
  36609. */
  36610. static IgnoreBoundsSizeMode: number;
  36611. /**
  36612. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36613. */
  36614. static FitFrustumSidesMode: number;
  36615. }
  36616. }
  36617. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36618. import { Nullable } from "babylonjs/types";
  36619. import { Camera } from "babylonjs/Cameras/camera";
  36620. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36621. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36622. /**
  36623. * Base class for Camera Pointer Inputs.
  36624. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36625. * for example usage.
  36626. */
  36627. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36628. /**
  36629. * Defines the camera the input is attached to.
  36630. */
  36631. abstract camera: Camera;
  36632. /**
  36633. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36634. */
  36635. protected _altKey: boolean;
  36636. protected _ctrlKey: boolean;
  36637. protected _metaKey: boolean;
  36638. protected _shiftKey: boolean;
  36639. /**
  36640. * Which mouse buttons were pressed at time of last mouse event.
  36641. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36642. */
  36643. protected _buttonsPressed: number;
  36644. /**
  36645. * Defines the buttons associated with the input to handle camera move.
  36646. */
  36647. buttons: number[];
  36648. /**
  36649. * Attach the input controls to a specific dom element to get the input from.
  36650. * @param element Defines the element the controls should be listened from
  36651. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36652. */
  36653. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36654. /**
  36655. * Detach the current controls from the specified dom element.
  36656. * @param element Defines the element to stop listening the inputs from
  36657. */
  36658. detachControl(element: Nullable<HTMLElement>): void;
  36659. /**
  36660. * Gets the class name of the current input.
  36661. * @returns the class name
  36662. */
  36663. getClassName(): string;
  36664. /**
  36665. * Get the friendly name associated with the input class.
  36666. * @returns the input friendly name
  36667. */
  36668. getSimpleName(): string;
  36669. /**
  36670. * Called on pointer POINTERDOUBLETAP event.
  36671. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36672. */
  36673. protected onDoubleTap(type: string): void;
  36674. /**
  36675. * Called on pointer POINTERMOVE event if only a single touch is active.
  36676. * Override this method to provide functionality.
  36677. */
  36678. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36679. /**
  36680. * Called on pointer POINTERMOVE event if multiple touches are active.
  36681. * Override this method to provide functionality.
  36682. */
  36683. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36684. /**
  36685. * Called on JS contextmenu event.
  36686. * Override this method to provide functionality.
  36687. */
  36688. protected onContextMenu(evt: PointerEvent): void;
  36689. /**
  36690. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36691. * press.
  36692. * Override this method to provide functionality.
  36693. */
  36694. protected onButtonDown(evt: PointerEvent): void;
  36695. /**
  36696. * Called each time a new POINTERUP event occurs. Ie, for each button
  36697. * release.
  36698. * Override this method to provide functionality.
  36699. */
  36700. protected onButtonUp(evt: PointerEvent): void;
  36701. /**
  36702. * Called when window becomes inactive.
  36703. * Override this method to provide functionality.
  36704. */
  36705. protected onLostFocus(): void;
  36706. private _pointerInput;
  36707. private _observer;
  36708. private _onLostFocus;
  36709. private pointA;
  36710. private pointB;
  36711. }
  36712. }
  36713. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36714. import { Nullable } from "babylonjs/types";
  36715. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36716. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36717. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36718. /**
  36719. * Manage the pointers inputs to control an arc rotate camera.
  36720. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36721. */
  36722. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36723. /**
  36724. * Defines the camera the input is attached to.
  36725. */
  36726. camera: ArcRotateCamera;
  36727. /**
  36728. * Gets the class name of the current input.
  36729. * @returns the class name
  36730. */
  36731. getClassName(): string;
  36732. /**
  36733. * Defines the buttons associated with the input to handle camera move.
  36734. */
  36735. buttons: number[];
  36736. /**
  36737. * Defines the pointer angular sensibility along the X axis or how fast is
  36738. * the camera rotating.
  36739. */
  36740. angularSensibilityX: number;
  36741. /**
  36742. * Defines the pointer angular sensibility along the Y axis or how fast is
  36743. * the camera rotating.
  36744. */
  36745. angularSensibilityY: number;
  36746. /**
  36747. * Defines the pointer pinch precision or how fast is the camera zooming.
  36748. */
  36749. pinchPrecision: number;
  36750. /**
  36751. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36752. * from 0.
  36753. * It defines the percentage of current camera.radius to use as delta when
  36754. * pinch zoom is used.
  36755. */
  36756. pinchDeltaPercentage: number;
  36757. /**
  36758. * Defines the pointer panning sensibility or how fast is the camera moving.
  36759. */
  36760. panningSensibility: number;
  36761. /**
  36762. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36763. */
  36764. multiTouchPanning: boolean;
  36765. /**
  36766. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36767. * zoom (pinch) through multitouch.
  36768. */
  36769. multiTouchPanAndZoom: boolean;
  36770. /**
  36771. * Revers pinch action direction.
  36772. */
  36773. pinchInwards: boolean;
  36774. private _isPanClick;
  36775. private _twoFingerActivityCount;
  36776. private _isPinching;
  36777. /**
  36778. * Called on pointer POINTERMOVE event if only a single touch is active.
  36779. */
  36780. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36781. /**
  36782. * Called on pointer POINTERDOUBLETAP event.
  36783. */
  36784. protected onDoubleTap(type: string): void;
  36785. /**
  36786. * Called on pointer POINTERMOVE event if multiple touches are active.
  36787. */
  36788. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36789. /**
  36790. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36791. * press.
  36792. */
  36793. protected onButtonDown(evt: PointerEvent): void;
  36794. /**
  36795. * Called each time a new POINTERUP event occurs. Ie, for each button
  36796. * release.
  36797. */
  36798. protected onButtonUp(evt: PointerEvent): void;
  36799. /**
  36800. * Called when window becomes inactive.
  36801. */
  36802. protected onLostFocus(): void;
  36803. }
  36804. }
  36805. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36806. import { Nullable } from "babylonjs/types";
  36807. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36808. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36809. /**
  36810. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36811. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36812. */
  36813. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36814. /**
  36815. * Defines the camera the input is attached to.
  36816. */
  36817. camera: ArcRotateCamera;
  36818. /**
  36819. * Defines the list of key codes associated with the up action (increase alpha)
  36820. */
  36821. keysUp: number[];
  36822. /**
  36823. * Defines the list of key codes associated with the down action (decrease alpha)
  36824. */
  36825. keysDown: number[];
  36826. /**
  36827. * Defines the list of key codes associated with the left action (increase beta)
  36828. */
  36829. keysLeft: number[];
  36830. /**
  36831. * Defines the list of key codes associated with the right action (decrease beta)
  36832. */
  36833. keysRight: number[];
  36834. /**
  36835. * Defines the list of key codes associated with the reset action.
  36836. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36837. */
  36838. keysReset: number[];
  36839. /**
  36840. * Defines the panning sensibility of the inputs.
  36841. * (How fast is the camera paning)
  36842. */
  36843. panningSensibility: number;
  36844. /**
  36845. * Defines the zooming sensibility of the inputs.
  36846. * (How fast is the camera zooming)
  36847. */
  36848. zoomingSensibility: number;
  36849. /**
  36850. * Defines wether maintaining the alt key down switch the movement mode from
  36851. * orientation to zoom.
  36852. */
  36853. useAltToZoom: boolean;
  36854. /**
  36855. * Rotation speed of the camera
  36856. */
  36857. angularSpeed: number;
  36858. private _keys;
  36859. private _ctrlPressed;
  36860. private _altPressed;
  36861. private _onCanvasBlurObserver;
  36862. private _onKeyboardObserver;
  36863. private _engine;
  36864. private _scene;
  36865. /**
  36866. * Attach the input controls to a specific dom element to get the input from.
  36867. * @param element Defines the element the controls should be listened from
  36868. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36869. */
  36870. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36871. /**
  36872. * Detach the current controls from the specified dom element.
  36873. * @param element Defines the element to stop listening the inputs from
  36874. */
  36875. detachControl(element: Nullable<HTMLElement>): void;
  36876. /**
  36877. * Update the current camera state depending on the inputs that have been used this frame.
  36878. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36879. */
  36880. checkInputs(): void;
  36881. /**
  36882. * Gets the class name of the current intput.
  36883. * @returns the class name
  36884. */
  36885. getClassName(): string;
  36886. /**
  36887. * Get the friendly name associated with the input class.
  36888. * @returns the input friendly name
  36889. */
  36890. getSimpleName(): string;
  36891. }
  36892. }
  36893. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36894. import { Nullable } from "babylonjs/types";
  36895. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36896. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36897. /**
  36898. * Manage the mouse wheel inputs to control an arc rotate camera.
  36899. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36900. */
  36901. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36902. /**
  36903. * Defines the camera the input is attached to.
  36904. */
  36905. camera: ArcRotateCamera;
  36906. /**
  36907. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36908. */
  36909. wheelPrecision: number;
  36910. /**
  36911. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36912. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36913. */
  36914. wheelDeltaPercentage: number;
  36915. private _wheel;
  36916. private _observer;
  36917. private computeDeltaFromMouseWheelLegacyEvent;
  36918. /**
  36919. * Attach the input controls to a specific dom element to get the input from.
  36920. * @param element Defines the element the controls should be listened from
  36921. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36922. */
  36923. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36924. /**
  36925. * Detach the current controls from the specified dom element.
  36926. * @param element Defines the element to stop listening the inputs from
  36927. */
  36928. detachControl(element: Nullable<HTMLElement>): void;
  36929. /**
  36930. * Gets the class name of the current intput.
  36931. * @returns the class name
  36932. */
  36933. getClassName(): string;
  36934. /**
  36935. * Get the friendly name associated with the input class.
  36936. * @returns the input friendly name
  36937. */
  36938. getSimpleName(): string;
  36939. }
  36940. }
  36941. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36942. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36943. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36944. /**
  36945. * Default Inputs manager for the ArcRotateCamera.
  36946. * It groups all the default supported inputs for ease of use.
  36947. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36948. */
  36949. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36950. /**
  36951. * Instantiates a new ArcRotateCameraInputsManager.
  36952. * @param camera Defines the camera the inputs belong to
  36953. */
  36954. constructor(camera: ArcRotateCamera);
  36955. /**
  36956. * Add mouse wheel input support to the input manager.
  36957. * @returns the current input manager
  36958. */
  36959. addMouseWheel(): ArcRotateCameraInputsManager;
  36960. /**
  36961. * Add pointers input support to the input manager.
  36962. * @returns the current input manager
  36963. */
  36964. addPointers(): ArcRotateCameraInputsManager;
  36965. /**
  36966. * Add keyboard input support to the input manager.
  36967. * @returns the current input manager
  36968. */
  36969. addKeyboard(): ArcRotateCameraInputsManager;
  36970. }
  36971. }
  36972. declare module "babylonjs/Cameras/arcRotateCamera" {
  36973. import { Observable } from "babylonjs/Misc/observable";
  36974. import { Nullable } from "babylonjs/types";
  36975. import { Scene } from "babylonjs/scene";
  36976. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36977. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36978. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36979. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36980. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36981. import { Camera } from "babylonjs/Cameras/camera";
  36982. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36983. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36984. import { Collider } from "babylonjs/Collisions/collider";
  36985. /**
  36986. * This represents an orbital type of camera.
  36987. *
  36988. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  36989. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  36990. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36991. */
  36992. export class ArcRotateCamera extends TargetCamera {
  36993. /**
  36994. * Defines the rotation angle of the camera along the longitudinal axis.
  36995. */
  36996. alpha: number;
  36997. /**
  36998. * Defines the rotation angle of the camera along the latitudinal axis.
  36999. */
  37000. beta: number;
  37001. /**
  37002. * Defines the radius of the camera from it s target point.
  37003. */
  37004. radius: number;
  37005. protected _target: Vector3;
  37006. protected _targetHost: Nullable<AbstractMesh>;
  37007. /**
  37008. * Defines the target point of the camera.
  37009. * The camera looks towards it form the radius distance.
  37010. */
  37011. target: Vector3;
  37012. /**
  37013. * Define the current local position of the camera in the scene
  37014. */
  37015. position: Vector3;
  37016. protected _upVector: Vector3;
  37017. protected _upToYMatrix: Matrix;
  37018. protected _YToUpMatrix: Matrix;
  37019. /**
  37020. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37021. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37022. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37023. */
  37024. upVector: Vector3;
  37025. /**
  37026. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37027. */
  37028. setMatUp(): void;
  37029. /**
  37030. * Current inertia value on the longitudinal axis.
  37031. * The bigger this number the longer it will take for the camera to stop.
  37032. */
  37033. inertialAlphaOffset: number;
  37034. /**
  37035. * Current inertia value on the latitudinal axis.
  37036. * The bigger this number the longer it will take for the camera to stop.
  37037. */
  37038. inertialBetaOffset: number;
  37039. /**
  37040. * Current inertia value on the radius axis.
  37041. * The bigger this number the longer it will take for the camera to stop.
  37042. */
  37043. inertialRadiusOffset: number;
  37044. /**
  37045. * Minimum allowed angle on the longitudinal axis.
  37046. * This can help limiting how the Camera is able to move in the scene.
  37047. */
  37048. lowerAlphaLimit: Nullable<number>;
  37049. /**
  37050. * Maximum allowed angle on the longitudinal axis.
  37051. * This can help limiting how the Camera is able to move in the scene.
  37052. */
  37053. upperAlphaLimit: Nullable<number>;
  37054. /**
  37055. * Minimum allowed angle on the latitudinal axis.
  37056. * This can help limiting how the Camera is able to move in the scene.
  37057. */
  37058. lowerBetaLimit: number;
  37059. /**
  37060. * Maximum allowed angle on the latitudinal axis.
  37061. * This can help limiting how the Camera is able to move in the scene.
  37062. */
  37063. upperBetaLimit: number;
  37064. /**
  37065. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37066. * This can help limiting how the Camera is able to move in the scene.
  37067. */
  37068. lowerRadiusLimit: Nullable<number>;
  37069. /**
  37070. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37071. * This can help limiting how the Camera is able to move in the scene.
  37072. */
  37073. upperRadiusLimit: Nullable<number>;
  37074. /**
  37075. * Defines the current inertia value used during panning of the camera along the X axis.
  37076. */
  37077. inertialPanningX: number;
  37078. /**
  37079. * Defines the current inertia value used during panning of the camera along the Y axis.
  37080. */
  37081. inertialPanningY: number;
  37082. /**
  37083. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37084. * Basically if your fingers moves away from more than this distance you will be considered
  37085. * in pinch mode.
  37086. */
  37087. pinchToPanMaxDistance: number;
  37088. /**
  37089. * Defines the maximum distance the camera can pan.
  37090. * This could help keeping the cammera always in your scene.
  37091. */
  37092. panningDistanceLimit: Nullable<number>;
  37093. /**
  37094. * Defines the target of the camera before paning.
  37095. */
  37096. panningOriginTarget: Vector3;
  37097. /**
  37098. * Defines the value of the inertia used during panning.
  37099. * 0 would mean stop inertia and one would mean no decelleration at all.
  37100. */
  37101. panningInertia: number;
  37102. /**
  37103. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37104. */
  37105. angularSensibilityX: number;
  37106. /**
  37107. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37108. */
  37109. angularSensibilityY: number;
  37110. /**
  37111. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37112. */
  37113. pinchPrecision: number;
  37114. /**
  37115. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37116. * It will be used instead of pinchDeltaPrecision if different from 0.
  37117. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37118. */
  37119. pinchDeltaPercentage: number;
  37120. /**
  37121. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37122. */
  37123. panningSensibility: number;
  37124. /**
  37125. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37126. */
  37127. keysUp: number[];
  37128. /**
  37129. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37130. */
  37131. keysDown: number[];
  37132. /**
  37133. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37134. */
  37135. keysLeft: number[];
  37136. /**
  37137. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37138. */
  37139. keysRight: number[];
  37140. /**
  37141. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37142. */
  37143. wheelPrecision: number;
  37144. /**
  37145. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37146. * It will be used instead of pinchDeltaPrecision if different from 0.
  37147. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37148. */
  37149. wheelDeltaPercentage: number;
  37150. /**
  37151. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37152. */
  37153. zoomOnFactor: number;
  37154. /**
  37155. * Defines a screen offset for the camera position.
  37156. */
  37157. targetScreenOffset: Vector2;
  37158. /**
  37159. * Allows the camera to be completely reversed.
  37160. * If false the camera can not arrive upside down.
  37161. */
  37162. allowUpsideDown: boolean;
  37163. /**
  37164. * Define if double tap/click is used to restore the previously saved state of the camera.
  37165. */
  37166. useInputToRestoreState: boolean;
  37167. /** @hidden */
  37168. _viewMatrix: Matrix;
  37169. /** @hidden */
  37170. _useCtrlForPanning: boolean;
  37171. /** @hidden */
  37172. _panningMouseButton: number;
  37173. /**
  37174. * Defines the input associated to the camera.
  37175. */
  37176. inputs: ArcRotateCameraInputsManager;
  37177. /** @hidden */
  37178. _reset: () => void;
  37179. /**
  37180. * Defines the allowed panning axis.
  37181. */
  37182. panningAxis: Vector3;
  37183. protected _localDirection: Vector3;
  37184. protected _transformedDirection: Vector3;
  37185. private _bouncingBehavior;
  37186. /**
  37187. * Gets the bouncing behavior of the camera if it has been enabled.
  37188. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37189. */
  37190. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37191. /**
  37192. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37193. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37194. */
  37195. useBouncingBehavior: boolean;
  37196. private _framingBehavior;
  37197. /**
  37198. * Gets the framing behavior of the camera if it has been enabled.
  37199. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37200. */
  37201. readonly framingBehavior: Nullable<FramingBehavior>;
  37202. /**
  37203. * Defines if the framing behavior of the camera is enabled on the camera.
  37204. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37205. */
  37206. useFramingBehavior: boolean;
  37207. private _autoRotationBehavior;
  37208. /**
  37209. * Gets the auto rotation behavior of the camera if it has been enabled.
  37210. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37211. */
  37212. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37213. /**
  37214. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37215. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37216. */
  37217. useAutoRotationBehavior: boolean;
  37218. /**
  37219. * Observable triggered when the mesh target has been changed on the camera.
  37220. */
  37221. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37222. /**
  37223. * Event raised when the camera is colliding with a mesh.
  37224. */
  37225. onCollide: (collidedMesh: AbstractMesh) => void;
  37226. /**
  37227. * Defines whether the camera should check collision with the objects oh the scene.
  37228. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37229. */
  37230. checkCollisions: boolean;
  37231. /**
  37232. * Defines the collision radius of the camera.
  37233. * This simulates a sphere around the camera.
  37234. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37235. */
  37236. collisionRadius: Vector3;
  37237. protected _collider: Collider;
  37238. protected _previousPosition: Vector3;
  37239. protected _collisionVelocity: Vector3;
  37240. protected _newPosition: Vector3;
  37241. protected _previousAlpha: number;
  37242. protected _previousBeta: number;
  37243. protected _previousRadius: number;
  37244. protected _collisionTriggered: boolean;
  37245. protected _targetBoundingCenter: Nullable<Vector3>;
  37246. private _computationVector;
  37247. /**
  37248. * Instantiates a new ArcRotateCamera in a given scene
  37249. * @param name Defines the name of the camera
  37250. * @param alpha Defines the camera rotation along the logitudinal axis
  37251. * @param beta Defines the camera rotation along the latitudinal axis
  37252. * @param radius Defines the camera distance from its target
  37253. * @param target Defines the camera target
  37254. * @param scene Defines the scene the camera belongs to
  37255. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37256. */
  37257. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37258. /** @hidden */
  37259. _initCache(): void;
  37260. /** @hidden */
  37261. _updateCache(ignoreParentClass?: boolean): void;
  37262. protected _getTargetPosition(): Vector3;
  37263. private _storedAlpha;
  37264. private _storedBeta;
  37265. private _storedRadius;
  37266. private _storedTarget;
  37267. /**
  37268. * Stores the current state of the camera (alpha, beta, radius and target)
  37269. * @returns the camera itself
  37270. */
  37271. storeState(): Camera;
  37272. /**
  37273. * @hidden
  37274. * Restored camera state. You must call storeState() first
  37275. */
  37276. _restoreStateValues(): boolean;
  37277. /** @hidden */
  37278. _isSynchronizedViewMatrix(): boolean;
  37279. /**
  37280. * Attached controls to the current camera.
  37281. * @param element Defines the element the controls should be listened from
  37282. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37283. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37284. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37285. */
  37286. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37287. /**
  37288. * Detach the current controls from the camera.
  37289. * The camera will stop reacting to inputs.
  37290. * @param element Defines the element to stop listening the inputs from
  37291. */
  37292. detachControl(element: HTMLElement): void;
  37293. /** @hidden */
  37294. _checkInputs(): void;
  37295. protected _checkLimits(): void;
  37296. /**
  37297. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37298. */
  37299. rebuildAnglesAndRadius(): void;
  37300. /**
  37301. * Use a position to define the current camera related information like aplha, beta and radius
  37302. * @param position Defines the position to set the camera at
  37303. */
  37304. setPosition(position: Vector3): void;
  37305. /**
  37306. * Defines the target the camera should look at.
  37307. * This will automatically adapt alpha beta and radius to fit within the new target.
  37308. * @param target Defines the new target as a Vector or a mesh
  37309. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37310. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37311. */
  37312. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37313. /** @hidden */
  37314. _getViewMatrix(): Matrix;
  37315. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37316. /**
  37317. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37318. * @param meshes Defines the mesh to zoom on
  37319. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37320. */
  37321. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37322. /**
  37323. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37324. * The target will be changed but the radius
  37325. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37326. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37327. */
  37328. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37329. min: Vector3;
  37330. max: Vector3;
  37331. distance: number;
  37332. }, doNotUpdateMaxZ?: boolean): void;
  37333. /**
  37334. * @override
  37335. * Override Camera.createRigCamera
  37336. */
  37337. createRigCamera(name: string, cameraIndex: number): Camera;
  37338. /**
  37339. * @hidden
  37340. * @override
  37341. * Override Camera._updateRigCameras
  37342. */
  37343. _updateRigCameras(): void;
  37344. /**
  37345. * Destroy the camera and release the current resources hold by it.
  37346. */
  37347. dispose(): void;
  37348. /**
  37349. * Gets the current object class name.
  37350. * @return the class name
  37351. */
  37352. getClassName(): string;
  37353. }
  37354. }
  37355. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37356. import { Behavior } from "babylonjs/Behaviors/behavior";
  37357. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37358. /**
  37359. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37360. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37361. */
  37362. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37363. /**
  37364. * Gets the name of the behavior.
  37365. */
  37366. readonly name: string;
  37367. private _zoomStopsAnimation;
  37368. private _idleRotationSpeed;
  37369. private _idleRotationWaitTime;
  37370. private _idleRotationSpinupTime;
  37371. /**
  37372. * Sets the flag that indicates if user zooming should stop animation.
  37373. */
  37374. /**
  37375. * Gets the flag that indicates if user zooming should stop animation.
  37376. */
  37377. zoomStopsAnimation: boolean;
  37378. /**
  37379. * Sets the default speed at which the camera rotates around the model.
  37380. */
  37381. /**
  37382. * Gets the default speed at which the camera rotates around the model.
  37383. */
  37384. idleRotationSpeed: number;
  37385. /**
  37386. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37387. */
  37388. /**
  37389. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37390. */
  37391. idleRotationWaitTime: number;
  37392. /**
  37393. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37394. */
  37395. /**
  37396. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37397. */
  37398. idleRotationSpinupTime: number;
  37399. /**
  37400. * Gets a value indicating if the camera is currently rotating because of this behavior
  37401. */
  37402. readonly rotationInProgress: boolean;
  37403. private _onPrePointerObservableObserver;
  37404. private _onAfterCheckInputsObserver;
  37405. private _attachedCamera;
  37406. private _isPointerDown;
  37407. private _lastFrameTime;
  37408. private _lastInteractionTime;
  37409. private _cameraRotationSpeed;
  37410. /**
  37411. * Initializes the behavior.
  37412. */
  37413. init(): void;
  37414. /**
  37415. * Attaches the behavior to its arc rotate camera.
  37416. * @param camera Defines the camera to attach the behavior to
  37417. */
  37418. attach(camera: ArcRotateCamera): void;
  37419. /**
  37420. * Detaches the behavior from its current arc rotate camera.
  37421. */
  37422. detach(): void;
  37423. /**
  37424. * Returns true if user is scrolling.
  37425. * @return true if user is scrolling.
  37426. */
  37427. private _userIsZooming;
  37428. private _lastFrameRadius;
  37429. private _shouldAnimationStopForInteraction;
  37430. /**
  37431. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37432. */
  37433. private _applyUserInteraction;
  37434. private _userIsMoving;
  37435. }
  37436. }
  37437. declare module "babylonjs/Behaviors/Cameras/index" {
  37438. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37439. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37440. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37441. }
  37442. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37443. import { Mesh } from "babylonjs/Meshes/mesh";
  37444. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37445. import { Behavior } from "babylonjs/Behaviors/behavior";
  37446. /**
  37447. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37448. */
  37449. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37450. private ui;
  37451. /**
  37452. * The name of the behavior
  37453. */
  37454. name: string;
  37455. /**
  37456. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37457. */
  37458. distanceAwayFromFace: number;
  37459. /**
  37460. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37461. */
  37462. distanceAwayFromBottomOfFace: number;
  37463. private _faceVectors;
  37464. private _target;
  37465. private _scene;
  37466. private _onRenderObserver;
  37467. private _tmpMatrix;
  37468. private _tmpVector;
  37469. /**
  37470. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37471. * @param ui The transform node that should be attched to the mesh
  37472. */
  37473. constructor(ui: TransformNode);
  37474. /**
  37475. * Initializes the behavior
  37476. */
  37477. init(): void;
  37478. private _closestFace;
  37479. private _zeroVector;
  37480. private _lookAtTmpMatrix;
  37481. private _lookAtToRef;
  37482. /**
  37483. * Attaches the AttachToBoxBehavior to the passed in mesh
  37484. * @param target The mesh that the specified node will be attached to
  37485. */
  37486. attach(target: Mesh): void;
  37487. /**
  37488. * Detaches the behavior from the mesh
  37489. */
  37490. detach(): void;
  37491. }
  37492. }
  37493. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37494. import { Behavior } from "babylonjs/Behaviors/behavior";
  37495. import { Mesh } from "babylonjs/Meshes/mesh";
  37496. /**
  37497. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37498. */
  37499. export class FadeInOutBehavior implements Behavior<Mesh> {
  37500. /**
  37501. * Time in milliseconds to delay before fading in (Default: 0)
  37502. */
  37503. delay: number;
  37504. /**
  37505. * Time in milliseconds for the mesh to fade in (Default: 300)
  37506. */
  37507. fadeInTime: number;
  37508. private _millisecondsPerFrame;
  37509. private _hovered;
  37510. private _hoverValue;
  37511. private _ownerNode;
  37512. /**
  37513. * Instatiates the FadeInOutBehavior
  37514. */
  37515. constructor();
  37516. /**
  37517. * The name of the behavior
  37518. */
  37519. readonly name: string;
  37520. /**
  37521. * Initializes the behavior
  37522. */
  37523. init(): void;
  37524. /**
  37525. * Attaches the fade behavior on the passed in mesh
  37526. * @param ownerNode The mesh that will be faded in/out once attached
  37527. */
  37528. attach(ownerNode: Mesh): void;
  37529. /**
  37530. * Detaches the behavior from the mesh
  37531. */
  37532. detach(): void;
  37533. /**
  37534. * Triggers the mesh to begin fading in or out
  37535. * @param value if the object should fade in or out (true to fade in)
  37536. */
  37537. fadeIn(value: boolean): void;
  37538. private _update;
  37539. private _setAllVisibility;
  37540. }
  37541. }
  37542. declare module "babylonjs/Misc/pivotTools" {
  37543. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37544. /**
  37545. * Class containing a set of static utilities functions for managing Pivots
  37546. * @hidden
  37547. */
  37548. export class PivotTools {
  37549. private static _PivotCached;
  37550. private static _OldPivotPoint;
  37551. private static _PivotTranslation;
  37552. private static _PivotTmpVector;
  37553. /** @hidden */
  37554. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37555. /** @hidden */
  37556. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37557. }
  37558. }
  37559. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37560. import { Scene } from "babylonjs/scene";
  37561. import { Vector4 } from "babylonjs/Maths/math.vector";
  37562. import { Mesh } from "babylonjs/Meshes/mesh";
  37563. import { Nullable } from "babylonjs/types";
  37564. import { Plane } from "babylonjs/Maths/math.plane";
  37565. /**
  37566. * Class containing static functions to help procedurally build meshes
  37567. */
  37568. export class PlaneBuilder {
  37569. /**
  37570. * Creates a plane mesh
  37571. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37572. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37573. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37574. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37575. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  37576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37577. * @param name defines the name of the mesh
  37578. * @param options defines the options used to create the mesh
  37579. * @param scene defines the hosting scene
  37580. * @returns the plane mesh
  37581. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37582. */
  37583. static CreatePlane(name: string, options: {
  37584. size?: number;
  37585. width?: number;
  37586. height?: number;
  37587. sideOrientation?: number;
  37588. frontUVs?: Vector4;
  37589. backUVs?: Vector4;
  37590. updatable?: boolean;
  37591. sourcePlane?: Plane;
  37592. }, scene?: Nullable<Scene>): Mesh;
  37593. }
  37594. }
  37595. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37596. import { Behavior } from "babylonjs/Behaviors/behavior";
  37597. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37598. import { Observable } from "babylonjs/Misc/observable";
  37599. import { Vector3 } from "babylonjs/Maths/math.vector";
  37600. import { Ray } from "babylonjs/Culling/ray";
  37601. import "babylonjs/Meshes/Builders/planeBuilder";
  37602. /**
  37603. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37604. */
  37605. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37606. private static _AnyMouseID;
  37607. /**
  37608. * Abstract mesh the behavior is set on
  37609. */
  37610. attachedNode: AbstractMesh;
  37611. private _dragPlane;
  37612. private _scene;
  37613. private _pointerObserver;
  37614. private _beforeRenderObserver;
  37615. private static _planeScene;
  37616. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37617. /**
  37618. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  37619. */
  37620. maxDragAngle: number;
  37621. /**
  37622. * @hidden
  37623. */
  37624. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37625. /**
  37626. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37627. */
  37628. currentDraggingPointerID: number;
  37629. /**
  37630. * The last position where the pointer hit the drag plane in world space
  37631. */
  37632. lastDragPosition: Vector3;
  37633. /**
  37634. * If the behavior is currently in a dragging state
  37635. */
  37636. dragging: boolean;
  37637. /**
  37638. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37639. */
  37640. dragDeltaRatio: number;
  37641. /**
  37642. * If the drag plane orientation should be updated during the dragging (Default: true)
  37643. */
  37644. updateDragPlane: boolean;
  37645. private _debugMode;
  37646. private _moving;
  37647. /**
  37648. * Fires each time the attached mesh is dragged with the pointer
  37649. * * delta between last drag position and current drag position in world space
  37650. * * dragDistance along the drag axis
  37651. * * dragPlaneNormal normal of the current drag plane used during the drag
  37652. * * dragPlanePoint in world space where the drag intersects the drag plane
  37653. */
  37654. onDragObservable: Observable<{
  37655. delta: Vector3;
  37656. dragPlanePoint: Vector3;
  37657. dragPlaneNormal: Vector3;
  37658. dragDistance: number;
  37659. pointerId: number;
  37660. }>;
  37661. /**
  37662. * Fires each time a drag begins (eg. mouse down on mesh)
  37663. */
  37664. onDragStartObservable: Observable<{
  37665. dragPlanePoint: Vector3;
  37666. pointerId: number;
  37667. }>;
  37668. /**
  37669. * Fires each time a drag ends (eg. mouse release after drag)
  37670. */
  37671. onDragEndObservable: Observable<{
  37672. dragPlanePoint: Vector3;
  37673. pointerId: number;
  37674. }>;
  37675. /**
  37676. * If the attached mesh should be moved when dragged
  37677. */
  37678. moveAttached: boolean;
  37679. /**
  37680. * If the drag behavior will react to drag events (Default: true)
  37681. */
  37682. enabled: boolean;
  37683. /**
  37684. * If pointer events should start and release the drag (Default: true)
  37685. */
  37686. startAndReleaseDragOnPointerEvents: boolean;
  37687. /**
  37688. * If camera controls should be detached during the drag
  37689. */
  37690. detachCameraControls: boolean;
  37691. /**
  37692. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37693. */
  37694. useObjectOrienationForDragging: boolean;
  37695. private _options;
  37696. /**
  37697. * Creates a pointer drag behavior that can be attached to a mesh
  37698. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  37699. */
  37700. constructor(options?: {
  37701. dragAxis?: Vector3;
  37702. dragPlaneNormal?: Vector3;
  37703. });
  37704. /**
  37705. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37706. */
  37707. validateDrag: (targetPosition: Vector3) => boolean;
  37708. /**
  37709. * The name of the behavior
  37710. */
  37711. readonly name: string;
  37712. /**
  37713. * Initializes the behavior
  37714. */
  37715. init(): void;
  37716. private _tmpVector;
  37717. private _alternatePickedPoint;
  37718. private _worldDragAxis;
  37719. private _targetPosition;
  37720. private _attachedElement;
  37721. /**
  37722. * Attaches the drag behavior the passed in mesh
  37723. * @param ownerNode The mesh that will be dragged around once attached
  37724. */
  37725. attach(ownerNode: AbstractMesh): void;
  37726. /**
  37727. * Force relase the drag action by code.
  37728. */
  37729. releaseDrag(): void;
  37730. private _startDragRay;
  37731. private _lastPointerRay;
  37732. /**
  37733. * Simulates the start of a pointer drag event on the behavior
  37734. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37735. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37736. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37737. */
  37738. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37739. private _startDrag;
  37740. private _dragDelta;
  37741. private _moveDrag;
  37742. private _pickWithRayOnDragPlane;
  37743. private _pointA;
  37744. private _pointB;
  37745. private _pointC;
  37746. private _lineA;
  37747. private _lineB;
  37748. private _localAxis;
  37749. private _lookAt;
  37750. private _updateDragPlanePosition;
  37751. /**
  37752. * Detaches the behavior from the mesh
  37753. */
  37754. detach(): void;
  37755. }
  37756. }
  37757. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37758. import { Mesh } from "babylonjs/Meshes/mesh";
  37759. import { Behavior } from "babylonjs/Behaviors/behavior";
  37760. /**
  37761. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37762. */
  37763. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37764. private _dragBehaviorA;
  37765. private _dragBehaviorB;
  37766. private _startDistance;
  37767. private _initialScale;
  37768. private _targetScale;
  37769. private _ownerNode;
  37770. private _sceneRenderObserver;
  37771. /**
  37772. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37773. */
  37774. constructor();
  37775. /**
  37776. * The name of the behavior
  37777. */
  37778. readonly name: string;
  37779. /**
  37780. * Initializes the behavior
  37781. */
  37782. init(): void;
  37783. private _getCurrentDistance;
  37784. /**
  37785. * Attaches the scale behavior the passed in mesh
  37786. * @param ownerNode The mesh that will be scaled around once attached
  37787. */
  37788. attach(ownerNode: Mesh): void;
  37789. /**
  37790. * Detaches the behavior from the mesh
  37791. */
  37792. detach(): void;
  37793. }
  37794. }
  37795. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37796. import { Behavior } from "babylonjs/Behaviors/behavior";
  37797. import { Mesh } from "babylonjs/Meshes/mesh";
  37798. import { Observable } from "babylonjs/Misc/observable";
  37799. /**
  37800. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37801. */
  37802. export class SixDofDragBehavior implements Behavior<Mesh> {
  37803. private static _virtualScene;
  37804. private _ownerNode;
  37805. private _sceneRenderObserver;
  37806. private _scene;
  37807. private _targetPosition;
  37808. private _virtualOriginMesh;
  37809. private _virtualDragMesh;
  37810. private _pointerObserver;
  37811. private _moving;
  37812. private _startingOrientation;
  37813. /**
  37814. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  37815. */
  37816. private zDragFactor;
  37817. /**
  37818. * If the object should rotate to face the drag origin
  37819. */
  37820. rotateDraggedObject: boolean;
  37821. /**
  37822. * If the behavior is currently in a dragging state
  37823. */
  37824. dragging: boolean;
  37825. /**
  37826. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37827. */
  37828. dragDeltaRatio: number;
  37829. /**
  37830. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37831. */
  37832. currentDraggingPointerID: number;
  37833. /**
  37834. * If camera controls should be detached during the drag
  37835. */
  37836. detachCameraControls: boolean;
  37837. /**
  37838. * Fires each time a drag starts
  37839. */
  37840. onDragStartObservable: Observable<{}>;
  37841. /**
  37842. * Fires each time a drag ends (eg. mouse release after drag)
  37843. */
  37844. onDragEndObservable: Observable<{}>;
  37845. /**
  37846. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37847. */
  37848. constructor();
  37849. /**
  37850. * The name of the behavior
  37851. */
  37852. readonly name: string;
  37853. /**
  37854. * Initializes the behavior
  37855. */
  37856. init(): void;
  37857. /**
  37858. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37859. */
  37860. private readonly _pointerCamera;
  37861. /**
  37862. * Attaches the scale behavior the passed in mesh
  37863. * @param ownerNode The mesh that will be scaled around once attached
  37864. */
  37865. attach(ownerNode: Mesh): void;
  37866. /**
  37867. * Detaches the behavior from the mesh
  37868. */
  37869. detach(): void;
  37870. }
  37871. }
  37872. declare module "babylonjs/Behaviors/Meshes/index" {
  37873. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37874. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37875. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37876. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37877. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37878. }
  37879. declare module "babylonjs/Behaviors/index" {
  37880. export * from "babylonjs/Behaviors/behavior";
  37881. export * from "babylonjs/Behaviors/Cameras/index";
  37882. export * from "babylonjs/Behaviors/Meshes/index";
  37883. }
  37884. declare module "babylonjs/Bones/boneIKController" {
  37885. import { Bone } from "babylonjs/Bones/bone";
  37886. import { Vector3 } from "babylonjs/Maths/math.vector";
  37887. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37888. import { Nullable } from "babylonjs/types";
  37889. /**
  37890. * Class used to apply inverse kinematics to bones
  37891. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37892. */
  37893. export class BoneIKController {
  37894. private static _tmpVecs;
  37895. private static _tmpQuat;
  37896. private static _tmpMats;
  37897. /**
  37898. * Gets or sets the target mesh
  37899. */
  37900. targetMesh: AbstractMesh;
  37901. /** Gets or sets the mesh used as pole */
  37902. poleTargetMesh: AbstractMesh;
  37903. /**
  37904. * Gets or sets the bone used as pole
  37905. */
  37906. poleTargetBone: Nullable<Bone>;
  37907. /**
  37908. * Gets or sets the target position
  37909. */
  37910. targetPosition: Vector3;
  37911. /**
  37912. * Gets or sets the pole target position
  37913. */
  37914. poleTargetPosition: Vector3;
  37915. /**
  37916. * Gets or sets the pole target local offset
  37917. */
  37918. poleTargetLocalOffset: Vector3;
  37919. /**
  37920. * Gets or sets the pole angle
  37921. */
  37922. poleAngle: number;
  37923. /**
  37924. * Gets or sets the mesh associated with the controller
  37925. */
  37926. mesh: AbstractMesh;
  37927. /**
  37928. * 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)
  37929. */
  37930. slerpAmount: number;
  37931. private _bone1Quat;
  37932. private _bone1Mat;
  37933. private _bone2Ang;
  37934. private _bone1;
  37935. private _bone2;
  37936. private _bone1Length;
  37937. private _bone2Length;
  37938. private _maxAngle;
  37939. private _maxReach;
  37940. private _rightHandedSystem;
  37941. private _bendAxis;
  37942. private _slerping;
  37943. private _adjustRoll;
  37944. /**
  37945. * Gets or sets maximum allowed angle
  37946. */
  37947. maxAngle: number;
  37948. /**
  37949. * Creates a new BoneIKController
  37950. * @param mesh defines the mesh to control
  37951. * @param bone defines the bone to control
  37952. * @param options defines options to set up the controller
  37953. */
  37954. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37955. targetMesh?: AbstractMesh;
  37956. poleTargetMesh?: AbstractMesh;
  37957. poleTargetBone?: Bone;
  37958. poleTargetLocalOffset?: Vector3;
  37959. poleAngle?: number;
  37960. bendAxis?: Vector3;
  37961. maxAngle?: number;
  37962. slerpAmount?: number;
  37963. });
  37964. private _setMaxAngle;
  37965. /**
  37966. * Force the controller to update the bones
  37967. */
  37968. update(): void;
  37969. }
  37970. }
  37971. declare module "babylonjs/Bones/boneLookController" {
  37972. import { Vector3 } from "babylonjs/Maths/math.vector";
  37973. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37974. import { Bone } from "babylonjs/Bones/bone";
  37975. import { Space } from "babylonjs/Maths/math.axis";
  37976. /**
  37977. * Class used to make a bone look toward a point in space
  37978. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37979. */
  37980. export class BoneLookController {
  37981. private static _tmpVecs;
  37982. private static _tmpQuat;
  37983. private static _tmpMats;
  37984. /**
  37985. * The target Vector3 that the bone will look at
  37986. */
  37987. target: Vector3;
  37988. /**
  37989. * The mesh that the bone is attached to
  37990. */
  37991. mesh: AbstractMesh;
  37992. /**
  37993. * The bone that will be looking to the target
  37994. */
  37995. bone: Bone;
  37996. /**
  37997. * The up axis of the coordinate system that is used when the bone is rotated
  37998. */
  37999. upAxis: Vector3;
  38000. /**
  38001. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38002. */
  38003. upAxisSpace: Space;
  38004. /**
  38005. * Used to make an adjustment to the yaw of the bone
  38006. */
  38007. adjustYaw: number;
  38008. /**
  38009. * Used to make an adjustment to the pitch of the bone
  38010. */
  38011. adjustPitch: number;
  38012. /**
  38013. * Used to make an adjustment to the roll of the bone
  38014. */
  38015. adjustRoll: number;
  38016. /**
  38017. * 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)
  38018. */
  38019. slerpAmount: number;
  38020. private _minYaw;
  38021. private _maxYaw;
  38022. private _minPitch;
  38023. private _maxPitch;
  38024. private _minYawSin;
  38025. private _minYawCos;
  38026. private _maxYawSin;
  38027. private _maxYawCos;
  38028. private _midYawConstraint;
  38029. private _minPitchTan;
  38030. private _maxPitchTan;
  38031. private _boneQuat;
  38032. private _slerping;
  38033. private _transformYawPitch;
  38034. private _transformYawPitchInv;
  38035. private _firstFrameSkipped;
  38036. private _yawRange;
  38037. private _fowardAxis;
  38038. /**
  38039. * Gets or sets the minimum yaw angle that the bone can look to
  38040. */
  38041. minYaw: number;
  38042. /**
  38043. * Gets or sets the maximum yaw angle that the bone can look to
  38044. */
  38045. maxYaw: number;
  38046. /**
  38047. * Gets or sets the minimum pitch angle that the bone can look to
  38048. */
  38049. minPitch: number;
  38050. /**
  38051. * Gets or sets the maximum pitch angle that the bone can look to
  38052. */
  38053. maxPitch: number;
  38054. /**
  38055. * Create a BoneLookController
  38056. * @param mesh the mesh that the bone belongs to
  38057. * @param bone the bone that will be looking to the target
  38058. * @param target the target Vector3 to look at
  38059. * @param options optional settings:
  38060. * * maxYaw: the maximum angle the bone will yaw to
  38061. * * minYaw: the minimum angle the bone will yaw to
  38062. * * maxPitch: the maximum angle the bone will pitch to
  38063. * * minPitch: the minimum angle the bone will yaw to
  38064. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38065. * * upAxis: the up axis of the coordinate system
  38066. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38067. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38068. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38069. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38070. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38071. * * adjustRoll: used to make an adjustment to the roll of the bone
  38072. **/
  38073. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38074. maxYaw?: number;
  38075. minYaw?: number;
  38076. maxPitch?: number;
  38077. minPitch?: number;
  38078. slerpAmount?: number;
  38079. upAxis?: Vector3;
  38080. upAxisSpace?: Space;
  38081. yawAxis?: Vector3;
  38082. pitchAxis?: Vector3;
  38083. adjustYaw?: number;
  38084. adjustPitch?: number;
  38085. adjustRoll?: number;
  38086. });
  38087. /**
  38088. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38089. */
  38090. update(): void;
  38091. private _getAngleDiff;
  38092. private _getAngleBetween;
  38093. private _isAngleBetween;
  38094. }
  38095. }
  38096. declare module "babylonjs/Bones/index" {
  38097. export * from "babylonjs/Bones/bone";
  38098. export * from "babylonjs/Bones/boneIKController";
  38099. export * from "babylonjs/Bones/boneLookController";
  38100. export * from "babylonjs/Bones/skeleton";
  38101. }
  38102. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38103. import { Nullable } from "babylonjs/types";
  38104. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38105. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38106. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38107. /**
  38108. * Manage the gamepad inputs to control an arc rotate camera.
  38109. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38110. */
  38111. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38112. /**
  38113. * Defines the camera the input is attached to.
  38114. */
  38115. camera: ArcRotateCamera;
  38116. /**
  38117. * Defines the gamepad the input is gathering event from.
  38118. */
  38119. gamepad: Nullable<Gamepad>;
  38120. /**
  38121. * Defines the gamepad rotation sensiblity.
  38122. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38123. */
  38124. gamepadRotationSensibility: number;
  38125. /**
  38126. * Defines the gamepad move sensiblity.
  38127. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38128. */
  38129. gamepadMoveSensibility: number;
  38130. private _onGamepadConnectedObserver;
  38131. private _onGamepadDisconnectedObserver;
  38132. /**
  38133. * Attach the input controls to a specific dom element to get the input from.
  38134. * @param element Defines the element the controls should be listened from
  38135. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38136. */
  38137. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38138. /**
  38139. * Detach the current controls from the specified dom element.
  38140. * @param element Defines the element to stop listening the inputs from
  38141. */
  38142. detachControl(element: Nullable<HTMLElement>): void;
  38143. /**
  38144. * Update the current camera state depending on the inputs that have been used this frame.
  38145. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38146. */
  38147. checkInputs(): void;
  38148. /**
  38149. * Gets the class name of the current intput.
  38150. * @returns the class name
  38151. */
  38152. getClassName(): string;
  38153. /**
  38154. * Get the friendly name associated with the input class.
  38155. * @returns the input friendly name
  38156. */
  38157. getSimpleName(): string;
  38158. }
  38159. }
  38160. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38161. import { Nullable } from "babylonjs/types";
  38162. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38163. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38164. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38165. interface ArcRotateCameraInputsManager {
  38166. /**
  38167. * Add orientation input support to the input manager.
  38168. * @returns the current input manager
  38169. */
  38170. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38171. }
  38172. }
  38173. /**
  38174. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38175. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38176. */
  38177. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38178. /**
  38179. * Defines the camera the input is attached to.
  38180. */
  38181. camera: ArcRotateCamera;
  38182. /**
  38183. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38184. */
  38185. alphaCorrection: number;
  38186. /**
  38187. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38188. */
  38189. gammaCorrection: number;
  38190. private _alpha;
  38191. private _gamma;
  38192. private _dirty;
  38193. private _deviceOrientationHandler;
  38194. /**
  38195. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38196. */
  38197. constructor();
  38198. /**
  38199. * Attach the input controls to a specific dom element to get the input from.
  38200. * @param element Defines the element the controls should be listened from
  38201. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38202. */
  38203. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38204. /** @hidden */
  38205. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38206. /**
  38207. * Update the current camera state depending on the inputs that have been used this frame.
  38208. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38209. */
  38210. checkInputs(): void;
  38211. /**
  38212. * Detach the current controls from the specified dom element.
  38213. * @param element Defines the element to stop listening the inputs from
  38214. */
  38215. detachControl(element: Nullable<HTMLElement>): void;
  38216. /**
  38217. * Gets the class name of the current intput.
  38218. * @returns the class name
  38219. */
  38220. getClassName(): string;
  38221. /**
  38222. * Get the friendly name associated with the input class.
  38223. * @returns the input friendly name
  38224. */
  38225. getSimpleName(): string;
  38226. }
  38227. }
  38228. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38229. import { Nullable } from "babylonjs/types";
  38230. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38231. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38232. /**
  38233. * Listen to mouse events to control the camera.
  38234. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38235. */
  38236. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38237. /**
  38238. * Defines the camera the input is attached to.
  38239. */
  38240. camera: FlyCamera;
  38241. /**
  38242. * Defines if touch is enabled. (Default is true.)
  38243. */
  38244. touchEnabled: boolean;
  38245. /**
  38246. * Defines the buttons associated with the input to handle camera rotation.
  38247. */
  38248. buttons: number[];
  38249. /**
  38250. * Assign buttons for Yaw control.
  38251. */
  38252. buttonsYaw: number[];
  38253. /**
  38254. * Assign buttons for Pitch control.
  38255. */
  38256. buttonsPitch: number[];
  38257. /**
  38258. * Assign buttons for Roll control.
  38259. */
  38260. buttonsRoll: number[];
  38261. /**
  38262. * Detect if any button is being pressed while mouse is moved.
  38263. * -1 = Mouse locked.
  38264. * 0 = Left button.
  38265. * 1 = Middle Button.
  38266. * 2 = Right Button.
  38267. */
  38268. activeButton: number;
  38269. /**
  38270. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38271. * Higher values reduce its sensitivity.
  38272. */
  38273. angularSensibility: number;
  38274. private _mousemoveCallback;
  38275. private _observer;
  38276. private _rollObserver;
  38277. private previousPosition;
  38278. private noPreventDefault;
  38279. private element;
  38280. /**
  38281. * Listen to mouse events to control the camera.
  38282. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38283. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38284. */
  38285. constructor(touchEnabled?: boolean);
  38286. /**
  38287. * Attach the mouse control to the HTML DOM element.
  38288. * @param element Defines the element that listens to the input events.
  38289. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38290. */
  38291. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38292. /**
  38293. * Detach the current controls from the specified dom element.
  38294. * @param element Defines the element to stop listening the inputs from
  38295. */
  38296. detachControl(element: Nullable<HTMLElement>): void;
  38297. /**
  38298. * Gets the class name of the current input.
  38299. * @returns the class name.
  38300. */
  38301. getClassName(): string;
  38302. /**
  38303. * Get the friendly name associated with the input class.
  38304. * @returns the input's friendly name.
  38305. */
  38306. getSimpleName(): string;
  38307. private _pointerInput;
  38308. private _onMouseMove;
  38309. /**
  38310. * Rotate camera by mouse offset.
  38311. */
  38312. private rotateCamera;
  38313. }
  38314. }
  38315. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38316. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38317. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38318. /**
  38319. * Default Inputs manager for the FlyCamera.
  38320. * It groups all the default supported inputs for ease of use.
  38321. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38322. */
  38323. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38324. /**
  38325. * Instantiates a new FlyCameraInputsManager.
  38326. * @param camera Defines the camera the inputs belong to.
  38327. */
  38328. constructor(camera: FlyCamera);
  38329. /**
  38330. * Add keyboard input support to the input manager.
  38331. * @returns the new FlyCameraKeyboardMoveInput().
  38332. */
  38333. addKeyboard(): FlyCameraInputsManager;
  38334. /**
  38335. * Add mouse input support to the input manager.
  38336. * @param touchEnabled Enable touch screen support.
  38337. * @returns the new FlyCameraMouseInput().
  38338. */
  38339. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38340. }
  38341. }
  38342. declare module "babylonjs/Cameras/flyCamera" {
  38343. import { Scene } from "babylonjs/scene";
  38344. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38345. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38346. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38347. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38348. /**
  38349. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38350. * such as in a 3D Space Shooter or a Flight Simulator.
  38351. */
  38352. export class FlyCamera extends TargetCamera {
  38353. /**
  38354. * Define the collision ellipsoid of the camera.
  38355. * This is helpful for simulating a camera body, like a player's body.
  38356. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38357. */
  38358. ellipsoid: Vector3;
  38359. /**
  38360. * Define an offset for the position of the ellipsoid around the camera.
  38361. * This can be helpful if the camera is attached away from the player's body center,
  38362. * such as at its head.
  38363. */
  38364. ellipsoidOffset: Vector3;
  38365. /**
  38366. * Enable or disable collisions of the camera with the rest of the scene objects.
  38367. */
  38368. checkCollisions: boolean;
  38369. /**
  38370. * Enable or disable gravity on the camera.
  38371. */
  38372. applyGravity: boolean;
  38373. /**
  38374. * Define the current direction the camera is moving to.
  38375. */
  38376. cameraDirection: Vector3;
  38377. /**
  38378. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38379. * This overrides and empties cameraRotation.
  38380. */
  38381. rotationQuaternion: Quaternion;
  38382. /**
  38383. * Track Roll to maintain the wanted Rolling when looking around.
  38384. */
  38385. _trackRoll: number;
  38386. /**
  38387. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38388. */
  38389. rollCorrect: number;
  38390. /**
  38391. * Mimic a banked turn, Rolling the camera when Yawing.
  38392. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38393. */
  38394. bankedTurn: boolean;
  38395. /**
  38396. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38397. */
  38398. bankedTurnLimit: number;
  38399. /**
  38400. * Value of 0 disables the banked Roll.
  38401. * Value of 1 is equal to the Yaw angle in radians.
  38402. */
  38403. bankedTurnMultiplier: number;
  38404. /**
  38405. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38406. */
  38407. inputs: FlyCameraInputsManager;
  38408. /**
  38409. * Gets the input sensibility for mouse input.
  38410. * Higher values reduce sensitivity.
  38411. */
  38412. /**
  38413. * Sets the input sensibility for a mouse input.
  38414. * Higher values reduce sensitivity.
  38415. */
  38416. angularSensibility: number;
  38417. /**
  38418. * Get the keys for camera movement forward.
  38419. */
  38420. /**
  38421. * Set the keys for camera movement forward.
  38422. */
  38423. keysForward: number[];
  38424. /**
  38425. * Get the keys for camera movement backward.
  38426. */
  38427. keysBackward: number[];
  38428. /**
  38429. * Get the keys for camera movement up.
  38430. */
  38431. /**
  38432. * Set the keys for camera movement up.
  38433. */
  38434. keysUp: number[];
  38435. /**
  38436. * Get the keys for camera movement down.
  38437. */
  38438. /**
  38439. * Set the keys for camera movement down.
  38440. */
  38441. keysDown: number[];
  38442. /**
  38443. * Get the keys for camera movement left.
  38444. */
  38445. /**
  38446. * Set the keys for camera movement left.
  38447. */
  38448. keysLeft: number[];
  38449. /**
  38450. * Set the keys for camera movement right.
  38451. */
  38452. /**
  38453. * Set the keys for camera movement right.
  38454. */
  38455. keysRight: number[];
  38456. /**
  38457. * Event raised when the camera collides with a mesh in the scene.
  38458. */
  38459. onCollide: (collidedMesh: AbstractMesh) => void;
  38460. private _collider;
  38461. private _needMoveForGravity;
  38462. private _oldPosition;
  38463. private _diffPosition;
  38464. private _newPosition;
  38465. /** @hidden */
  38466. _localDirection: Vector3;
  38467. /** @hidden */
  38468. _transformedDirection: Vector3;
  38469. /**
  38470. * Instantiates a FlyCamera.
  38471. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38472. * such as in a 3D Space Shooter or a Flight Simulator.
  38473. * @param name Define the name of the camera in the scene.
  38474. * @param position Define the starting position of the camera in the scene.
  38475. * @param scene Define the scene the camera belongs to.
  38476. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38477. */
  38478. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38479. /**
  38480. * Attach a control to the HTML DOM element.
  38481. * @param element Defines the element that listens to the input events.
  38482. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38483. */
  38484. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38485. /**
  38486. * Detach a control from the HTML DOM element.
  38487. * The camera will stop reacting to that input.
  38488. * @param element Defines the element that listens to the input events.
  38489. */
  38490. detachControl(element: HTMLElement): void;
  38491. private _collisionMask;
  38492. /**
  38493. * Get the mask that the camera ignores in collision events.
  38494. */
  38495. /**
  38496. * Set the mask that the camera ignores in collision events.
  38497. */
  38498. collisionMask: number;
  38499. /** @hidden */
  38500. _collideWithWorld(displacement: Vector3): void;
  38501. /** @hidden */
  38502. private _onCollisionPositionChange;
  38503. /** @hidden */
  38504. _checkInputs(): void;
  38505. /** @hidden */
  38506. _decideIfNeedsToMove(): boolean;
  38507. /** @hidden */
  38508. _updatePosition(): void;
  38509. /**
  38510. * Restore the Roll to its target value at the rate specified.
  38511. * @param rate - Higher means slower restoring.
  38512. * @hidden
  38513. */
  38514. restoreRoll(rate: number): void;
  38515. /**
  38516. * Destroy the camera and release the current resources held by it.
  38517. */
  38518. dispose(): void;
  38519. /**
  38520. * Get the current object class name.
  38521. * @returns the class name.
  38522. */
  38523. getClassName(): string;
  38524. }
  38525. }
  38526. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38527. import { Nullable } from "babylonjs/types";
  38528. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38529. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38530. /**
  38531. * Listen to keyboard events to control the camera.
  38532. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38533. */
  38534. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38535. /**
  38536. * Defines the camera the input is attached to.
  38537. */
  38538. camera: FlyCamera;
  38539. /**
  38540. * The list of keyboard keys used to control the forward move of the camera.
  38541. */
  38542. keysForward: number[];
  38543. /**
  38544. * The list of keyboard keys used to control the backward move of the camera.
  38545. */
  38546. keysBackward: number[];
  38547. /**
  38548. * The list of keyboard keys used to control the forward move of the camera.
  38549. */
  38550. keysUp: number[];
  38551. /**
  38552. * The list of keyboard keys used to control the backward move of the camera.
  38553. */
  38554. keysDown: number[];
  38555. /**
  38556. * The list of keyboard keys used to control the right strafe move of the camera.
  38557. */
  38558. keysRight: number[];
  38559. /**
  38560. * The list of keyboard keys used to control the left strafe move of the camera.
  38561. */
  38562. keysLeft: number[];
  38563. private _keys;
  38564. private _onCanvasBlurObserver;
  38565. private _onKeyboardObserver;
  38566. private _engine;
  38567. private _scene;
  38568. /**
  38569. * Attach the input controls to a specific dom element to get the input from.
  38570. * @param element Defines the element the controls should be listened from
  38571. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38572. */
  38573. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38574. /**
  38575. * Detach the current controls from the specified dom element.
  38576. * @param element Defines the element to stop listening the inputs from
  38577. */
  38578. detachControl(element: Nullable<HTMLElement>): void;
  38579. /**
  38580. * Gets the class name of the current intput.
  38581. * @returns the class name
  38582. */
  38583. getClassName(): string;
  38584. /** @hidden */
  38585. _onLostFocus(e: FocusEvent): void;
  38586. /**
  38587. * Get the friendly name associated with the input class.
  38588. * @returns the input friendly name
  38589. */
  38590. getSimpleName(): string;
  38591. /**
  38592. * Update the current camera state depending on the inputs that have been used this frame.
  38593. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38594. */
  38595. checkInputs(): void;
  38596. }
  38597. }
  38598. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38599. import { Nullable } from "babylonjs/types";
  38600. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38601. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38602. /**
  38603. * Manage the mouse wheel inputs to control a follow camera.
  38604. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38605. */
  38606. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38607. /**
  38608. * Defines the camera the input is attached to.
  38609. */
  38610. camera: FollowCamera;
  38611. /**
  38612. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38613. */
  38614. axisControlRadius: boolean;
  38615. /**
  38616. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38617. */
  38618. axisControlHeight: boolean;
  38619. /**
  38620. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38621. */
  38622. axisControlRotation: boolean;
  38623. /**
  38624. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38625. * relation to mouseWheel events.
  38626. */
  38627. wheelPrecision: number;
  38628. /**
  38629. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38630. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38631. */
  38632. wheelDeltaPercentage: number;
  38633. private _wheel;
  38634. private _observer;
  38635. /**
  38636. * Attach the input controls to a specific dom element to get the input from.
  38637. * @param element Defines the element the controls should be listened from
  38638. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38639. */
  38640. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38641. /**
  38642. * Detach the current controls from the specified dom element.
  38643. * @param element Defines the element to stop listening the inputs from
  38644. */
  38645. detachControl(element: Nullable<HTMLElement>): void;
  38646. /**
  38647. * Gets the class name of the current intput.
  38648. * @returns the class name
  38649. */
  38650. getClassName(): string;
  38651. /**
  38652. * Get the friendly name associated with the input class.
  38653. * @returns the input friendly name
  38654. */
  38655. getSimpleName(): string;
  38656. }
  38657. }
  38658. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38659. import { Nullable } from "babylonjs/types";
  38660. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38661. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38662. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38663. /**
  38664. * Manage the pointers inputs to control an follow camera.
  38665. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38666. */
  38667. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38668. /**
  38669. * Defines the camera the input is attached to.
  38670. */
  38671. camera: FollowCamera;
  38672. /**
  38673. * Gets the class name of the current input.
  38674. * @returns the class name
  38675. */
  38676. getClassName(): string;
  38677. /**
  38678. * Defines the pointer angular sensibility along the X axis or how fast is
  38679. * the camera rotating.
  38680. * A negative number will reverse the axis direction.
  38681. */
  38682. angularSensibilityX: number;
  38683. /**
  38684. * Defines the pointer angular sensibility along the Y axis or how fast is
  38685. * the camera rotating.
  38686. * A negative number will reverse the axis direction.
  38687. */
  38688. angularSensibilityY: number;
  38689. /**
  38690. * Defines the pointer pinch precision or how fast is the camera zooming.
  38691. * A negative number will reverse the axis direction.
  38692. */
  38693. pinchPrecision: number;
  38694. /**
  38695. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38696. * from 0.
  38697. * It defines the percentage of current camera.radius to use as delta when
  38698. * pinch zoom is used.
  38699. */
  38700. pinchDeltaPercentage: number;
  38701. /**
  38702. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38703. */
  38704. axisXControlRadius: boolean;
  38705. /**
  38706. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38707. */
  38708. axisXControlHeight: boolean;
  38709. /**
  38710. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38711. */
  38712. axisXControlRotation: boolean;
  38713. /**
  38714. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38715. */
  38716. axisYControlRadius: boolean;
  38717. /**
  38718. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38719. */
  38720. axisYControlHeight: boolean;
  38721. /**
  38722. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38723. */
  38724. axisYControlRotation: boolean;
  38725. /**
  38726. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38727. */
  38728. axisPinchControlRadius: boolean;
  38729. /**
  38730. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38731. */
  38732. axisPinchControlHeight: boolean;
  38733. /**
  38734. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38735. */
  38736. axisPinchControlRotation: boolean;
  38737. /**
  38738. * Log error messages if basic misconfiguration has occurred.
  38739. */
  38740. warningEnable: boolean;
  38741. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38742. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38743. private _warningCounter;
  38744. private _warning;
  38745. }
  38746. }
  38747. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38748. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38749. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38750. /**
  38751. * Default Inputs manager for the FollowCamera.
  38752. * It groups all the default supported inputs for ease of use.
  38753. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38754. */
  38755. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38756. /**
  38757. * Instantiates a new FollowCameraInputsManager.
  38758. * @param camera Defines the camera the inputs belong to
  38759. */
  38760. constructor(camera: FollowCamera);
  38761. /**
  38762. * Add keyboard input support to the input manager.
  38763. * @returns the current input manager
  38764. */
  38765. addKeyboard(): FollowCameraInputsManager;
  38766. /**
  38767. * Add mouse wheel input support to the input manager.
  38768. * @returns the current input manager
  38769. */
  38770. addMouseWheel(): FollowCameraInputsManager;
  38771. /**
  38772. * Add pointers input support to the input manager.
  38773. * @returns the current input manager
  38774. */
  38775. addPointers(): FollowCameraInputsManager;
  38776. /**
  38777. * Add orientation input support to the input manager.
  38778. * @returns the current input manager
  38779. */
  38780. addVRDeviceOrientation(): FollowCameraInputsManager;
  38781. }
  38782. }
  38783. declare module "babylonjs/Cameras/followCamera" {
  38784. import { Nullable } from "babylonjs/types";
  38785. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38786. import { Scene } from "babylonjs/scene";
  38787. import { Vector3 } from "babylonjs/Maths/math.vector";
  38788. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38789. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38790. /**
  38791. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38792. * an arc rotate version arcFollowCamera are available.
  38793. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38794. */
  38795. export class FollowCamera extends TargetCamera {
  38796. /**
  38797. * Distance the follow camera should follow an object at
  38798. */
  38799. radius: number;
  38800. /**
  38801. * Minimum allowed distance of the camera to the axis of rotation
  38802. * (The camera can not get closer).
  38803. * This can help limiting how the Camera is able to move in the scene.
  38804. */
  38805. lowerRadiusLimit: Nullable<number>;
  38806. /**
  38807. * Maximum allowed distance of the camera to the axis of rotation
  38808. * (The camera can not get further).
  38809. * This can help limiting how the Camera is able to move in the scene.
  38810. */
  38811. upperRadiusLimit: Nullable<number>;
  38812. /**
  38813. * Define a rotation offset between the camera and the object it follows
  38814. */
  38815. rotationOffset: number;
  38816. /**
  38817. * Minimum allowed angle to camera position relative to target object.
  38818. * This can help limiting how the Camera is able to move in the scene.
  38819. */
  38820. lowerRotationOffsetLimit: Nullable<number>;
  38821. /**
  38822. * Maximum allowed angle to camera position relative to target object.
  38823. * This can help limiting how the Camera is able to move in the scene.
  38824. */
  38825. upperRotationOffsetLimit: Nullable<number>;
  38826. /**
  38827. * Define a height offset between the camera and the object it follows.
  38828. * It can help following an object from the top (like a car chaing a plane)
  38829. */
  38830. heightOffset: number;
  38831. /**
  38832. * Minimum allowed height of camera position relative to target object.
  38833. * This can help limiting how the Camera is able to move in the scene.
  38834. */
  38835. lowerHeightOffsetLimit: Nullable<number>;
  38836. /**
  38837. * Maximum allowed height of camera position relative to target object.
  38838. * This can help limiting how the Camera is able to move in the scene.
  38839. */
  38840. upperHeightOffsetLimit: Nullable<number>;
  38841. /**
  38842. * Define how fast the camera can accelerate to follow it s target.
  38843. */
  38844. cameraAcceleration: number;
  38845. /**
  38846. * Define the speed limit of the camera following an object.
  38847. */
  38848. maxCameraSpeed: number;
  38849. /**
  38850. * Define the target of the camera.
  38851. */
  38852. lockedTarget: Nullable<AbstractMesh>;
  38853. /**
  38854. * Defines the input associated with the camera.
  38855. */
  38856. inputs: FollowCameraInputsManager;
  38857. /**
  38858. * Instantiates the follow camera.
  38859. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38860. * @param name Define the name of the camera in the scene
  38861. * @param position Define the position of the camera
  38862. * @param scene Define the scene the camera belong to
  38863. * @param lockedTarget Define the target of the camera
  38864. */
  38865. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38866. private _follow;
  38867. /**
  38868. * Attached controls to the current camera.
  38869. * @param element Defines the element the controls should be listened from
  38870. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38871. */
  38872. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38873. /**
  38874. * Detach the current controls from the camera.
  38875. * The camera will stop reacting to inputs.
  38876. * @param element Defines the element to stop listening the inputs from
  38877. */
  38878. detachControl(element: HTMLElement): void;
  38879. /** @hidden */
  38880. _checkInputs(): void;
  38881. private _checkLimits;
  38882. /**
  38883. * Gets the camera class name.
  38884. * @returns the class name
  38885. */
  38886. getClassName(): string;
  38887. }
  38888. /**
  38889. * Arc Rotate version of the follow camera.
  38890. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38891. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38892. */
  38893. export class ArcFollowCamera extends TargetCamera {
  38894. /** The longitudinal angle of the camera */
  38895. alpha: number;
  38896. /** The latitudinal angle of the camera */
  38897. beta: number;
  38898. /** The radius of the camera from its target */
  38899. radius: number;
  38900. /** Define the camera target (the messh it should follow) */
  38901. target: Nullable<AbstractMesh>;
  38902. private _cartesianCoordinates;
  38903. /**
  38904. * Instantiates a new ArcFollowCamera
  38905. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38906. * @param name Define the name of the camera
  38907. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38908. * @param beta Define the rotation angle of the camera around the elevation axis
  38909. * @param radius Define the radius of the camera from its target point
  38910. * @param target Define the target of the camera
  38911. * @param scene Define the scene the camera belongs to
  38912. */
  38913. constructor(name: string,
  38914. /** The longitudinal angle of the camera */
  38915. alpha: number,
  38916. /** The latitudinal angle of the camera */
  38917. beta: number,
  38918. /** The radius of the camera from its target */
  38919. radius: number,
  38920. /** Define the camera target (the messh it should follow) */
  38921. target: Nullable<AbstractMesh>, scene: Scene);
  38922. private _follow;
  38923. /** @hidden */
  38924. _checkInputs(): void;
  38925. /**
  38926. * Returns the class name of the object.
  38927. * It is mostly used internally for serialization purposes.
  38928. */
  38929. getClassName(): string;
  38930. }
  38931. }
  38932. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38933. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38934. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38935. import { Nullable } from "babylonjs/types";
  38936. /**
  38937. * Manage the keyboard inputs to control the movement of a follow camera.
  38938. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38939. */
  38940. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38941. /**
  38942. * Defines the camera the input is attached to.
  38943. */
  38944. camera: FollowCamera;
  38945. /**
  38946. * Defines the list of key codes associated with the up action (increase heightOffset)
  38947. */
  38948. keysHeightOffsetIncr: number[];
  38949. /**
  38950. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38951. */
  38952. keysHeightOffsetDecr: number[];
  38953. /**
  38954. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38955. */
  38956. keysHeightOffsetModifierAlt: boolean;
  38957. /**
  38958. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38959. */
  38960. keysHeightOffsetModifierCtrl: boolean;
  38961. /**
  38962. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38963. */
  38964. keysHeightOffsetModifierShift: boolean;
  38965. /**
  38966. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38967. */
  38968. keysRotationOffsetIncr: number[];
  38969. /**
  38970. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38971. */
  38972. keysRotationOffsetDecr: number[];
  38973. /**
  38974. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38975. */
  38976. keysRotationOffsetModifierAlt: boolean;
  38977. /**
  38978. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38979. */
  38980. keysRotationOffsetModifierCtrl: boolean;
  38981. /**
  38982. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38983. */
  38984. keysRotationOffsetModifierShift: boolean;
  38985. /**
  38986. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38987. */
  38988. keysRadiusIncr: number[];
  38989. /**
  38990. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38991. */
  38992. keysRadiusDecr: number[];
  38993. /**
  38994. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38995. */
  38996. keysRadiusModifierAlt: boolean;
  38997. /**
  38998. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38999. */
  39000. keysRadiusModifierCtrl: boolean;
  39001. /**
  39002. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39003. */
  39004. keysRadiusModifierShift: boolean;
  39005. /**
  39006. * Defines the rate of change of heightOffset.
  39007. */
  39008. heightSensibility: number;
  39009. /**
  39010. * Defines the rate of change of rotationOffset.
  39011. */
  39012. rotationSensibility: number;
  39013. /**
  39014. * Defines the rate of change of radius.
  39015. */
  39016. radiusSensibility: number;
  39017. private _keys;
  39018. private _ctrlPressed;
  39019. private _altPressed;
  39020. private _shiftPressed;
  39021. private _onCanvasBlurObserver;
  39022. private _onKeyboardObserver;
  39023. private _engine;
  39024. private _scene;
  39025. /**
  39026. * Attach the input controls to a specific dom element to get the input from.
  39027. * @param element Defines the element the controls should be listened from
  39028. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39029. */
  39030. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39031. /**
  39032. * Detach the current controls from the specified dom element.
  39033. * @param element Defines the element to stop listening the inputs from
  39034. */
  39035. detachControl(element: Nullable<HTMLElement>): void;
  39036. /**
  39037. * Update the current camera state depending on the inputs that have been used this frame.
  39038. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39039. */
  39040. checkInputs(): void;
  39041. /**
  39042. * Gets the class name of the current input.
  39043. * @returns the class name
  39044. */
  39045. getClassName(): string;
  39046. /**
  39047. * Get the friendly name associated with the input class.
  39048. * @returns the input friendly name
  39049. */
  39050. getSimpleName(): string;
  39051. /**
  39052. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39053. * allow modification of the heightOffset value.
  39054. */
  39055. private _modifierHeightOffset;
  39056. /**
  39057. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39058. * allow modification of the rotationOffset value.
  39059. */
  39060. private _modifierRotationOffset;
  39061. /**
  39062. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39063. * allow modification of the radius value.
  39064. */
  39065. private _modifierRadius;
  39066. }
  39067. }
  39068. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39069. import { Nullable } from "babylonjs/types";
  39070. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39071. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39072. import { Observable } from "babylonjs/Misc/observable";
  39073. module "babylonjs/Cameras/freeCameraInputsManager" {
  39074. interface FreeCameraInputsManager {
  39075. /**
  39076. * @hidden
  39077. */
  39078. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39079. /**
  39080. * Add orientation input support to the input manager.
  39081. * @returns the current input manager
  39082. */
  39083. addDeviceOrientation(): FreeCameraInputsManager;
  39084. }
  39085. }
  39086. /**
  39087. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39088. * Screen rotation is taken into account.
  39089. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39090. */
  39091. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39092. private _camera;
  39093. private _screenOrientationAngle;
  39094. private _constantTranform;
  39095. private _screenQuaternion;
  39096. private _alpha;
  39097. private _beta;
  39098. private _gamma;
  39099. /**
  39100. * Can be used to detect if a device orientation sensor is availible on a device
  39101. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39102. * @returns a promise that will resolve on orientation change
  39103. */
  39104. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39105. /**
  39106. * @hidden
  39107. */
  39108. _onDeviceOrientationChangedObservable: Observable<void>;
  39109. /**
  39110. * Instantiates a new input
  39111. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39112. */
  39113. constructor();
  39114. /**
  39115. * Define the camera controlled by the input.
  39116. */
  39117. camera: FreeCamera;
  39118. /**
  39119. * Attach the input controls to a specific dom element to get the input from.
  39120. * @param element Defines the element the controls should be listened from
  39121. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39122. */
  39123. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39124. private _orientationChanged;
  39125. private _deviceOrientation;
  39126. /**
  39127. * Detach the current controls from the specified dom element.
  39128. * @param element Defines the element to stop listening the inputs from
  39129. */
  39130. detachControl(element: Nullable<HTMLElement>): void;
  39131. /**
  39132. * Update the current camera state depending on the inputs that have been used this frame.
  39133. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39134. */
  39135. checkInputs(): void;
  39136. /**
  39137. * Gets the class name of the current intput.
  39138. * @returns the class name
  39139. */
  39140. getClassName(): string;
  39141. /**
  39142. * Get the friendly name associated with the input class.
  39143. * @returns the input friendly name
  39144. */
  39145. getSimpleName(): string;
  39146. }
  39147. }
  39148. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39149. import { Nullable } from "babylonjs/types";
  39150. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39151. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39152. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39153. /**
  39154. * Manage the gamepad inputs to control a free camera.
  39155. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39156. */
  39157. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39158. /**
  39159. * Define the camera the input is attached to.
  39160. */
  39161. camera: FreeCamera;
  39162. /**
  39163. * Define the Gamepad controlling the input
  39164. */
  39165. gamepad: Nullable<Gamepad>;
  39166. /**
  39167. * Defines the gamepad rotation sensiblity.
  39168. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39169. */
  39170. gamepadAngularSensibility: number;
  39171. /**
  39172. * Defines the gamepad move sensiblity.
  39173. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39174. */
  39175. gamepadMoveSensibility: number;
  39176. private _onGamepadConnectedObserver;
  39177. private _onGamepadDisconnectedObserver;
  39178. private _cameraTransform;
  39179. private _deltaTransform;
  39180. private _vector3;
  39181. private _vector2;
  39182. /**
  39183. * Attach the input controls to a specific dom element to get the input from.
  39184. * @param element Defines the element the controls should be listened from
  39185. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39186. */
  39187. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39188. /**
  39189. * Detach the current controls from the specified dom element.
  39190. * @param element Defines the element to stop listening the inputs from
  39191. */
  39192. detachControl(element: Nullable<HTMLElement>): void;
  39193. /**
  39194. * Update the current camera state depending on the inputs that have been used this frame.
  39195. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39196. */
  39197. checkInputs(): void;
  39198. /**
  39199. * Gets the class name of the current intput.
  39200. * @returns the class name
  39201. */
  39202. getClassName(): string;
  39203. /**
  39204. * Get the friendly name associated with the input class.
  39205. * @returns the input friendly name
  39206. */
  39207. getSimpleName(): string;
  39208. }
  39209. }
  39210. declare module "babylonjs/Misc/virtualJoystick" {
  39211. import { Nullable } from "babylonjs/types";
  39212. import { Vector3 } from "babylonjs/Maths/math.vector";
  39213. /**
  39214. * Defines the potential axis of a Joystick
  39215. */
  39216. export enum JoystickAxis {
  39217. /** X axis */
  39218. X = 0,
  39219. /** Y axis */
  39220. Y = 1,
  39221. /** Z axis */
  39222. Z = 2
  39223. }
  39224. /**
  39225. * Class used to define virtual joystick (used in touch mode)
  39226. */
  39227. export class VirtualJoystick {
  39228. /**
  39229. * Gets or sets a boolean indicating that left and right values must be inverted
  39230. */
  39231. reverseLeftRight: boolean;
  39232. /**
  39233. * Gets or sets a boolean indicating that up and down values must be inverted
  39234. */
  39235. reverseUpDown: boolean;
  39236. /**
  39237. * Gets the offset value for the position (ie. the change of the position value)
  39238. */
  39239. deltaPosition: Vector3;
  39240. /**
  39241. * Gets a boolean indicating if the virtual joystick was pressed
  39242. */
  39243. pressed: boolean;
  39244. /**
  39245. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39246. */
  39247. static Canvas: Nullable<HTMLCanvasElement>;
  39248. private static _globalJoystickIndex;
  39249. private static vjCanvasContext;
  39250. private static vjCanvasWidth;
  39251. private static vjCanvasHeight;
  39252. private static halfWidth;
  39253. private _action;
  39254. private _axisTargetedByLeftAndRight;
  39255. private _axisTargetedByUpAndDown;
  39256. private _joystickSensibility;
  39257. private _inversedSensibility;
  39258. private _joystickPointerID;
  39259. private _joystickColor;
  39260. private _joystickPointerPos;
  39261. private _joystickPreviousPointerPos;
  39262. private _joystickPointerStartPos;
  39263. private _deltaJoystickVector;
  39264. private _leftJoystick;
  39265. private _touches;
  39266. private _onPointerDownHandlerRef;
  39267. private _onPointerMoveHandlerRef;
  39268. private _onPointerUpHandlerRef;
  39269. private _onResize;
  39270. /**
  39271. * Creates a new virtual joystick
  39272. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39273. */
  39274. constructor(leftJoystick?: boolean);
  39275. /**
  39276. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39277. * @param newJoystickSensibility defines the new sensibility
  39278. */
  39279. setJoystickSensibility(newJoystickSensibility: number): void;
  39280. private _onPointerDown;
  39281. private _onPointerMove;
  39282. private _onPointerUp;
  39283. /**
  39284. * Change the color of the virtual joystick
  39285. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39286. */
  39287. setJoystickColor(newColor: string): void;
  39288. /**
  39289. * Defines a callback to call when the joystick is touched
  39290. * @param action defines the callback
  39291. */
  39292. setActionOnTouch(action: () => any): void;
  39293. /**
  39294. * Defines which axis you'd like to control for left & right
  39295. * @param axis defines the axis to use
  39296. */
  39297. setAxisForLeftRight(axis: JoystickAxis): void;
  39298. /**
  39299. * Defines which axis you'd like to control for up & down
  39300. * @param axis defines the axis to use
  39301. */
  39302. setAxisForUpDown(axis: JoystickAxis): void;
  39303. private _drawVirtualJoystick;
  39304. /**
  39305. * Release internal HTML canvas
  39306. */
  39307. releaseCanvas(): void;
  39308. }
  39309. }
  39310. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39311. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39312. import { Nullable } from "babylonjs/types";
  39313. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39314. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39315. module "babylonjs/Cameras/freeCameraInputsManager" {
  39316. interface FreeCameraInputsManager {
  39317. /**
  39318. * Add virtual joystick input support to the input manager.
  39319. * @returns the current input manager
  39320. */
  39321. addVirtualJoystick(): FreeCameraInputsManager;
  39322. }
  39323. }
  39324. /**
  39325. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39326. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39327. */
  39328. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39329. /**
  39330. * Defines the camera the input is attached to.
  39331. */
  39332. camera: FreeCamera;
  39333. private _leftjoystick;
  39334. private _rightjoystick;
  39335. /**
  39336. * Gets the left stick of the virtual joystick.
  39337. * @returns The virtual Joystick
  39338. */
  39339. getLeftJoystick(): VirtualJoystick;
  39340. /**
  39341. * Gets the right stick of the virtual joystick.
  39342. * @returns The virtual Joystick
  39343. */
  39344. getRightJoystick(): VirtualJoystick;
  39345. /**
  39346. * Update the current camera state depending on the inputs that have been used this frame.
  39347. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39348. */
  39349. checkInputs(): void;
  39350. /**
  39351. * Attach the input controls to a specific dom element to get the input from.
  39352. * @param element Defines the element the controls should be listened from
  39353. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39354. */
  39355. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39356. /**
  39357. * Detach the current controls from the specified dom element.
  39358. * @param element Defines the element to stop listening the inputs from
  39359. */
  39360. detachControl(element: Nullable<HTMLElement>): void;
  39361. /**
  39362. * Gets the class name of the current intput.
  39363. * @returns the class name
  39364. */
  39365. getClassName(): string;
  39366. /**
  39367. * Get the friendly name associated with the input class.
  39368. * @returns the input friendly name
  39369. */
  39370. getSimpleName(): string;
  39371. }
  39372. }
  39373. declare module "babylonjs/Cameras/Inputs/index" {
  39374. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39375. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39376. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39377. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39378. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39379. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39380. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39381. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39382. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39383. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39384. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39385. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39386. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39387. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39388. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39389. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39390. }
  39391. declare module "babylonjs/Cameras/touchCamera" {
  39392. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39393. import { Scene } from "babylonjs/scene";
  39394. import { Vector3 } from "babylonjs/Maths/math.vector";
  39395. /**
  39396. * This represents a FPS type of camera controlled by touch.
  39397. * This is like a universal camera minus the Gamepad controls.
  39398. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39399. */
  39400. export class TouchCamera extends FreeCamera {
  39401. /**
  39402. * Defines the touch sensibility for rotation.
  39403. * The higher the faster.
  39404. */
  39405. touchAngularSensibility: number;
  39406. /**
  39407. * Defines the touch sensibility for move.
  39408. * The higher the faster.
  39409. */
  39410. touchMoveSensibility: number;
  39411. /**
  39412. * Instantiates a new touch camera.
  39413. * This represents a FPS type of camera controlled by touch.
  39414. * This is like a universal camera minus the Gamepad controls.
  39415. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39416. * @param name Define the name of the camera in the scene
  39417. * @param position Define the start position of the camera in the scene
  39418. * @param scene Define the scene the camera belongs to
  39419. */
  39420. constructor(name: string, position: Vector3, scene: Scene);
  39421. /**
  39422. * Gets the current object class name.
  39423. * @return the class name
  39424. */
  39425. getClassName(): string;
  39426. /** @hidden */
  39427. _setupInputs(): void;
  39428. }
  39429. }
  39430. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39431. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39432. import { Scene } from "babylonjs/scene";
  39433. import { Vector3 } from "babylonjs/Maths/math.vector";
  39434. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39435. import { Axis } from "babylonjs/Maths/math.axis";
  39436. /**
  39437. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39438. * being tilted forward or back and left or right.
  39439. */
  39440. export class DeviceOrientationCamera extends FreeCamera {
  39441. private _initialQuaternion;
  39442. private _quaternionCache;
  39443. private _tmpDragQuaternion;
  39444. private _disablePointerInputWhenUsingDeviceOrientation;
  39445. /**
  39446. * Creates a new device orientation camera
  39447. * @param name The name of the camera
  39448. * @param position The start position camera
  39449. * @param scene The scene the camera belongs to
  39450. */
  39451. constructor(name: string, position: Vector3, scene: Scene);
  39452. /**
  39453. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39454. */
  39455. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39456. private _dragFactor;
  39457. /**
  39458. * Enabled turning on the y axis when the orientation sensor is active
  39459. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39460. */
  39461. enableHorizontalDragging(dragFactor?: number): void;
  39462. /**
  39463. * Gets the current instance class name ("DeviceOrientationCamera").
  39464. * This helps avoiding instanceof at run time.
  39465. * @returns the class name
  39466. */
  39467. getClassName(): string;
  39468. /**
  39469. * @hidden
  39470. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39471. */
  39472. _checkInputs(): void;
  39473. /**
  39474. * Reset the camera to its default orientation on the specified axis only.
  39475. * @param axis The axis to reset
  39476. */
  39477. resetToCurrentRotation(axis?: Axis): void;
  39478. }
  39479. }
  39480. declare module "babylonjs/Gamepads/xboxGamepad" {
  39481. import { Observable } from "babylonjs/Misc/observable";
  39482. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39483. /**
  39484. * Defines supported buttons for XBox360 compatible gamepads
  39485. */
  39486. export enum Xbox360Button {
  39487. /** A */
  39488. A = 0,
  39489. /** B */
  39490. B = 1,
  39491. /** X */
  39492. X = 2,
  39493. /** Y */
  39494. Y = 3,
  39495. /** Start */
  39496. Start = 4,
  39497. /** Back */
  39498. Back = 5,
  39499. /** Left button */
  39500. LB = 6,
  39501. /** Right button */
  39502. RB = 7,
  39503. /** Left stick */
  39504. LeftStick = 8,
  39505. /** Right stick */
  39506. RightStick = 9
  39507. }
  39508. /** Defines values for XBox360 DPad */
  39509. export enum Xbox360Dpad {
  39510. /** Up */
  39511. Up = 0,
  39512. /** Down */
  39513. Down = 1,
  39514. /** Left */
  39515. Left = 2,
  39516. /** Right */
  39517. Right = 3
  39518. }
  39519. /**
  39520. * Defines a XBox360 gamepad
  39521. */
  39522. export class Xbox360Pad extends Gamepad {
  39523. private _leftTrigger;
  39524. private _rightTrigger;
  39525. private _onlefttriggerchanged;
  39526. private _onrighttriggerchanged;
  39527. private _onbuttondown;
  39528. private _onbuttonup;
  39529. private _ondpaddown;
  39530. private _ondpadup;
  39531. /** Observable raised when a button is pressed */
  39532. onButtonDownObservable: Observable<Xbox360Button>;
  39533. /** Observable raised when a button is released */
  39534. onButtonUpObservable: Observable<Xbox360Button>;
  39535. /** Observable raised when a pad is pressed */
  39536. onPadDownObservable: Observable<Xbox360Dpad>;
  39537. /** Observable raised when a pad is released */
  39538. onPadUpObservable: Observable<Xbox360Dpad>;
  39539. private _buttonA;
  39540. private _buttonB;
  39541. private _buttonX;
  39542. private _buttonY;
  39543. private _buttonBack;
  39544. private _buttonStart;
  39545. private _buttonLB;
  39546. private _buttonRB;
  39547. private _buttonLeftStick;
  39548. private _buttonRightStick;
  39549. private _dPadUp;
  39550. private _dPadDown;
  39551. private _dPadLeft;
  39552. private _dPadRight;
  39553. private _isXboxOnePad;
  39554. /**
  39555. * Creates a new XBox360 gamepad object
  39556. * @param id defines the id of this gamepad
  39557. * @param index defines its index
  39558. * @param gamepad defines the internal HTML gamepad object
  39559. * @param xboxOne defines if it is a XBox One gamepad
  39560. */
  39561. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39562. /**
  39563. * Defines the callback to call when left trigger is pressed
  39564. * @param callback defines the callback to use
  39565. */
  39566. onlefttriggerchanged(callback: (value: number) => void): void;
  39567. /**
  39568. * Defines the callback to call when right trigger is pressed
  39569. * @param callback defines the callback to use
  39570. */
  39571. onrighttriggerchanged(callback: (value: number) => void): void;
  39572. /**
  39573. * Gets the left trigger value
  39574. */
  39575. /**
  39576. * Sets the left trigger value
  39577. */
  39578. leftTrigger: number;
  39579. /**
  39580. * Gets the right trigger value
  39581. */
  39582. /**
  39583. * Sets the right trigger value
  39584. */
  39585. rightTrigger: number;
  39586. /**
  39587. * Defines the callback to call when a button is pressed
  39588. * @param callback defines the callback to use
  39589. */
  39590. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39591. /**
  39592. * Defines the callback to call when a button is released
  39593. * @param callback defines the callback to use
  39594. */
  39595. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39596. /**
  39597. * Defines the callback to call when a pad is pressed
  39598. * @param callback defines the callback to use
  39599. */
  39600. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39601. /**
  39602. * Defines the callback to call when a pad is released
  39603. * @param callback defines the callback to use
  39604. */
  39605. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39606. private _setButtonValue;
  39607. private _setDPadValue;
  39608. /**
  39609. * Gets the value of the `A` button
  39610. */
  39611. /**
  39612. * Sets the value of the `A` button
  39613. */
  39614. buttonA: number;
  39615. /**
  39616. * Gets the value of the `B` button
  39617. */
  39618. /**
  39619. * Sets the value of the `B` button
  39620. */
  39621. buttonB: number;
  39622. /**
  39623. * Gets the value of the `X` button
  39624. */
  39625. /**
  39626. * Sets the value of the `X` button
  39627. */
  39628. buttonX: number;
  39629. /**
  39630. * Gets the value of the `Y` button
  39631. */
  39632. /**
  39633. * Sets the value of the `Y` button
  39634. */
  39635. buttonY: number;
  39636. /**
  39637. * Gets the value of the `Start` button
  39638. */
  39639. /**
  39640. * Sets the value of the `Start` button
  39641. */
  39642. buttonStart: number;
  39643. /**
  39644. * Gets the value of the `Back` button
  39645. */
  39646. /**
  39647. * Sets the value of the `Back` button
  39648. */
  39649. buttonBack: number;
  39650. /**
  39651. * Gets the value of the `Left` button
  39652. */
  39653. /**
  39654. * Sets the value of the `Left` button
  39655. */
  39656. buttonLB: number;
  39657. /**
  39658. * Gets the value of the `Right` button
  39659. */
  39660. /**
  39661. * Sets the value of the `Right` button
  39662. */
  39663. buttonRB: number;
  39664. /**
  39665. * Gets the value of the Left joystick
  39666. */
  39667. /**
  39668. * Sets the value of the Left joystick
  39669. */
  39670. buttonLeftStick: number;
  39671. /**
  39672. * Gets the value of the Right joystick
  39673. */
  39674. /**
  39675. * Sets the value of the Right joystick
  39676. */
  39677. buttonRightStick: number;
  39678. /**
  39679. * Gets the value of D-pad up
  39680. */
  39681. /**
  39682. * Sets the value of D-pad up
  39683. */
  39684. dPadUp: number;
  39685. /**
  39686. * Gets the value of D-pad down
  39687. */
  39688. /**
  39689. * Sets the value of D-pad down
  39690. */
  39691. dPadDown: number;
  39692. /**
  39693. * Gets the value of D-pad left
  39694. */
  39695. /**
  39696. * Sets the value of D-pad left
  39697. */
  39698. dPadLeft: number;
  39699. /**
  39700. * Gets the value of D-pad right
  39701. */
  39702. /**
  39703. * Sets the value of D-pad right
  39704. */
  39705. dPadRight: number;
  39706. /**
  39707. * Force the gamepad to synchronize with device values
  39708. */
  39709. update(): void;
  39710. /**
  39711. * Disposes the gamepad
  39712. */
  39713. dispose(): void;
  39714. }
  39715. }
  39716. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39717. import { Observable } from "babylonjs/Misc/observable";
  39718. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39719. /**
  39720. * Defines supported buttons for DualShock compatible gamepads
  39721. */
  39722. export enum DualShockButton {
  39723. /** Cross */
  39724. Cross = 0,
  39725. /** Circle */
  39726. Circle = 1,
  39727. /** Square */
  39728. Square = 2,
  39729. /** Triangle */
  39730. Triangle = 3,
  39731. /** Options */
  39732. Options = 4,
  39733. /** Share */
  39734. Share = 5,
  39735. /** L1 */
  39736. L1 = 6,
  39737. /** R1 */
  39738. R1 = 7,
  39739. /** Left stick */
  39740. LeftStick = 8,
  39741. /** Right stick */
  39742. RightStick = 9
  39743. }
  39744. /** Defines values for DualShock DPad */
  39745. export enum DualShockDpad {
  39746. /** Up */
  39747. Up = 0,
  39748. /** Down */
  39749. Down = 1,
  39750. /** Left */
  39751. Left = 2,
  39752. /** Right */
  39753. Right = 3
  39754. }
  39755. /**
  39756. * Defines a DualShock gamepad
  39757. */
  39758. export class DualShockPad extends Gamepad {
  39759. private _leftTrigger;
  39760. private _rightTrigger;
  39761. private _onlefttriggerchanged;
  39762. private _onrighttriggerchanged;
  39763. private _onbuttondown;
  39764. private _onbuttonup;
  39765. private _ondpaddown;
  39766. private _ondpadup;
  39767. /** Observable raised when a button is pressed */
  39768. onButtonDownObservable: Observable<DualShockButton>;
  39769. /** Observable raised when a button is released */
  39770. onButtonUpObservable: Observable<DualShockButton>;
  39771. /** Observable raised when a pad is pressed */
  39772. onPadDownObservable: Observable<DualShockDpad>;
  39773. /** Observable raised when a pad is released */
  39774. onPadUpObservable: Observable<DualShockDpad>;
  39775. private _buttonCross;
  39776. private _buttonCircle;
  39777. private _buttonSquare;
  39778. private _buttonTriangle;
  39779. private _buttonShare;
  39780. private _buttonOptions;
  39781. private _buttonL1;
  39782. private _buttonR1;
  39783. private _buttonLeftStick;
  39784. private _buttonRightStick;
  39785. private _dPadUp;
  39786. private _dPadDown;
  39787. private _dPadLeft;
  39788. private _dPadRight;
  39789. /**
  39790. * Creates a new DualShock gamepad object
  39791. * @param id defines the id of this gamepad
  39792. * @param index defines its index
  39793. * @param gamepad defines the internal HTML gamepad object
  39794. */
  39795. constructor(id: string, index: number, gamepad: any);
  39796. /**
  39797. * Defines the callback to call when left trigger is pressed
  39798. * @param callback defines the callback to use
  39799. */
  39800. onlefttriggerchanged(callback: (value: number) => void): void;
  39801. /**
  39802. * Defines the callback to call when right trigger is pressed
  39803. * @param callback defines the callback to use
  39804. */
  39805. onrighttriggerchanged(callback: (value: number) => void): void;
  39806. /**
  39807. * Gets the left trigger value
  39808. */
  39809. /**
  39810. * Sets the left trigger value
  39811. */
  39812. leftTrigger: number;
  39813. /**
  39814. * Gets the right trigger value
  39815. */
  39816. /**
  39817. * Sets the right trigger value
  39818. */
  39819. rightTrigger: number;
  39820. /**
  39821. * Defines the callback to call when a button is pressed
  39822. * @param callback defines the callback to use
  39823. */
  39824. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39825. /**
  39826. * Defines the callback to call when a button is released
  39827. * @param callback defines the callback to use
  39828. */
  39829. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39830. /**
  39831. * Defines the callback to call when a pad is pressed
  39832. * @param callback defines the callback to use
  39833. */
  39834. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39835. /**
  39836. * Defines the callback to call when a pad is released
  39837. * @param callback defines the callback to use
  39838. */
  39839. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39840. private _setButtonValue;
  39841. private _setDPadValue;
  39842. /**
  39843. * Gets the value of the `Cross` button
  39844. */
  39845. /**
  39846. * Sets the value of the `Cross` button
  39847. */
  39848. buttonCross: number;
  39849. /**
  39850. * Gets the value of the `Circle` button
  39851. */
  39852. /**
  39853. * Sets the value of the `Circle` button
  39854. */
  39855. buttonCircle: number;
  39856. /**
  39857. * Gets the value of the `Square` button
  39858. */
  39859. /**
  39860. * Sets the value of the `Square` button
  39861. */
  39862. buttonSquare: number;
  39863. /**
  39864. * Gets the value of the `Triangle` button
  39865. */
  39866. /**
  39867. * Sets the value of the `Triangle` button
  39868. */
  39869. buttonTriangle: number;
  39870. /**
  39871. * Gets the value of the `Options` button
  39872. */
  39873. /**
  39874. * Sets the value of the `Options` button
  39875. */
  39876. buttonOptions: number;
  39877. /**
  39878. * Gets the value of the `Share` button
  39879. */
  39880. /**
  39881. * Sets the value of the `Share` button
  39882. */
  39883. buttonShare: number;
  39884. /**
  39885. * Gets the value of the `L1` button
  39886. */
  39887. /**
  39888. * Sets the value of the `L1` button
  39889. */
  39890. buttonL1: number;
  39891. /**
  39892. * Gets the value of the `R1` button
  39893. */
  39894. /**
  39895. * Sets the value of the `R1` button
  39896. */
  39897. buttonR1: number;
  39898. /**
  39899. * Gets the value of the Left joystick
  39900. */
  39901. /**
  39902. * Sets the value of the Left joystick
  39903. */
  39904. buttonLeftStick: number;
  39905. /**
  39906. * Gets the value of the Right joystick
  39907. */
  39908. /**
  39909. * Sets the value of the Right joystick
  39910. */
  39911. buttonRightStick: number;
  39912. /**
  39913. * Gets the value of D-pad up
  39914. */
  39915. /**
  39916. * Sets the value of D-pad up
  39917. */
  39918. dPadUp: number;
  39919. /**
  39920. * Gets the value of D-pad down
  39921. */
  39922. /**
  39923. * Sets the value of D-pad down
  39924. */
  39925. dPadDown: number;
  39926. /**
  39927. * Gets the value of D-pad left
  39928. */
  39929. /**
  39930. * Sets the value of D-pad left
  39931. */
  39932. dPadLeft: number;
  39933. /**
  39934. * Gets the value of D-pad right
  39935. */
  39936. /**
  39937. * Sets the value of D-pad right
  39938. */
  39939. dPadRight: number;
  39940. /**
  39941. * Force the gamepad to synchronize with device values
  39942. */
  39943. update(): void;
  39944. /**
  39945. * Disposes the gamepad
  39946. */
  39947. dispose(): void;
  39948. }
  39949. }
  39950. declare module "babylonjs/Gamepads/gamepadManager" {
  39951. import { Observable } from "babylonjs/Misc/observable";
  39952. import { Nullable } from "babylonjs/types";
  39953. import { Scene } from "babylonjs/scene";
  39954. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39955. /**
  39956. * Manager for handling gamepads
  39957. */
  39958. export class GamepadManager {
  39959. private _scene?;
  39960. private _babylonGamepads;
  39961. private _oneGamepadConnected;
  39962. /** @hidden */
  39963. _isMonitoring: boolean;
  39964. private _gamepadEventSupported;
  39965. private _gamepadSupport;
  39966. /**
  39967. * observable to be triggered when the gamepad controller has been connected
  39968. */
  39969. onGamepadConnectedObservable: Observable<Gamepad>;
  39970. /**
  39971. * observable to be triggered when the gamepad controller has been disconnected
  39972. */
  39973. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39974. private _onGamepadConnectedEvent;
  39975. private _onGamepadDisconnectedEvent;
  39976. /**
  39977. * Initializes the gamepad manager
  39978. * @param _scene BabylonJS scene
  39979. */
  39980. constructor(_scene?: Scene | undefined);
  39981. /**
  39982. * The gamepads in the game pad manager
  39983. */
  39984. readonly gamepads: Gamepad[];
  39985. /**
  39986. * Get the gamepad controllers based on type
  39987. * @param type The type of gamepad controller
  39988. * @returns Nullable gamepad
  39989. */
  39990. getGamepadByType(type?: number): Nullable<Gamepad>;
  39991. /**
  39992. * Disposes the gamepad manager
  39993. */
  39994. dispose(): void;
  39995. private _addNewGamepad;
  39996. private _startMonitoringGamepads;
  39997. private _stopMonitoringGamepads;
  39998. /** @hidden */
  39999. _checkGamepadsStatus(): void;
  40000. private _updateGamepadObjects;
  40001. }
  40002. }
  40003. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40004. import { Nullable } from "babylonjs/types";
  40005. import { Scene } from "babylonjs/scene";
  40006. import { ISceneComponent } from "babylonjs/sceneComponent";
  40007. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40008. module "babylonjs/scene" {
  40009. interface Scene {
  40010. /** @hidden */
  40011. _gamepadManager: Nullable<GamepadManager>;
  40012. /**
  40013. * Gets the gamepad manager associated with the scene
  40014. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40015. */
  40016. gamepadManager: GamepadManager;
  40017. }
  40018. }
  40019. module "babylonjs/Cameras/freeCameraInputsManager" {
  40020. /**
  40021. * Interface representing a free camera inputs manager
  40022. */
  40023. interface FreeCameraInputsManager {
  40024. /**
  40025. * Adds gamepad input support to the FreeCameraInputsManager.
  40026. * @returns the FreeCameraInputsManager
  40027. */
  40028. addGamepad(): FreeCameraInputsManager;
  40029. }
  40030. }
  40031. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40032. /**
  40033. * Interface representing an arc rotate camera inputs manager
  40034. */
  40035. interface ArcRotateCameraInputsManager {
  40036. /**
  40037. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40038. * @returns the camera inputs manager
  40039. */
  40040. addGamepad(): ArcRotateCameraInputsManager;
  40041. }
  40042. }
  40043. /**
  40044. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40045. */
  40046. export class GamepadSystemSceneComponent implements ISceneComponent {
  40047. /**
  40048. * The component name helpfull to identify the component in the list of scene components.
  40049. */
  40050. readonly name: string;
  40051. /**
  40052. * The scene the component belongs to.
  40053. */
  40054. scene: Scene;
  40055. /**
  40056. * Creates a new instance of the component for the given scene
  40057. * @param scene Defines the scene to register the component in
  40058. */
  40059. constructor(scene: Scene);
  40060. /**
  40061. * Registers the component in a given scene
  40062. */
  40063. register(): void;
  40064. /**
  40065. * Rebuilds the elements related to this component in case of
  40066. * context lost for instance.
  40067. */
  40068. rebuild(): void;
  40069. /**
  40070. * Disposes the component and the associated ressources
  40071. */
  40072. dispose(): void;
  40073. private _beforeCameraUpdate;
  40074. }
  40075. }
  40076. declare module "babylonjs/Cameras/universalCamera" {
  40077. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40078. import { Scene } from "babylonjs/scene";
  40079. import { Vector3 } from "babylonjs/Maths/math.vector";
  40080. import "babylonjs/Gamepads/gamepadSceneComponent";
  40081. /**
  40082. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40083. * which still works and will still be found in many Playgrounds.
  40084. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40085. */
  40086. export class UniversalCamera extends TouchCamera {
  40087. /**
  40088. * Defines the gamepad rotation sensiblity.
  40089. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40090. */
  40091. gamepadAngularSensibility: number;
  40092. /**
  40093. * Defines the gamepad move sensiblity.
  40094. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40095. */
  40096. gamepadMoveSensibility: number;
  40097. /**
  40098. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40099. * which still works and will still be found in many Playgrounds.
  40100. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40101. * @param name Define the name of the camera in the scene
  40102. * @param position Define the start position of the camera in the scene
  40103. * @param scene Define the scene the camera belongs to
  40104. */
  40105. constructor(name: string, position: Vector3, scene: Scene);
  40106. /**
  40107. * Gets the current object class name.
  40108. * @return the class name
  40109. */
  40110. getClassName(): string;
  40111. }
  40112. }
  40113. declare module "babylonjs/Cameras/gamepadCamera" {
  40114. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40115. import { Scene } from "babylonjs/scene";
  40116. import { Vector3 } from "babylonjs/Maths/math.vector";
  40117. /**
  40118. * This represents a FPS type of camera. This is only here for back compat purpose.
  40119. * Please use the UniversalCamera instead as both are identical.
  40120. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40121. */
  40122. export class GamepadCamera extends UniversalCamera {
  40123. /**
  40124. * Instantiates a new Gamepad Camera
  40125. * This represents a FPS type of camera. This is only here for back compat purpose.
  40126. * Please use the UniversalCamera instead as both are identical.
  40127. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40128. * @param name Define the name of the camera in the scene
  40129. * @param position Define the start position of the camera in the scene
  40130. * @param scene Define the scene the camera belongs to
  40131. */
  40132. constructor(name: string, position: Vector3, scene: Scene);
  40133. /**
  40134. * Gets the current object class name.
  40135. * @return the class name
  40136. */
  40137. getClassName(): string;
  40138. }
  40139. }
  40140. declare module "babylonjs/Shaders/pass.fragment" {
  40141. /** @hidden */
  40142. export var passPixelShader: {
  40143. name: string;
  40144. shader: string;
  40145. };
  40146. }
  40147. declare module "babylonjs/Shaders/passCube.fragment" {
  40148. /** @hidden */
  40149. export var passCubePixelShader: {
  40150. name: string;
  40151. shader: string;
  40152. };
  40153. }
  40154. declare module "babylonjs/PostProcesses/passPostProcess" {
  40155. import { Nullable } from "babylonjs/types";
  40156. import { Camera } from "babylonjs/Cameras/camera";
  40157. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40158. import { Engine } from "babylonjs/Engines/engine";
  40159. import "babylonjs/Shaders/pass.fragment";
  40160. import "babylonjs/Shaders/passCube.fragment";
  40161. /**
  40162. * PassPostProcess which produces an output the same as it's input
  40163. */
  40164. export class PassPostProcess extends PostProcess {
  40165. /**
  40166. * Creates the PassPostProcess
  40167. * @param name The name of the effect.
  40168. * @param options The required width/height ratio to downsize to before computing the render pass.
  40169. * @param camera The camera to apply the render pass to.
  40170. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40171. * @param engine The engine which the post process will be applied. (default: current engine)
  40172. * @param reusable If the post process can be reused on the same frame. (default: false)
  40173. * @param textureType The type of texture to be used when performing the post processing.
  40174. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40175. */
  40176. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40177. }
  40178. /**
  40179. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40180. */
  40181. export class PassCubePostProcess extends PostProcess {
  40182. private _face;
  40183. /**
  40184. * Gets or sets the cube face to display.
  40185. * * 0 is +X
  40186. * * 1 is -X
  40187. * * 2 is +Y
  40188. * * 3 is -Y
  40189. * * 4 is +Z
  40190. * * 5 is -Z
  40191. */
  40192. face: number;
  40193. /**
  40194. * Creates the PassCubePostProcess
  40195. * @param name The name of the effect.
  40196. * @param options The required width/height ratio to downsize to before computing the render pass.
  40197. * @param camera The camera to apply the render pass to.
  40198. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40199. * @param engine The engine which the post process will be applied. (default: current engine)
  40200. * @param reusable If the post process can be reused on the same frame. (default: false)
  40201. * @param textureType The type of texture to be used when performing the post processing.
  40202. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40203. */
  40204. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40205. }
  40206. }
  40207. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40208. /** @hidden */
  40209. export var anaglyphPixelShader: {
  40210. name: string;
  40211. shader: string;
  40212. };
  40213. }
  40214. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40215. import { Engine } from "babylonjs/Engines/engine";
  40216. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40217. import { Camera } from "babylonjs/Cameras/camera";
  40218. import "babylonjs/Shaders/anaglyph.fragment";
  40219. /**
  40220. * Postprocess used to generate anaglyphic rendering
  40221. */
  40222. export class AnaglyphPostProcess extends PostProcess {
  40223. private _passedProcess;
  40224. /**
  40225. * Creates a new AnaglyphPostProcess
  40226. * @param name defines postprocess name
  40227. * @param options defines creation options or target ratio scale
  40228. * @param rigCameras defines cameras using this postprocess
  40229. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40230. * @param engine defines hosting engine
  40231. * @param reusable defines if the postprocess will be reused multiple times per frame
  40232. */
  40233. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40234. }
  40235. }
  40236. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40237. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40238. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40239. import { Scene } from "babylonjs/scene";
  40240. import { Vector3 } from "babylonjs/Maths/math.vector";
  40241. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40242. /**
  40243. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40244. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40245. */
  40246. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40247. /**
  40248. * Creates a new AnaglyphArcRotateCamera
  40249. * @param name defines camera name
  40250. * @param alpha defines alpha angle (in radians)
  40251. * @param beta defines beta angle (in radians)
  40252. * @param radius defines radius
  40253. * @param target defines camera target
  40254. * @param interaxialDistance defines distance between each color axis
  40255. * @param scene defines the hosting scene
  40256. */
  40257. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40258. /**
  40259. * Gets camera class name
  40260. * @returns AnaglyphArcRotateCamera
  40261. */
  40262. getClassName(): string;
  40263. }
  40264. }
  40265. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40266. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40267. import { Scene } from "babylonjs/scene";
  40268. import { Vector3 } from "babylonjs/Maths/math.vector";
  40269. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40270. /**
  40271. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40272. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40273. */
  40274. export class AnaglyphFreeCamera extends FreeCamera {
  40275. /**
  40276. * Creates a new AnaglyphFreeCamera
  40277. * @param name defines camera name
  40278. * @param position defines initial position
  40279. * @param interaxialDistance defines distance between each color axis
  40280. * @param scene defines the hosting scene
  40281. */
  40282. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40283. /**
  40284. * Gets camera class name
  40285. * @returns AnaglyphFreeCamera
  40286. */
  40287. getClassName(): string;
  40288. }
  40289. }
  40290. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40291. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40292. import { Scene } from "babylonjs/scene";
  40293. import { Vector3 } from "babylonjs/Maths/math.vector";
  40294. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40295. /**
  40296. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40297. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40298. */
  40299. export class AnaglyphGamepadCamera extends GamepadCamera {
  40300. /**
  40301. * Creates a new AnaglyphGamepadCamera
  40302. * @param name defines camera name
  40303. * @param position defines initial position
  40304. * @param interaxialDistance defines distance between each color axis
  40305. * @param scene defines the hosting scene
  40306. */
  40307. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40308. /**
  40309. * Gets camera class name
  40310. * @returns AnaglyphGamepadCamera
  40311. */
  40312. getClassName(): string;
  40313. }
  40314. }
  40315. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40316. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40317. import { Scene } from "babylonjs/scene";
  40318. import { Vector3 } from "babylonjs/Maths/math.vector";
  40319. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40320. /**
  40321. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40322. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40323. */
  40324. export class AnaglyphUniversalCamera extends UniversalCamera {
  40325. /**
  40326. * Creates a new AnaglyphUniversalCamera
  40327. * @param name defines camera name
  40328. * @param position defines initial position
  40329. * @param interaxialDistance defines distance between each color axis
  40330. * @param scene defines the hosting scene
  40331. */
  40332. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40333. /**
  40334. * Gets camera class name
  40335. * @returns AnaglyphUniversalCamera
  40336. */
  40337. getClassName(): string;
  40338. }
  40339. }
  40340. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40341. /** @hidden */
  40342. export var stereoscopicInterlacePixelShader: {
  40343. name: string;
  40344. shader: string;
  40345. };
  40346. }
  40347. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40348. import { Camera } from "babylonjs/Cameras/camera";
  40349. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40350. import { Engine } from "babylonjs/Engines/engine";
  40351. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40352. /**
  40353. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40354. */
  40355. export class StereoscopicInterlacePostProcess extends PostProcess {
  40356. private _stepSize;
  40357. private _passedProcess;
  40358. /**
  40359. * Initializes a StereoscopicInterlacePostProcess
  40360. * @param name The name of the effect.
  40361. * @param rigCameras The rig cameras to be appled to the post process
  40362. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40363. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40364. * @param engine The engine which the post process will be applied. (default: current engine)
  40365. * @param reusable If the post process can be reused on the same frame. (default: false)
  40366. */
  40367. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40368. }
  40369. }
  40370. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40371. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40372. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40373. import { Scene } from "babylonjs/scene";
  40374. import { Vector3 } from "babylonjs/Maths/math.vector";
  40375. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40376. /**
  40377. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40378. * @see http://doc.babylonjs.com/features/cameras
  40379. */
  40380. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40381. /**
  40382. * Creates a new StereoscopicArcRotateCamera
  40383. * @param name defines camera name
  40384. * @param alpha defines alpha angle (in radians)
  40385. * @param beta defines beta angle (in radians)
  40386. * @param radius defines radius
  40387. * @param target defines camera target
  40388. * @param interaxialDistance defines distance between each color axis
  40389. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40390. * @param scene defines the hosting scene
  40391. */
  40392. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40393. /**
  40394. * Gets camera class name
  40395. * @returns StereoscopicArcRotateCamera
  40396. */
  40397. getClassName(): string;
  40398. }
  40399. }
  40400. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40401. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40402. import { Scene } from "babylonjs/scene";
  40403. import { Vector3 } from "babylonjs/Maths/math.vector";
  40404. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40405. /**
  40406. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40407. * @see http://doc.babylonjs.com/features/cameras
  40408. */
  40409. export class StereoscopicFreeCamera extends FreeCamera {
  40410. /**
  40411. * Creates a new StereoscopicFreeCamera
  40412. * @param name defines camera name
  40413. * @param position defines initial position
  40414. * @param interaxialDistance defines distance between each color axis
  40415. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40416. * @param scene defines the hosting scene
  40417. */
  40418. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40419. /**
  40420. * Gets camera class name
  40421. * @returns StereoscopicFreeCamera
  40422. */
  40423. getClassName(): string;
  40424. }
  40425. }
  40426. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40427. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40428. import { Scene } from "babylonjs/scene";
  40429. import { Vector3 } from "babylonjs/Maths/math.vector";
  40430. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40431. /**
  40432. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40433. * @see http://doc.babylonjs.com/features/cameras
  40434. */
  40435. export class StereoscopicGamepadCamera extends GamepadCamera {
  40436. /**
  40437. * Creates a new StereoscopicGamepadCamera
  40438. * @param name defines camera name
  40439. * @param position defines initial position
  40440. * @param interaxialDistance defines distance between each color axis
  40441. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40442. * @param scene defines the hosting scene
  40443. */
  40444. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40445. /**
  40446. * Gets camera class name
  40447. * @returns StereoscopicGamepadCamera
  40448. */
  40449. getClassName(): string;
  40450. }
  40451. }
  40452. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40453. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40454. import { Scene } from "babylonjs/scene";
  40455. import { Vector3 } from "babylonjs/Maths/math.vector";
  40456. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40457. /**
  40458. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40459. * @see http://doc.babylonjs.com/features/cameras
  40460. */
  40461. export class StereoscopicUniversalCamera extends UniversalCamera {
  40462. /**
  40463. * Creates a new StereoscopicUniversalCamera
  40464. * @param name defines camera name
  40465. * @param position defines initial position
  40466. * @param interaxialDistance defines distance between each color axis
  40467. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40468. * @param scene defines the hosting scene
  40469. */
  40470. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40471. /**
  40472. * Gets camera class name
  40473. * @returns StereoscopicUniversalCamera
  40474. */
  40475. getClassName(): string;
  40476. }
  40477. }
  40478. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40479. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40480. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40481. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40482. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40483. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40484. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40485. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40486. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40487. }
  40488. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40489. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40490. import { Scene } from "babylonjs/scene";
  40491. import { Vector3 } from "babylonjs/Maths/math.vector";
  40492. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40493. /**
  40494. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40495. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40496. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40497. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40498. */
  40499. export class VirtualJoysticksCamera extends FreeCamera {
  40500. /**
  40501. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40502. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40503. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40504. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40505. * @param name Define the name of the camera in the scene
  40506. * @param position Define the start position of the camera in the scene
  40507. * @param scene Define the scene the camera belongs to
  40508. */
  40509. constructor(name: string, position: Vector3, scene: Scene);
  40510. /**
  40511. * Gets the current object class name.
  40512. * @return the class name
  40513. */
  40514. getClassName(): string;
  40515. }
  40516. }
  40517. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40518. import { Matrix } from "babylonjs/Maths/math.vector";
  40519. /**
  40520. * This represents all the required metrics to create a VR camera.
  40521. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40522. */
  40523. export class VRCameraMetrics {
  40524. /**
  40525. * Define the horizontal resolution off the screen.
  40526. */
  40527. hResolution: number;
  40528. /**
  40529. * Define the vertical resolution off the screen.
  40530. */
  40531. vResolution: number;
  40532. /**
  40533. * Define the horizontal screen size.
  40534. */
  40535. hScreenSize: number;
  40536. /**
  40537. * Define the vertical screen size.
  40538. */
  40539. vScreenSize: number;
  40540. /**
  40541. * Define the vertical screen center position.
  40542. */
  40543. vScreenCenter: number;
  40544. /**
  40545. * Define the distance of the eyes to the screen.
  40546. */
  40547. eyeToScreenDistance: number;
  40548. /**
  40549. * Define the distance between both lenses
  40550. */
  40551. lensSeparationDistance: number;
  40552. /**
  40553. * Define the distance between both viewer's eyes.
  40554. */
  40555. interpupillaryDistance: number;
  40556. /**
  40557. * Define the distortion factor of the VR postprocess.
  40558. * Please, touch with care.
  40559. */
  40560. distortionK: number[];
  40561. /**
  40562. * Define the chromatic aberration correction factors for the VR post process.
  40563. */
  40564. chromaAbCorrection: number[];
  40565. /**
  40566. * Define the scale factor of the post process.
  40567. * The smaller the better but the slower.
  40568. */
  40569. postProcessScaleFactor: number;
  40570. /**
  40571. * Define an offset for the lens center.
  40572. */
  40573. lensCenterOffset: number;
  40574. /**
  40575. * Define if the current vr camera should compensate the distortion of the lense or not.
  40576. */
  40577. compensateDistortion: boolean;
  40578. /**
  40579. * Defines if multiview should be enabled when rendering (Default: false)
  40580. */
  40581. multiviewEnabled: boolean;
  40582. /**
  40583. * Gets the rendering aspect ratio based on the provided resolutions.
  40584. */
  40585. readonly aspectRatio: number;
  40586. /**
  40587. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40588. */
  40589. readonly aspectRatioFov: number;
  40590. /**
  40591. * @hidden
  40592. */
  40593. readonly leftHMatrix: Matrix;
  40594. /**
  40595. * @hidden
  40596. */
  40597. readonly rightHMatrix: Matrix;
  40598. /**
  40599. * @hidden
  40600. */
  40601. readonly leftPreViewMatrix: Matrix;
  40602. /**
  40603. * @hidden
  40604. */
  40605. readonly rightPreViewMatrix: Matrix;
  40606. /**
  40607. * Get the default VRMetrics based on the most generic setup.
  40608. * @returns the default vr metrics
  40609. */
  40610. static GetDefault(): VRCameraMetrics;
  40611. }
  40612. }
  40613. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40614. /** @hidden */
  40615. export var vrDistortionCorrectionPixelShader: {
  40616. name: string;
  40617. shader: string;
  40618. };
  40619. }
  40620. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40621. import { Camera } from "babylonjs/Cameras/camera";
  40622. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40623. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40624. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40625. /**
  40626. * VRDistortionCorrectionPostProcess used for mobile VR
  40627. */
  40628. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40629. private _isRightEye;
  40630. private _distortionFactors;
  40631. private _postProcessScaleFactor;
  40632. private _lensCenterOffset;
  40633. private _scaleIn;
  40634. private _scaleFactor;
  40635. private _lensCenter;
  40636. /**
  40637. * Initializes the VRDistortionCorrectionPostProcess
  40638. * @param name The name of the effect.
  40639. * @param camera The camera to apply the render pass to.
  40640. * @param isRightEye If this is for the right eye distortion
  40641. * @param vrMetrics All the required metrics for the VR camera
  40642. */
  40643. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40644. }
  40645. }
  40646. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40647. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40648. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40649. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40650. import { Scene } from "babylonjs/scene";
  40651. import { Vector3 } from "babylonjs/Maths/math.vector";
  40652. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40653. import "babylonjs/Cameras/RigModes/vrRigMode";
  40654. /**
  40655. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40656. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40657. */
  40658. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40659. /**
  40660. * Creates a new VRDeviceOrientationArcRotateCamera
  40661. * @param name defines camera name
  40662. * @param alpha defines the camera rotation along the logitudinal axis
  40663. * @param beta defines the camera rotation along the latitudinal axis
  40664. * @param radius defines the camera distance from its target
  40665. * @param target defines the camera target
  40666. * @param scene defines the scene the camera belongs to
  40667. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40668. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40669. */
  40670. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40671. /**
  40672. * Gets camera class name
  40673. * @returns VRDeviceOrientationArcRotateCamera
  40674. */
  40675. getClassName(): string;
  40676. }
  40677. }
  40678. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40679. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40680. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40681. import { Scene } from "babylonjs/scene";
  40682. import { Vector3 } from "babylonjs/Maths/math.vector";
  40683. import "babylonjs/Cameras/RigModes/vrRigMode";
  40684. /**
  40685. * Camera used to simulate VR rendering (based on FreeCamera)
  40686. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40687. */
  40688. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40689. /**
  40690. * Creates a new VRDeviceOrientationFreeCamera
  40691. * @param name defines camera name
  40692. * @param position defines the start position of the camera
  40693. * @param scene defines the scene the camera belongs to
  40694. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40695. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40696. */
  40697. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40698. /**
  40699. * Gets camera class name
  40700. * @returns VRDeviceOrientationFreeCamera
  40701. */
  40702. getClassName(): string;
  40703. }
  40704. }
  40705. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40706. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40707. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40708. import { Scene } from "babylonjs/scene";
  40709. import { Vector3 } from "babylonjs/Maths/math.vector";
  40710. import "babylonjs/Gamepads/gamepadSceneComponent";
  40711. /**
  40712. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40713. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40714. */
  40715. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40716. /**
  40717. * Creates a new VRDeviceOrientationGamepadCamera
  40718. * @param name defines camera name
  40719. * @param position defines the start position of the camera
  40720. * @param scene defines the scene the camera belongs to
  40721. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40722. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40723. */
  40724. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40725. /**
  40726. * Gets camera class name
  40727. * @returns VRDeviceOrientationGamepadCamera
  40728. */
  40729. getClassName(): string;
  40730. }
  40731. }
  40732. declare module "babylonjs/Materials/pushMaterial" {
  40733. import { Nullable } from "babylonjs/types";
  40734. import { Scene } from "babylonjs/scene";
  40735. import { Matrix } from "babylonjs/Maths/math.vector";
  40736. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40737. import { Mesh } from "babylonjs/Meshes/mesh";
  40738. import { Material } from "babylonjs/Materials/material";
  40739. import { Effect } from "babylonjs/Materials/effect";
  40740. /**
  40741. * Base class of materials working in push mode in babylon JS
  40742. * @hidden
  40743. */
  40744. export class PushMaterial extends Material {
  40745. protected _activeEffect: Effect;
  40746. protected _normalMatrix: Matrix;
  40747. /**
  40748. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40749. * This means that the material can keep using a previous shader while a new one is being compiled.
  40750. * This is mostly used when shader parallel compilation is supported (true by default)
  40751. */
  40752. allowShaderHotSwapping: boolean;
  40753. constructor(name: string, scene: Scene);
  40754. getEffect(): Effect;
  40755. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40756. /**
  40757. * Binds the given world matrix to the active effect
  40758. *
  40759. * @param world the matrix to bind
  40760. */
  40761. bindOnlyWorldMatrix(world: Matrix): void;
  40762. /**
  40763. * Binds the given normal matrix to the active effect
  40764. *
  40765. * @param normalMatrix the matrix to bind
  40766. */
  40767. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40768. bind(world: Matrix, mesh?: Mesh): void;
  40769. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40770. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40771. }
  40772. }
  40773. declare module "babylonjs/Materials/materialFlags" {
  40774. /**
  40775. * This groups all the flags used to control the materials channel.
  40776. */
  40777. export class MaterialFlags {
  40778. private static _DiffuseTextureEnabled;
  40779. /**
  40780. * Are diffuse textures enabled in the application.
  40781. */
  40782. static DiffuseTextureEnabled: boolean;
  40783. private static _AmbientTextureEnabled;
  40784. /**
  40785. * Are ambient textures enabled in the application.
  40786. */
  40787. static AmbientTextureEnabled: boolean;
  40788. private static _OpacityTextureEnabled;
  40789. /**
  40790. * Are opacity textures enabled in the application.
  40791. */
  40792. static OpacityTextureEnabled: boolean;
  40793. private static _ReflectionTextureEnabled;
  40794. /**
  40795. * Are reflection textures enabled in the application.
  40796. */
  40797. static ReflectionTextureEnabled: boolean;
  40798. private static _EmissiveTextureEnabled;
  40799. /**
  40800. * Are emissive textures enabled in the application.
  40801. */
  40802. static EmissiveTextureEnabled: boolean;
  40803. private static _SpecularTextureEnabled;
  40804. /**
  40805. * Are specular textures enabled in the application.
  40806. */
  40807. static SpecularTextureEnabled: boolean;
  40808. private static _BumpTextureEnabled;
  40809. /**
  40810. * Are bump textures enabled in the application.
  40811. */
  40812. static BumpTextureEnabled: boolean;
  40813. private static _LightmapTextureEnabled;
  40814. /**
  40815. * Are lightmap textures enabled in the application.
  40816. */
  40817. static LightmapTextureEnabled: boolean;
  40818. private static _RefractionTextureEnabled;
  40819. /**
  40820. * Are refraction textures enabled in the application.
  40821. */
  40822. static RefractionTextureEnabled: boolean;
  40823. private static _ColorGradingTextureEnabled;
  40824. /**
  40825. * Are color grading textures enabled in the application.
  40826. */
  40827. static ColorGradingTextureEnabled: boolean;
  40828. private static _FresnelEnabled;
  40829. /**
  40830. * Are fresnels enabled in the application.
  40831. */
  40832. static FresnelEnabled: boolean;
  40833. private static _ClearCoatTextureEnabled;
  40834. /**
  40835. * Are clear coat textures enabled in the application.
  40836. */
  40837. static ClearCoatTextureEnabled: boolean;
  40838. private static _ClearCoatBumpTextureEnabled;
  40839. /**
  40840. * Are clear coat bump textures enabled in the application.
  40841. */
  40842. static ClearCoatBumpTextureEnabled: boolean;
  40843. private static _ClearCoatTintTextureEnabled;
  40844. /**
  40845. * Are clear coat tint textures enabled in the application.
  40846. */
  40847. static ClearCoatTintTextureEnabled: boolean;
  40848. private static _SheenTextureEnabled;
  40849. /**
  40850. * Are sheen textures enabled in the application.
  40851. */
  40852. static SheenTextureEnabled: boolean;
  40853. private static _AnisotropicTextureEnabled;
  40854. /**
  40855. * Are anisotropic textures enabled in the application.
  40856. */
  40857. static AnisotropicTextureEnabled: boolean;
  40858. private static _ThicknessTextureEnabled;
  40859. /**
  40860. * Are thickness textures enabled in the application.
  40861. */
  40862. static ThicknessTextureEnabled: boolean;
  40863. }
  40864. }
  40865. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40866. /** @hidden */
  40867. export var defaultFragmentDeclaration: {
  40868. name: string;
  40869. shader: string;
  40870. };
  40871. }
  40872. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40873. /** @hidden */
  40874. export var defaultUboDeclaration: {
  40875. name: string;
  40876. shader: string;
  40877. };
  40878. }
  40879. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40880. /** @hidden */
  40881. export var lightFragmentDeclaration: {
  40882. name: string;
  40883. shader: string;
  40884. };
  40885. }
  40886. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40887. /** @hidden */
  40888. export var lightUboDeclaration: {
  40889. name: string;
  40890. shader: string;
  40891. };
  40892. }
  40893. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40894. /** @hidden */
  40895. export var lightsFragmentFunctions: {
  40896. name: string;
  40897. shader: string;
  40898. };
  40899. }
  40900. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40901. /** @hidden */
  40902. export var shadowsFragmentFunctions: {
  40903. name: string;
  40904. shader: string;
  40905. };
  40906. }
  40907. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40908. /** @hidden */
  40909. export var fresnelFunction: {
  40910. name: string;
  40911. shader: string;
  40912. };
  40913. }
  40914. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40915. /** @hidden */
  40916. export var reflectionFunction: {
  40917. name: string;
  40918. shader: string;
  40919. };
  40920. }
  40921. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40922. /** @hidden */
  40923. export var bumpFragmentFunctions: {
  40924. name: string;
  40925. shader: string;
  40926. };
  40927. }
  40928. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40929. /** @hidden */
  40930. export var logDepthDeclaration: {
  40931. name: string;
  40932. shader: string;
  40933. };
  40934. }
  40935. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40936. /** @hidden */
  40937. export var bumpFragment: {
  40938. name: string;
  40939. shader: string;
  40940. };
  40941. }
  40942. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40943. /** @hidden */
  40944. export var depthPrePass: {
  40945. name: string;
  40946. shader: string;
  40947. };
  40948. }
  40949. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40950. /** @hidden */
  40951. export var lightFragment: {
  40952. name: string;
  40953. shader: string;
  40954. };
  40955. }
  40956. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40957. /** @hidden */
  40958. export var logDepthFragment: {
  40959. name: string;
  40960. shader: string;
  40961. };
  40962. }
  40963. declare module "babylonjs/Shaders/default.fragment" {
  40964. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40965. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40966. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40967. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40968. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40969. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40970. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40971. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40972. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40973. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40974. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40975. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40976. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40977. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40978. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40979. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40980. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40981. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40982. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40983. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40984. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40985. /** @hidden */
  40986. export var defaultPixelShader: {
  40987. name: string;
  40988. shader: string;
  40989. };
  40990. }
  40991. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40992. /** @hidden */
  40993. export var defaultVertexDeclaration: {
  40994. name: string;
  40995. shader: string;
  40996. };
  40997. }
  40998. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40999. /** @hidden */
  41000. export var bumpVertexDeclaration: {
  41001. name: string;
  41002. shader: string;
  41003. };
  41004. }
  41005. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41006. /** @hidden */
  41007. export var bumpVertex: {
  41008. name: string;
  41009. shader: string;
  41010. };
  41011. }
  41012. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41013. /** @hidden */
  41014. export var fogVertex: {
  41015. name: string;
  41016. shader: string;
  41017. };
  41018. }
  41019. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41020. /** @hidden */
  41021. export var shadowsVertex: {
  41022. name: string;
  41023. shader: string;
  41024. };
  41025. }
  41026. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41027. /** @hidden */
  41028. export var pointCloudVertex: {
  41029. name: string;
  41030. shader: string;
  41031. };
  41032. }
  41033. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41034. /** @hidden */
  41035. export var logDepthVertex: {
  41036. name: string;
  41037. shader: string;
  41038. };
  41039. }
  41040. declare module "babylonjs/Shaders/default.vertex" {
  41041. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41042. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41043. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41044. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41045. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41046. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41047. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41048. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41049. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41050. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41051. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41052. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41053. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41054. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41055. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41056. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41057. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41058. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41059. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41060. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41061. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41062. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41063. /** @hidden */
  41064. export var defaultVertexShader: {
  41065. name: string;
  41066. shader: string;
  41067. };
  41068. }
  41069. declare module "babylonjs/Materials/standardMaterial" {
  41070. import { SmartArray } from "babylonjs/Misc/smartArray";
  41071. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41072. import { Nullable } from "babylonjs/types";
  41073. import { Scene } from "babylonjs/scene";
  41074. import { Matrix } from "babylonjs/Maths/math.vector";
  41075. import { Color3 } from "babylonjs/Maths/math.color";
  41076. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41077. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41078. import { Mesh } from "babylonjs/Meshes/mesh";
  41079. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41080. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41081. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41083. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41085. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41086. import "babylonjs/Shaders/default.fragment";
  41087. import "babylonjs/Shaders/default.vertex";
  41088. /** @hidden */
  41089. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41090. MAINUV1: boolean;
  41091. MAINUV2: boolean;
  41092. DIFFUSE: boolean;
  41093. DIFFUSEDIRECTUV: number;
  41094. AMBIENT: boolean;
  41095. AMBIENTDIRECTUV: number;
  41096. OPACITY: boolean;
  41097. OPACITYDIRECTUV: number;
  41098. OPACITYRGB: boolean;
  41099. REFLECTION: boolean;
  41100. EMISSIVE: boolean;
  41101. EMISSIVEDIRECTUV: number;
  41102. SPECULAR: boolean;
  41103. SPECULARDIRECTUV: number;
  41104. BUMP: boolean;
  41105. BUMPDIRECTUV: number;
  41106. PARALLAX: boolean;
  41107. PARALLAXOCCLUSION: boolean;
  41108. SPECULAROVERALPHA: boolean;
  41109. CLIPPLANE: boolean;
  41110. CLIPPLANE2: boolean;
  41111. CLIPPLANE3: boolean;
  41112. CLIPPLANE4: boolean;
  41113. ALPHATEST: boolean;
  41114. DEPTHPREPASS: boolean;
  41115. ALPHAFROMDIFFUSE: boolean;
  41116. POINTSIZE: boolean;
  41117. FOG: boolean;
  41118. SPECULARTERM: boolean;
  41119. DIFFUSEFRESNEL: boolean;
  41120. OPACITYFRESNEL: boolean;
  41121. REFLECTIONFRESNEL: boolean;
  41122. REFRACTIONFRESNEL: boolean;
  41123. EMISSIVEFRESNEL: boolean;
  41124. FRESNEL: boolean;
  41125. NORMAL: boolean;
  41126. UV1: boolean;
  41127. UV2: boolean;
  41128. VERTEXCOLOR: boolean;
  41129. VERTEXALPHA: boolean;
  41130. NUM_BONE_INFLUENCERS: number;
  41131. BonesPerMesh: number;
  41132. BONETEXTURE: boolean;
  41133. INSTANCES: boolean;
  41134. GLOSSINESS: boolean;
  41135. ROUGHNESS: boolean;
  41136. EMISSIVEASILLUMINATION: boolean;
  41137. LINKEMISSIVEWITHDIFFUSE: boolean;
  41138. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41139. LIGHTMAP: boolean;
  41140. LIGHTMAPDIRECTUV: number;
  41141. OBJECTSPACE_NORMALMAP: boolean;
  41142. USELIGHTMAPASSHADOWMAP: boolean;
  41143. REFLECTIONMAP_3D: boolean;
  41144. REFLECTIONMAP_SPHERICAL: boolean;
  41145. REFLECTIONMAP_PLANAR: boolean;
  41146. REFLECTIONMAP_CUBIC: boolean;
  41147. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41148. REFLECTIONMAP_PROJECTION: boolean;
  41149. REFLECTIONMAP_SKYBOX: boolean;
  41150. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41151. REFLECTIONMAP_EXPLICIT: boolean;
  41152. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41153. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41154. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41155. INVERTCUBICMAP: boolean;
  41156. LOGARITHMICDEPTH: boolean;
  41157. REFRACTION: boolean;
  41158. REFRACTIONMAP_3D: boolean;
  41159. REFLECTIONOVERALPHA: boolean;
  41160. TWOSIDEDLIGHTING: boolean;
  41161. SHADOWFLOAT: boolean;
  41162. MORPHTARGETS: boolean;
  41163. MORPHTARGETS_NORMAL: boolean;
  41164. MORPHTARGETS_TANGENT: boolean;
  41165. MORPHTARGETS_UV: boolean;
  41166. NUM_MORPH_INFLUENCERS: number;
  41167. NONUNIFORMSCALING: boolean;
  41168. PREMULTIPLYALPHA: boolean;
  41169. IMAGEPROCESSING: boolean;
  41170. VIGNETTE: boolean;
  41171. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41172. VIGNETTEBLENDMODEOPAQUE: boolean;
  41173. TONEMAPPING: boolean;
  41174. TONEMAPPING_ACES: boolean;
  41175. CONTRAST: boolean;
  41176. COLORCURVES: boolean;
  41177. COLORGRADING: boolean;
  41178. COLORGRADING3D: boolean;
  41179. SAMPLER3DGREENDEPTH: boolean;
  41180. SAMPLER3DBGRMAP: boolean;
  41181. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41182. MULTIVIEW: boolean;
  41183. /**
  41184. * If the reflection texture on this material is in linear color space
  41185. * @hidden
  41186. */
  41187. IS_REFLECTION_LINEAR: boolean;
  41188. /**
  41189. * If the refraction texture on this material is in linear color space
  41190. * @hidden
  41191. */
  41192. IS_REFRACTION_LINEAR: boolean;
  41193. EXPOSURE: boolean;
  41194. constructor();
  41195. setReflectionMode(modeToEnable: string): void;
  41196. }
  41197. /**
  41198. * This is the default material used in Babylon. It is the best trade off between quality
  41199. * and performances.
  41200. * @see http://doc.babylonjs.com/babylon101/materials
  41201. */
  41202. export class StandardMaterial extends PushMaterial {
  41203. private _diffuseTexture;
  41204. /**
  41205. * The basic texture of the material as viewed under a light.
  41206. */
  41207. diffuseTexture: Nullable<BaseTexture>;
  41208. private _ambientTexture;
  41209. /**
  41210. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41211. */
  41212. ambientTexture: Nullable<BaseTexture>;
  41213. private _opacityTexture;
  41214. /**
  41215. * Define the transparency of the material from a texture.
  41216. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41217. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41218. */
  41219. opacityTexture: Nullable<BaseTexture>;
  41220. private _reflectionTexture;
  41221. /**
  41222. * Define the texture used to display the reflection.
  41223. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41224. */
  41225. reflectionTexture: Nullable<BaseTexture>;
  41226. private _emissiveTexture;
  41227. /**
  41228. * Define texture of the material as if self lit.
  41229. * This will be mixed in the final result even in the absence of light.
  41230. */
  41231. emissiveTexture: Nullable<BaseTexture>;
  41232. private _specularTexture;
  41233. /**
  41234. * Define how the color and intensity of the highlight given by the light in the material.
  41235. */
  41236. specularTexture: Nullable<BaseTexture>;
  41237. private _bumpTexture;
  41238. /**
  41239. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41240. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  41241. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41242. */
  41243. bumpTexture: Nullable<BaseTexture>;
  41244. private _lightmapTexture;
  41245. /**
  41246. * Complex lighting can be computationally expensive to compute at runtime.
  41247. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41248. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41249. */
  41250. lightmapTexture: Nullable<BaseTexture>;
  41251. private _refractionTexture;
  41252. /**
  41253. * Define the texture used to display the refraction.
  41254. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41255. */
  41256. refractionTexture: Nullable<BaseTexture>;
  41257. /**
  41258. * The color of the material lit by the environmental background lighting.
  41259. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41260. */
  41261. ambientColor: Color3;
  41262. /**
  41263. * The basic color of the material as viewed under a light.
  41264. */
  41265. diffuseColor: Color3;
  41266. /**
  41267. * Define how the color and intensity of the highlight given by the light in the material.
  41268. */
  41269. specularColor: Color3;
  41270. /**
  41271. * Define the color of the material as if self lit.
  41272. * This will be mixed in the final result even in the absence of light.
  41273. */
  41274. emissiveColor: Color3;
  41275. /**
  41276. * Defines how sharp are the highlights in the material.
  41277. * The bigger the value the sharper giving a more glossy feeling to the result.
  41278. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41279. */
  41280. specularPower: number;
  41281. private _useAlphaFromDiffuseTexture;
  41282. /**
  41283. * Does the transparency come from the diffuse texture alpha channel.
  41284. */
  41285. useAlphaFromDiffuseTexture: boolean;
  41286. private _useEmissiveAsIllumination;
  41287. /**
  41288. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41289. */
  41290. useEmissiveAsIllumination: boolean;
  41291. private _linkEmissiveWithDiffuse;
  41292. /**
  41293. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41294. * the emissive level when the final color is close to one.
  41295. */
  41296. linkEmissiveWithDiffuse: boolean;
  41297. private _useSpecularOverAlpha;
  41298. /**
  41299. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41300. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41301. */
  41302. useSpecularOverAlpha: boolean;
  41303. private _useReflectionOverAlpha;
  41304. /**
  41305. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41306. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41307. */
  41308. useReflectionOverAlpha: boolean;
  41309. private _disableLighting;
  41310. /**
  41311. * Does lights from the scene impacts this material.
  41312. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41313. */
  41314. disableLighting: boolean;
  41315. private _useObjectSpaceNormalMap;
  41316. /**
  41317. * Allows using an object space normal map (instead of tangent space).
  41318. */
  41319. useObjectSpaceNormalMap: boolean;
  41320. private _useParallax;
  41321. /**
  41322. * Is parallax enabled or not.
  41323. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41324. */
  41325. useParallax: boolean;
  41326. private _useParallaxOcclusion;
  41327. /**
  41328. * Is parallax occlusion enabled or not.
  41329. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41330. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41331. */
  41332. useParallaxOcclusion: boolean;
  41333. /**
  41334. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  41335. */
  41336. parallaxScaleBias: number;
  41337. private _roughness;
  41338. /**
  41339. * Helps to define how blurry the reflections should appears in the material.
  41340. */
  41341. roughness: number;
  41342. /**
  41343. * In case of refraction, define the value of the index of refraction.
  41344. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41345. */
  41346. indexOfRefraction: number;
  41347. /**
  41348. * Invert the refraction texture alongside the y axis.
  41349. * It can be useful with procedural textures or probe for instance.
  41350. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41351. */
  41352. invertRefractionY: boolean;
  41353. /**
  41354. * Defines the alpha limits in alpha test mode.
  41355. */
  41356. alphaCutOff: number;
  41357. private _useLightmapAsShadowmap;
  41358. /**
  41359. * In case of light mapping, define whether the map contains light or shadow informations.
  41360. */
  41361. useLightmapAsShadowmap: boolean;
  41362. private _diffuseFresnelParameters;
  41363. /**
  41364. * Define the diffuse fresnel parameters of the material.
  41365. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41366. */
  41367. diffuseFresnelParameters: FresnelParameters;
  41368. private _opacityFresnelParameters;
  41369. /**
  41370. * Define the opacity fresnel parameters of the material.
  41371. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41372. */
  41373. opacityFresnelParameters: FresnelParameters;
  41374. private _reflectionFresnelParameters;
  41375. /**
  41376. * Define the reflection fresnel parameters of the material.
  41377. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41378. */
  41379. reflectionFresnelParameters: FresnelParameters;
  41380. private _refractionFresnelParameters;
  41381. /**
  41382. * Define the refraction fresnel parameters of the material.
  41383. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41384. */
  41385. refractionFresnelParameters: FresnelParameters;
  41386. private _emissiveFresnelParameters;
  41387. /**
  41388. * Define the emissive fresnel parameters of the material.
  41389. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41390. */
  41391. emissiveFresnelParameters: FresnelParameters;
  41392. private _useReflectionFresnelFromSpecular;
  41393. /**
  41394. * If true automatically deducts the fresnels values from the material specularity.
  41395. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41396. */
  41397. useReflectionFresnelFromSpecular: boolean;
  41398. private _useGlossinessFromSpecularMapAlpha;
  41399. /**
  41400. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41401. */
  41402. useGlossinessFromSpecularMapAlpha: boolean;
  41403. private _maxSimultaneousLights;
  41404. /**
  41405. * Defines the maximum number of lights that can be used in the material
  41406. */
  41407. maxSimultaneousLights: number;
  41408. private _invertNormalMapX;
  41409. /**
  41410. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41411. */
  41412. invertNormalMapX: boolean;
  41413. private _invertNormalMapY;
  41414. /**
  41415. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41416. */
  41417. invertNormalMapY: boolean;
  41418. private _twoSidedLighting;
  41419. /**
  41420. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41421. */
  41422. twoSidedLighting: boolean;
  41423. /**
  41424. * Default configuration related to image processing available in the standard Material.
  41425. */
  41426. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41427. /**
  41428. * Gets the image processing configuration used either in this material.
  41429. */
  41430. /**
  41431. * Sets the Default image processing configuration used either in the this material.
  41432. *
  41433. * If sets to null, the scene one is in use.
  41434. */
  41435. imageProcessingConfiguration: ImageProcessingConfiguration;
  41436. /**
  41437. * Keep track of the image processing observer to allow dispose and replace.
  41438. */
  41439. private _imageProcessingObserver;
  41440. /**
  41441. * Attaches a new image processing configuration to the Standard Material.
  41442. * @param configuration
  41443. */
  41444. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41445. /**
  41446. * Gets wether the color curves effect is enabled.
  41447. */
  41448. /**
  41449. * Sets wether the color curves effect is enabled.
  41450. */
  41451. cameraColorCurvesEnabled: boolean;
  41452. /**
  41453. * Gets wether the color grading effect is enabled.
  41454. */
  41455. /**
  41456. * Gets wether the color grading effect is enabled.
  41457. */
  41458. cameraColorGradingEnabled: boolean;
  41459. /**
  41460. * Gets wether tonemapping is enabled or not.
  41461. */
  41462. /**
  41463. * Sets wether tonemapping is enabled or not
  41464. */
  41465. cameraToneMappingEnabled: boolean;
  41466. /**
  41467. * The camera exposure used on this material.
  41468. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41469. * This corresponds to a photographic exposure.
  41470. */
  41471. /**
  41472. * The camera exposure used on this material.
  41473. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41474. * This corresponds to a photographic exposure.
  41475. */
  41476. cameraExposure: number;
  41477. /**
  41478. * Gets The camera contrast used on this material.
  41479. */
  41480. /**
  41481. * Sets The camera contrast used on this material.
  41482. */
  41483. cameraContrast: number;
  41484. /**
  41485. * Gets the Color Grading 2D Lookup Texture.
  41486. */
  41487. /**
  41488. * Sets the Color Grading 2D Lookup Texture.
  41489. */
  41490. cameraColorGradingTexture: Nullable<BaseTexture>;
  41491. /**
  41492. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41493. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41494. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41495. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41496. */
  41497. /**
  41498. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41499. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41500. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41501. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41502. */
  41503. cameraColorCurves: Nullable<ColorCurves>;
  41504. /**
  41505. * Custom callback helping to override the default shader used in the material.
  41506. */
  41507. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41508. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41509. protected _worldViewProjectionMatrix: Matrix;
  41510. protected _globalAmbientColor: Color3;
  41511. protected _useLogarithmicDepth: boolean;
  41512. /**
  41513. * Instantiates a new standard material.
  41514. * This is the default material used in Babylon. It is the best trade off between quality
  41515. * and performances.
  41516. * @see http://doc.babylonjs.com/babylon101/materials
  41517. * @param name Define the name of the material in the scene
  41518. * @param scene Define the scene the material belong to
  41519. */
  41520. constructor(name: string, scene: Scene);
  41521. /**
  41522. * Gets a boolean indicating that current material needs to register RTT
  41523. */
  41524. readonly hasRenderTargetTextures: boolean;
  41525. /**
  41526. * Gets the current class name of the material e.g. "StandardMaterial"
  41527. * Mainly use in serialization.
  41528. * @returns the class name
  41529. */
  41530. getClassName(): string;
  41531. /**
  41532. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41533. * You can try switching to logarithmic depth.
  41534. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41535. */
  41536. useLogarithmicDepth: boolean;
  41537. /**
  41538. * Specifies if the material will require alpha blending
  41539. * @returns a boolean specifying if alpha blending is needed
  41540. */
  41541. needAlphaBlending(): boolean;
  41542. /**
  41543. * Specifies if this material should be rendered in alpha test mode
  41544. * @returns a boolean specifying if an alpha test is needed.
  41545. */
  41546. needAlphaTesting(): boolean;
  41547. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41548. /**
  41549. * Get the texture used for alpha test purpose.
  41550. * @returns the diffuse texture in case of the standard material.
  41551. */
  41552. getAlphaTestTexture(): Nullable<BaseTexture>;
  41553. /**
  41554. * Get if the submesh is ready to be used and all its information available.
  41555. * Child classes can use it to update shaders
  41556. * @param mesh defines the mesh to check
  41557. * @param subMesh defines which submesh to check
  41558. * @param useInstances specifies that instances should be used
  41559. * @returns a boolean indicating that the submesh is ready or not
  41560. */
  41561. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41562. /**
  41563. * Builds the material UBO layouts.
  41564. * Used internally during the effect preparation.
  41565. */
  41566. buildUniformLayout(): void;
  41567. /**
  41568. * Unbinds the material from the mesh
  41569. */
  41570. unbind(): void;
  41571. /**
  41572. * Binds the submesh to this material by preparing the effect and shader to draw
  41573. * @param world defines the world transformation matrix
  41574. * @param mesh defines the mesh containing the submesh
  41575. * @param subMesh defines the submesh to bind the material to
  41576. */
  41577. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41578. /**
  41579. * Get the list of animatables in the material.
  41580. * @returns the list of animatables object used in the material
  41581. */
  41582. getAnimatables(): IAnimatable[];
  41583. /**
  41584. * Gets the active textures from the material
  41585. * @returns an array of textures
  41586. */
  41587. getActiveTextures(): BaseTexture[];
  41588. /**
  41589. * Specifies if the material uses a texture
  41590. * @param texture defines the texture to check against the material
  41591. * @returns a boolean specifying if the material uses the texture
  41592. */
  41593. hasTexture(texture: BaseTexture): boolean;
  41594. /**
  41595. * Disposes the material
  41596. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41597. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41598. */
  41599. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41600. /**
  41601. * Makes a duplicate of the material, and gives it a new name
  41602. * @param name defines the new name for the duplicated material
  41603. * @returns the cloned material
  41604. */
  41605. clone(name: string): StandardMaterial;
  41606. /**
  41607. * Serializes this material in a JSON representation
  41608. * @returns the serialized material object
  41609. */
  41610. serialize(): any;
  41611. /**
  41612. * Creates a standard material from parsed material data
  41613. * @param source defines the JSON representation of the material
  41614. * @param scene defines the hosting scene
  41615. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41616. * @returns a new standard material
  41617. */
  41618. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41619. /**
  41620. * Are diffuse textures enabled in the application.
  41621. */
  41622. static DiffuseTextureEnabled: boolean;
  41623. /**
  41624. * Are ambient textures enabled in the application.
  41625. */
  41626. static AmbientTextureEnabled: boolean;
  41627. /**
  41628. * Are opacity textures enabled in the application.
  41629. */
  41630. static OpacityTextureEnabled: boolean;
  41631. /**
  41632. * Are reflection textures enabled in the application.
  41633. */
  41634. static ReflectionTextureEnabled: boolean;
  41635. /**
  41636. * Are emissive textures enabled in the application.
  41637. */
  41638. static EmissiveTextureEnabled: boolean;
  41639. /**
  41640. * Are specular textures enabled in the application.
  41641. */
  41642. static SpecularTextureEnabled: boolean;
  41643. /**
  41644. * Are bump textures enabled in the application.
  41645. */
  41646. static BumpTextureEnabled: boolean;
  41647. /**
  41648. * Are lightmap textures enabled in the application.
  41649. */
  41650. static LightmapTextureEnabled: boolean;
  41651. /**
  41652. * Are refraction textures enabled in the application.
  41653. */
  41654. static RefractionTextureEnabled: boolean;
  41655. /**
  41656. * Are color grading textures enabled in the application.
  41657. */
  41658. static ColorGradingTextureEnabled: boolean;
  41659. /**
  41660. * Are fresnels enabled in the application.
  41661. */
  41662. static FresnelEnabled: boolean;
  41663. }
  41664. }
  41665. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41666. import { Scene } from "babylonjs/scene";
  41667. import { Texture } from "babylonjs/Materials/Textures/texture";
  41668. /**
  41669. * A class extending Texture allowing drawing on a texture
  41670. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41671. */
  41672. export class DynamicTexture extends Texture {
  41673. private _generateMipMaps;
  41674. private _canvas;
  41675. private _context;
  41676. private _engine;
  41677. /**
  41678. * Creates a DynamicTexture
  41679. * @param name defines the name of the texture
  41680. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  41681. * @param scene defines the scene where you want the texture
  41682. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41683. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41684. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41685. */
  41686. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41687. /**
  41688. * Get the current class name of the texture useful for serialization or dynamic coding.
  41689. * @returns "DynamicTexture"
  41690. */
  41691. getClassName(): string;
  41692. /**
  41693. * Gets the current state of canRescale
  41694. */
  41695. readonly canRescale: boolean;
  41696. private _recreate;
  41697. /**
  41698. * Scales the texture
  41699. * @param ratio the scale factor to apply to both width and height
  41700. */
  41701. scale(ratio: number): void;
  41702. /**
  41703. * Resizes the texture
  41704. * @param width the new width
  41705. * @param height the new height
  41706. */
  41707. scaleTo(width: number, height: number): void;
  41708. /**
  41709. * Gets the context of the canvas used by the texture
  41710. * @returns the canvas context of the dynamic texture
  41711. */
  41712. getContext(): CanvasRenderingContext2D;
  41713. /**
  41714. * Clears the texture
  41715. */
  41716. clear(): void;
  41717. /**
  41718. * Updates the texture
  41719. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41720. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41721. */
  41722. update(invertY?: boolean, premulAlpha?: boolean): void;
  41723. /**
  41724. * Draws text onto the texture
  41725. * @param text defines the text to be drawn
  41726. * @param x defines the placement of the text from the left
  41727. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41728. * @param font defines the font to be used with font-style, font-size, font-name
  41729. * @param color defines the color used for the text
  41730. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41731. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41732. * @param update defines whether texture is immediately update (default is true)
  41733. */
  41734. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41735. /**
  41736. * Clones the texture
  41737. * @returns the clone of the texture.
  41738. */
  41739. clone(): DynamicTexture;
  41740. /**
  41741. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41742. * @returns a serialized dynamic texture object
  41743. */
  41744. serialize(): any;
  41745. /** @hidden */
  41746. _rebuild(): void;
  41747. }
  41748. }
  41749. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41750. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41751. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41752. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41753. /** @hidden */
  41754. export var imageProcessingPixelShader: {
  41755. name: string;
  41756. shader: string;
  41757. };
  41758. }
  41759. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41760. import { Nullable } from "babylonjs/types";
  41761. import { Color4 } from "babylonjs/Maths/math.color";
  41762. import { Camera } from "babylonjs/Cameras/camera";
  41763. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41764. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41765. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41766. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41767. import { Engine } from "babylonjs/Engines/engine";
  41768. import "babylonjs/Shaders/imageProcessing.fragment";
  41769. import "babylonjs/Shaders/postprocess.vertex";
  41770. /**
  41771. * ImageProcessingPostProcess
  41772. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41773. */
  41774. export class ImageProcessingPostProcess extends PostProcess {
  41775. /**
  41776. * Default configuration related to image processing available in the PBR Material.
  41777. */
  41778. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41779. /**
  41780. * Gets the image processing configuration used either in this material.
  41781. */
  41782. /**
  41783. * Sets the Default image processing configuration used either in the this material.
  41784. *
  41785. * If sets to null, the scene one is in use.
  41786. */
  41787. imageProcessingConfiguration: ImageProcessingConfiguration;
  41788. /**
  41789. * Keep track of the image processing observer to allow dispose and replace.
  41790. */
  41791. private _imageProcessingObserver;
  41792. /**
  41793. * Attaches a new image processing configuration to the PBR Material.
  41794. * @param configuration
  41795. */
  41796. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41797. /**
  41798. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41799. */
  41800. /**
  41801. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41802. */
  41803. colorCurves: Nullable<ColorCurves>;
  41804. /**
  41805. * Gets wether the color curves effect is enabled.
  41806. */
  41807. /**
  41808. * Sets wether the color curves effect is enabled.
  41809. */
  41810. colorCurvesEnabled: boolean;
  41811. /**
  41812. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41813. */
  41814. /**
  41815. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41816. */
  41817. colorGradingTexture: Nullable<BaseTexture>;
  41818. /**
  41819. * Gets wether the color grading effect is enabled.
  41820. */
  41821. /**
  41822. * Gets wether the color grading effect is enabled.
  41823. */
  41824. colorGradingEnabled: boolean;
  41825. /**
  41826. * Gets exposure used in the effect.
  41827. */
  41828. /**
  41829. * Sets exposure used in the effect.
  41830. */
  41831. exposure: number;
  41832. /**
  41833. * Gets wether tonemapping is enabled or not.
  41834. */
  41835. /**
  41836. * Sets wether tonemapping is enabled or not
  41837. */
  41838. toneMappingEnabled: boolean;
  41839. /**
  41840. * Gets the type of tone mapping effect.
  41841. */
  41842. /**
  41843. * Sets the type of tone mapping effect.
  41844. */
  41845. toneMappingType: number;
  41846. /**
  41847. * Gets contrast used in the effect.
  41848. */
  41849. /**
  41850. * Sets contrast used in the effect.
  41851. */
  41852. contrast: number;
  41853. /**
  41854. * Gets Vignette stretch size.
  41855. */
  41856. /**
  41857. * Sets Vignette stretch size.
  41858. */
  41859. vignetteStretch: number;
  41860. /**
  41861. * Gets Vignette centre X Offset.
  41862. */
  41863. /**
  41864. * Sets Vignette centre X Offset.
  41865. */
  41866. vignetteCentreX: number;
  41867. /**
  41868. * Gets Vignette centre Y Offset.
  41869. */
  41870. /**
  41871. * Sets Vignette centre Y Offset.
  41872. */
  41873. vignetteCentreY: number;
  41874. /**
  41875. * Gets Vignette weight or intensity of the vignette effect.
  41876. */
  41877. /**
  41878. * Sets Vignette weight or intensity of the vignette effect.
  41879. */
  41880. vignetteWeight: number;
  41881. /**
  41882. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41883. * if vignetteEnabled is set to true.
  41884. */
  41885. /**
  41886. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41887. * if vignetteEnabled is set to true.
  41888. */
  41889. vignetteColor: Color4;
  41890. /**
  41891. * Gets Camera field of view used by the Vignette effect.
  41892. */
  41893. /**
  41894. * Sets Camera field of view used by the Vignette effect.
  41895. */
  41896. vignetteCameraFov: number;
  41897. /**
  41898. * Gets the vignette blend mode allowing different kind of effect.
  41899. */
  41900. /**
  41901. * Sets the vignette blend mode allowing different kind of effect.
  41902. */
  41903. vignetteBlendMode: number;
  41904. /**
  41905. * Gets wether the vignette effect is enabled.
  41906. */
  41907. /**
  41908. * Sets wether the vignette effect is enabled.
  41909. */
  41910. vignetteEnabled: boolean;
  41911. private _fromLinearSpace;
  41912. /**
  41913. * Gets wether the input of the processing is in Gamma or Linear Space.
  41914. */
  41915. /**
  41916. * Sets wether the input of the processing is in Gamma or Linear Space.
  41917. */
  41918. fromLinearSpace: boolean;
  41919. /**
  41920. * Defines cache preventing GC.
  41921. */
  41922. private _defines;
  41923. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41924. /**
  41925. * "ImageProcessingPostProcess"
  41926. * @returns "ImageProcessingPostProcess"
  41927. */
  41928. getClassName(): string;
  41929. protected _updateParameters(): void;
  41930. dispose(camera?: Camera): void;
  41931. }
  41932. }
  41933. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41934. import { Scene } from "babylonjs/scene";
  41935. import { Color3 } from "babylonjs/Maths/math.color";
  41936. import { Mesh } from "babylonjs/Meshes/mesh";
  41937. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41938. import { Nullable } from "babylonjs/types";
  41939. /**
  41940. * Class containing static functions to help procedurally build meshes
  41941. */
  41942. export class GroundBuilder {
  41943. /**
  41944. * Creates a ground mesh
  41945. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41946. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41947. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41948. * @param name defines the name of the mesh
  41949. * @param options defines the options used to create the mesh
  41950. * @param scene defines the hosting scene
  41951. * @returns the ground mesh
  41952. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41953. */
  41954. static CreateGround(name: string, options: {
  41955. width?: number;
  41956. height?: number;
  41957. subdivisions?: number;
  41958. subdivisionsX?: number;
  41959. subdivisionsY?: number;
  41960. updatable?: boolean;
  41961. }, scene: any): Mesh;
  41962. /**
  41963. * Creates a tiled ground mesh
  41964. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41965. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41966. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  41967. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  41968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41969. * @param name defines the name of the mesh
  41970. * @param options defines the options used to create the mesh
  41971. * @param scene defines the hosting scene
  41972. * @returns the tiled ground mesh
  41973. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41974. */
  41975. static CreateTiledGround(name: string, options: {
  41976. xmin: number;
  41977. zmin: number;
  41978. xmax: number;
  41979. zmax: number;
  41980. subdivisions?: {
  41981. w: number;
  41982. h: number;
  41983. };
  41984. precision?: {
  41985. w: number;
  41986. h: number;
  41987. };
  41988. updatable?: boolean;
  41989. }, scene?: Nullable<Scene>): Mesh;
  41990. /**
  41991. * Creates a ground mesh from a height map
  41992. * * The parameter `url` sets the URL of the height map image resource.
  41993. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41994. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41995. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41996. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41997. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  41998. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  41999. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42000. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42001. * @param name defines the name of the mesh
  42002. * @param url defines the url to the height map
  42003. * @param options defines the options used to create the mesh
  42004. * @param scene defines the hosting scene
  42005. * @returns the ground mesh
  42006. * @see https://doc.babylonjs.com/babylon101/height_map
  42007. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42008. */
  42009. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42010. width?: number;
  42011. height?: number;
  42012. subdivisions?: number;
  42013. minHeight?: number;
  42014. maxHeight?: number;
  42015. colorFilter?: Color3;
  42016. alphaFilter?: number;
  42017. updatable?: boolean;
  42018. onReady?: (mesh: GroundMesh) => void;
  42019. }, scene?: Nullable<Scene>): GroundMesh;
  42020. }
  42021. }
  42022. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42023. import { Vector4 } from "babylonjs/Maths/math.vector";
  42024. import { Mesh } from "babylonjs/Meshes/mesh";
  42025. /**
  42026. * Class containing static functions to help procedurally build meshes
  42027. */
  42028. export class TorusBuilder {
  42029. /**
  42030. * Creates a torus mesh
  42031. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42032. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42033. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42034. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42035. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42036. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42037. * @param name defines the name of the mesh
  42038. * @param options defines the options used to create the mesh
  42039. * @param scene defines the hosting scene
  42040. * @returns the torus mesh
  42041. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42042. */
  42043. static CreateTorus(name: string, options: {
  42044. diameter?: number;
  42045. thickness?: number;
  42046. tessellation?: number;
  42047. updatable?: boolean;
  42048. sideOrientation?: number;
  42049. frontUVs?: Vector4;
  42050. backUVs?: Vector4;
  42051. }, scene: any): Mesh;
  42052. }
  42053. }
  42054. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42055. import { Vector4 } from "babylonjs/Maths/math.vector";
  42056. import { Color4 } from "babylonjs/Maths/math.color";
  42057. import { Mesh } from "babylonjs/Meshes/mesh";
  42058. /**
  42059. * Class containing static functions to help procedurally build meshes
  42060. */
  42061. export class CylinderBuilder {
  42062. /**
  42063. * Creates a cylinder or a cone mesh
  42064. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42065. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42066. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  42067. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42068. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42069. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42070. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42071. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  42072. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42073. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  42074. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  42075. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42076. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  42077. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  42078. * * If `enclose` is false, a ring surface is one element.
  42079. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42080. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  42081. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42082. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42083. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42084. * @param name defines the name of the mesh
  42085. * @param options defines the options used to create the mesh
  42086. * @param scene defines the hosting scene
  42087. * @returns the cylinder mesh
  42088. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42089. */
  42090. static CreateCylinder(name: string, options: {
  42091. height?: number;
  42092. diameterTop?: number;
  42093. diameterBottom?: number;
  42094. diameter?: number;
  42095. tessellation?: number;
  42096. subdivisions?: number;
  42097. arc?: number;
  42098. faceColors?: Color4[];
  42099. faceUV?: Vector4[];
  42100. updatable?: boolean;
  42101. hasRings?: boolean;
  42102. enclose?: boolean;
  42103. cap?: number;
  42104. sideOrientation?: number;
  42105. frontUVs?: Vector4;
  42106. backUVs?: Vector4;
  42107. }, scene: any): Mesh;
  42108. }
  42109. }
  42110. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42111. import { Observable } from "babylonjs/Misc/observable";
  42112. import { Nullable } from "babylonjs/types";
  42113. import { Camera } from "babylonjs/Cameras/camera";
  42114. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42115. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42116. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42117. import { Scene } from "babylonjs/scene";
  42118. import { Vector3 } from "babylonjs/Maths/math.vector";
  42119. import { Color3 } from "babylonjs/Maths/math.color";
  42120. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42121. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42122. import { Mesh } from "babylonjs/Meshes/mesh";
  42123. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42124. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42125. import "babylonjs/Meshes/Builders/groundBuilder";
  42126. import "babylonjs/Meshes/Builders/torusBuilder";
  42127. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42128. import "babylonjs/Gamepads/gamepadSceneComponent";
  42129. import "babylonjs/Animations/animatable";
  42130. /**
  42131. * Options to modify the vr teleportation behavior.
  42132. */
  42133. export interface VRTeleportationOptions {
  42134. /**
  42135. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42136. */
  42137. floorMeshName?: string;
  42138. /**
  42139. * A list of meshes to be used as the teleportation floor. (default: empty)
  42140. */
  42141. floorMeshes?: Mesh[];
  42142. }
  42143. /**
  42144. * Options to modify the vr experience helper's behavior.
  42145. */
  42146. export interface VRExperienceHelperOptions extends WebVROptions {
  42147. /**
  42148. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42149. */
  42150. createDeviceOrientationCamera?: boolean;
  42151. /**
  42152. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42153. */
  42154. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42155. /**
  42156. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42157. */
  42158. laserToggle?: boolean;
  42159. /**
  42160. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42161. */
  42162. floorMeshes?: Mesh[];
  42163. /**
  42164. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42165. */
  42166. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42167. }
  42168. /**
  42169. * Event containing information after VR has been entered
  42170. */
  42171. export class OnAfterEnteringVRObservableEvent {
  42172. /**
  42173. * If entering vr was successful
  42174. */
  42175. success: boolean;
  42176. }
  42177. /**
  42178. * Helps to quickly add VR support to an existing scene.
  42179. * See http://doc.babylonjs.com/how_to/webvr_helper
  42180. */
  42181. export class VRExperienceHelper {
  42182. /** Options to modify the vr experience helper's behavior. */
  42183. webVROptions: VRExperienceHelperOptions;
  42184. private _scene;
  42185. private _position;
  42186. private _btnVR;
  42187. private _btnVRDisplayed;
  42188. private _webVRsupported;
  42189. private _webVRready;
  42190. private _webVRrequesting;
  42191. private _webVRpresenting;
  42192. private _hasEnteredVR;
  42193. private _fullscreenVRpresenting;
  42194. private _canvas;
  42195. private _webVRCamera;
  42196. private _vrDeviceOrientationCamera;
  42197. private _deviceOrientationCamera;
  42198. private _existingCamera;
  42199. private _onKeyDown;
  42200. private _onVrDisplayPresentChange;
  42201. private _onVRDisplayChanged;
  42202. private _onVRRequestPresentStart;
  42203. private _onVRRequestPresentComplete;
  42204. /**
  42205. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  42206. */
  42207. enableGazeEvenWhenNoPointerLock: boolean;
  42208. /**
  42209. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42210. */
  42211. exitVROnDoubleTap: boolean;
  42212. /**
  42213. * Observable raised right before entering VR.
  42214. */
  42215. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42216. /**
  42217. * Observable raised when entering VR has completed.
  42218. */
  42219. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42220. /**
  42221. * Observable raised when exiting VR.
  42222. */
  42223. onExitingVRObservable: Observable<VRExperienceHelper>;
  42224. /**
  42225. * Observable raised when controller mesh is loaded.
  42226. */
  42227. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42228. /** Return this.onEnteringVRObservable
  42229. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42230. */
  42231. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42232. /** Return this.onExitingVRObservable
  42233. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42234. */
  42235. readonly onExitingVR: Observable<VRExperienceHelper>;
  42236. /** Return this.onControllerMeshLoadedObservable
  42237. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42238. */
  42239. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42240. private _rayLength;
  42241. private _useCustomVRButton;
  42242. private _teleportationRequested;
  42243. private _teleportActive;
  42244. private _floorMeshName;
  42245. private _floorMeshesCollection;
  42246. private _rotationAllowed;
  42247. private _teleportBackwardsVector;
  42248. private _teleportationTarget;
  42249. private _isDefaultTeleportationTarget;
  42250. private _postProcessMove;
  42251. private _teleportationFillColor;
  42252. private _teleportationBorderColor;
  42253. private _rotationAngle;
  42254. private _haloCenter;
  42255. private _cameraGazer;
  42256. private _padSensibilityUp;
  42257. private _padSensibilityDown;
  42258. private _leftController;
  42259. private _rightController;
  42260. /**
  42261. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42262. */
  42263. onNewMeshSelected: Observable<AbstractMesh>;
  42264. /**
  42265. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42266. */
  42267. onNewMeshPicked: Observable<PickingInfo>;
  42268. private _circleEase;
  42269. /**
  42270. * Observable raised before camera teleportation
  42271. */
  42272. onBeforeCameraTeleport: Observable<Vector3>;
  42273. /**
  42274. * Observable raised after camera teleportation
  42275. */
  42276. onAfterCameraTeleport: Observable<Vector3>;
  42277. /**
  42278. * Observable raised when current selected mesh gets unselected
  42279. */
  42280. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42281. private _raySelectionPredicate;
  42282. /**
  42283. * To be optionaly changed by user to define custom ray selection
  42284. */
  42285. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42286. /**
  42287. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42288. */
  42289. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42290. /**
  42291. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42292. */
  42293. teleportationEnabled: boolean;
  42294. private _defaultHeight;
  42295. private _teleportationInitialized;
  42296. private _interactionsEnabled;
  42297. private _interactionsRequested;
  42298. private _displayGaze;
  42299. private _displayLaserPointer;
  42300. /**
  42301. * The mesh used to display where the user is going to teleport.
  42302. */
  42303. /**
  42304. * Sets the mesh to be used to display where the user is going to teleport.
  42305. */
  42306. teleportationTarget: Mesh;
  42307. /**
  42308. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  42309. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42310. * See http://doc.babylonjs.com/resources/baking_transformations
  42311. */
  42312. gazeTrackerMesh: Mesh;
  42313. /**
  42314. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42315. */
  42316. updateGazeTrackerScale: boolean;
  42317. /**
  42318. * If the gaze trackers color should be updated when selecting meshes
  42319. */
  42320. updateGazeTrackerColor: boolean;
  42321. /**
  42322. * The gaze tracking mesh corresponding to the left controller
  42323. */
  42324. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42325. /**
  42326. * The gaze tracking mesh corresponding to the right controller
  42327. */
  42328. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42329. /**
  42330. * If the ray of the gaze should be displayed.
  42331. */
  42332. /**
  42333. * Sets if the ray of the gaze should be displayed.
  42334. */
  42335. displayGaze: boolean;
  42336. /**
  42337. * If the ray of the LaserPointer should be displayed.
  42338. */
  42339. /**
  42340. * Sets if the ray of the LaserPointer should be displayed.
  42341. */
  42342. displayLaserPointer: boolean;
  42343. /**
  42344. * The deviceOrientationCamera used as the camera when not in VR.
  42345. */
  42346. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42347. /**
  42348. * Based on the current WebVR support, returns the current VR camera used.
  42349. */
  42350. readonly currentVRCamera: Nullable<Camera>;
  42351. /**
  42352. * The webVRCamera which is used when in VR.
  42353. */
  42354. readonly webVRCamera: WebVRFreeCamera;
  42355. /**
  42356. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42357. */
  42358. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42359. /**
  42360. * The html button that is used to trigger entering into VR.
  42361. */
  42362. readonly vrButton: Nullable<HTMLButtonElement>;
  42363. private readonly _teleportationRequestInitiated;
  42364. /**
  42365. * Defines wether or not Pointer lock should be requested when switching to
  42366. * full screen.
  42367. */
  42368. requestPointerLockOnFullScreen: boolean;
  42369. /**
  42370. * Instantiates a VRExperienceHelper.
  42371. * Helps to quickly add VR support to an existing scene.
  42372. * @param scene The scene the VRExperienceHelper belongs to.
  42373. * @param webVROptions Options to modify the vr experience helper's behavior.
  42374. */
  42375. constructor(scene: Scene,
  42376. /** Options to modify the vr experience helper's behavior. */
  42377. webVROptions?: VRExperienceHelperOptions);
  42378. private _onDefaultMeshLoaded;
  42379. private _onResize;
  42380. private _onFullscreenChange;
  42381. /**
  42382. * Gets a value indicating if we are currently in VR mode.
  42383. */
  42384. readonly isInVRMode: boolean;
  42385. private onVrDisplayPresentChange;
  42386. private onVRDisplayChanged;
  42387. private moveButtonToBottomRight;
  42388. private displayVRButton;
  42389. private updateButtonVisibility;
  42390. private _cachedAngularSensibility;
  42391. /**
  42392. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42393. * Otherwise, will use the fullscreen API.
  42394. */
  42395. enterVR(): void;
  42396. /**
  42397. * Attempt to exit VR, or fullscreen.
  42398. */
  42399. exitVR(): void;
  42400. /**
  42401. * The position of the vr experience helper.
  42402. */
  42403. /**
  42404. * Sets the position of the vr experience helper.
  42405. */
  42406. position: Vector3;
  42407. /**
  42408. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42409. */
  42410. enableInteractions(): void;
  42411. private readonly _noControllerIsActive;
  42412. private beforeRender;
  42413. private _isTeleportationFloor;
  42414. /**
  42415. * Adds a floor mesh to be used for teleportation.
  42416. * @param floorMesh the mesh to be used for teleportation.
  42417. */
  42418. addFloorMesh(floorMesh: Mesh): void;
  42419. /**
  42420. * Removes a floor mesh from being used for teleportation.
  42421. * @param floorMesh the mesh to be removed.
  42422. */
  42423. removeFloorMesh(floorMesh: Mesh): void;
  42424. /**
  42425. * Enables interactions and teleportation using the VR controllers and gaze.
  42426. * @param vrTeleportationOptions options to modify teleportation behavior.
  42427. */
  42428. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42429. private _onNewGamepadConnected;
  42430. private _tryEnableInteractionOnController;
  42431. private _onNewGamepadDisconnected;
  42432. private _enableInteractionOnController;
  42433. private _checkTeleportWithRay;
  42434. private _checkRotate;
  42435. private _checkTeleportBackwards;
  42436. private _enableTeleportationOnController;
  42437. private _createTeleportationCircles;
  42438. private _displayTeleportationTarget;
  42439. private _hideTeleportationTarget;
  42440. private _rotateCamera;
  42441. private _moveTeleportationSelectorTo;
  42442. private _workingVector;
  42443. private _workingQuaternion;
  42444. private _workingMatrix;
  42445. /**
  42446. * Teleports the users feet to the desired location
  42447. * @param location The location where the user's feet should be placed
  42448. */
  42449. teleportCamera(location: Vector3): void;
  42450. private _convertNormalToDirectionOfRay;
  42451. private _castRayAndSelectObject;
  42452. private _notifySelectedMeshUnselected;
  42453. /**
  42454. * Sets the color of the laser ray from the vr controllers.
  42455. * @param color new color for the ray.
  42456. */
  42457. changeLaserColor(color: Color3): void;
  42458. /**
  42459. * Sets the color of the ray from the vr headsets gaze.
  42460. * @param color new color for the ray.
  42461. */
  42462. changeGazeColor(color: Color3): void;
  42463. /**
  42464. * Exits VR and disposes of the vr experience helper
  42465. */
  42466. dispose(): void;
  42467. /**
  42468. * Gets the name of the VRExperienceHelper class
  42469. * @returns "VRExperienceHelper"
  42470. */
  42471. getClassName(): string;
  42472. }
  42473. }
  42474. declare module "babylonjs/Cameras/VR/index" {
  42475. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42476. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42477. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42478. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42479. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42480. export * from "babylonjs/Cameras/VR/webVRCamera";
  42481. }
  42482. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42483. import { Observable } from "babylonjs/Misc/observable";
  42484. import { Nullable } from "babylonjs/types";
  42485. import { IDisposable, Scene } from "babylonjs/scene";
  42486. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42487. /**
  42488. * Manages an XRSession to work with Babylon's engine
  42489. * @see https://doc.babylonjs.com/how_to/webxr
  42490. */
  42491. export class WebXRSessionManager implements IDisposable {
  42492. private scene;
  42493. /**
  42494. * Fires every time a new xrFrame arrives which can be used to update the camera
  42495. */
  42496. onXRFrameObservable: Observable<any>;
  42497. /**
  42498. * Fires when the xr session is ended either by the device or manually done
  42499. */
  42500. onXRSessionEnded: Observable<any>;
  42501. /**
  42502. * Underlying xr session
  42503. */
  42504. session: XRSession;
  42505. /**
  42506. * Type of reference space used when creating the session
  42507. */
  42508. referenceSpace: XRReferenceSpace;
  42509. /** @hidden */
  42510. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42511. /**
  42512. * Current XR frame
  42513. */
  42514. currentFrame: Nullable<XRFrame>;
  42515. private _xrNavigator;
  42516. private baseLayer;
  42517. /**
  42518. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42519. * @param scene The scene which the session should be created for
  42520. */
  42521. constructor(scene: Scene);
  42522. /**
  42523. * Initializes the manager
  42524. * After initialization enterXR can be called to start an XR session
  42525. * @returns Promise which resolves after it is initialized
  42526. */
  42527. initializeAsync(): Promise<void>;
  42528. /**
  42529. * Initializes an xr session
  42530. * @param xrSessionMode mode to initialize
  42531. * @returns a promise which will resolve once the session has been initialized
  42532. */
  42533. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42534. /**
  42535. * Sets the reference space on the xr session
  42536. * @param referenceSpace space to set
  42537. * @returns a promise that will resolve once the reference space has been set
  42538. */
  42539. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42540. /**
  42541. * Updates the render state of the session
  42542. * @param state state to set
  42543. * @returns a promise that resolves once the render state has been updated
  42544. */
  42545. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42546. /**
  42547. * Starts rendering to the xr layer
  42548. * @returns a promise that will resolve once rendering has started
  42549. */
  42550. startRenderingToXRAsync(): Promise<void>;
  42551. /**
  42552. * Stops the xrSession and restores the renderloop
  42553. * @returns Promise which resolves after it exits XR
  42554. */
  42555. exitXRAsync(): Promise<unknown>;
  42556. /**
  42557. * Checks if a session would be supported for the creation options specified
  42558. * @param sessionMode session mode to check if supported eg. immersive-vr
  42559. * @returns true if supported
  42560. */
  42561. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42562. /**
  42563. * @hidden
  42564. * Converts the render layer of xrSession to a render target
  42565. * @param session session to create render target for
  42566. * @param scene scene the new render target should be created for
  42567. */
  42568. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42569. /**
  42570. * Disposes of the session manager
  42571. */
  42572. dispose(): void;
  42573. }
  42574. }
  42575. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42576. import { Scene } from "babylonjs/scene";
  42577. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42578. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42579. /**
  42580. * WebXR Camera which holds the views for the xrSession
  42581. * @see https://doc.babylonjs.com/how_to/webxr
  42582. */
  42583. export class WebXRCamera extends FreeCamera {
  42584. private static _TmpMatrix;
  42585. /**
  42586. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42587. * @param name the name of the camera
  42588. * @param scene the scene to add the camera to
  42589. */
  42590. constructor(name: string, scene: Scene);
  42591. private _updateNumberOfRigCameras;
  42592. /** @hidden */
  42593. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42594. /**
  42595. * Updates the cameras position from the current pose information of the XR session
  42596. * @param xrSessionManager the session containing pose information
  42597. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42598. */
  42599. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42600. }
  42601. }
  42602. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42603. import { Nullable } from "babylonjs/types";
  42604. import { IDisposable } from "babylonjs/scene";
  42605. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42606. /**
  42607. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42608. */
  42609. export class WebXRManagedOutputCanvas implements IDisposable {
  42610. private helper;
  42611. private _canvas;
  42612. /**
  42613. * xrpresent context of the canvas which can be used to display/mirror xr content
  42614. */
  42615. canvasContext: WebGLRenderingContext;
  42616. /**
  42617. * xr layer for the canvas
  42618. */
  42619. xrLayer: Nullable<XRWebGLLayer>;
  42620. /**
  42621. * Initializes the xr layer for the session
  42622. * @param xrSession xr session
  42623. * @returns a promise that will resolve once the XR Layer has been created
  42624. */
  42625. initializeXRLayerAsync(xrSession: any): any;
  42626. /**
  42627. * Initializes the canvas to be added/removed upon entering/exiting xr
  42628. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42629. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42630. */
  42631. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42632. /**
  42633. * Disposes of the object
  42634. */
  42635. dispose(): void;
  42636. private _setManagedOutputCanvas;
  42637. private _addCanvas;
  42638. private _removeCanvas;
  42639. }
  42640. }
  42641. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42642. import { Observable } from "babylonjs/Misc/observable";
  42643. import { IDisposable, Scene } from "babylonjs/scene";
  42644. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42645. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42646. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42647. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42648. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42649. /**
  42650. * States of the webXR experience
  42651. */
  42652. export enum WebXRState {
  42653. /**
  42654. * Transitioning to being in XR mode
  42655. */
  42656. ENTERING_XR = 0,
  42657. /**
  42658. * Transitioning to non XR mode
  42659. */
  42660. EXITING_XR = 1,
  42661. /**
  42662. * In XR mode and presenting
  42663. */
  42664. IN_XR = 2,
  42665. /**
  42666. * Not entered XR mode
  42667. */
  42668. NOT_IN_XR = 3
  42669. }
  42670. /**
  42671. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42672. * @see https://doc.babylonjs.com/how_to/webxr
  42673. */
  42674. export class WebXRExperienceHelper implements IDisposable {
  42675. private scene;
  42676. /**
  42677. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  42678. */
  42679. container: AbstractMesh;
  42680. /**
  42681. * Camera used to render xr content
  42682. */
  42683. camera: WebXRCamera;
  42684. /**
  42685. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42686. */
  42687. state: WebXRState;
  42688. private _setState;
  42689. private static _TmpVector;
  42690. /**
  42691. * Fires when the state of the experience helper has changed
  42692. */
  42693. onStateChangedObservable: Observable<WebXRState>;
  42694. /** Session manager used to keep track of xr session */
  42695. sessionManager: WebXRSessionManager;
  42696. private _nonVRCamera;
  42697. private _originalSceneAutoClear;
  42698. private _supported;
  42699. /**
  42700. * Creates the experience helper
  42701. * @param scene the scene to attach the experience helper to
  42702. * @returns a promise for the experience helper
  42703. */
  42704. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42705. /**
  42706. * Creates a WebXRExperienceHelper
  42707. * @param scene The scene the helper should be created in
  42708. */
  42709. private constructor();
  42710. /**
  42711. * Exits XR mode and returns the scene to its original state
  42712. * @returns promise that resolves after xr mode has exited
  42713. */
  42714. exitXRAsync(): Promise<unknown>;
  42715. /**
  42716. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42717. * @param sessionCreationOptions options for the XR session
  42718. * @param referenceSpaceType frame of reference of the XR session
  42719. * @param outputCanvas the output canvas that will be used to enter XR mode
  42720. * @returns promise that resolves after xr mode has entered
  42721. */
  42722. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42723. /**
  42724. * Updates the global position of the camera by moving the camera's container
  42725. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42726. * @param position The desired global position of the camera
  42727. */
  42728. setPositionOfCameraUsingContainer(position: Vector3): void;
  42729. /**
  42730. * Rotates the xr camera by rotating the camera's container around the camera's position
  42731. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42732. * @param rotation the desired quaternion rotation to apply to the camera
  42733. */
  42734. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42735. /**
  42736. * Disposes of the experience helper
  42737. */
  42738. dispose(): void;
  42739. }
  42740. }
  42741. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42742. import { Nullable } from "babylonjs/types";
  42743. import { Observable } from "babylonjs/Misc/observable";
  42744. import { IDisposable, Scene } from "babylonjs/scene";
  42745. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42746. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42747. /**
  42748. * Button which can be used to enter a different mode of XR
  42749. */
  42750. export class WebXREnterExitUIButton {
  42751. /** button element */
  42752. element: HTMLElement;
  42753. /** XR initialization options for the button */
  42754. sessionMode: XRSessionMode;
  42755. /** Reference space type */
  42756. referenceSpaceType: XRReferenceSpaceType;
  42757. /**
  42758. * Creates a WebXREnterExitUIButton
  42759. * @param element button element
  42760. * @param sessionMode XR initialization session mode
  42761. * @param referenceSpaceType the type of reference space to be used
  42762. */
  42763. constructor(
  42764. /** button element */
  42765. element: HTMLElement,
  42766. /** XR initialization options for the button */
  42767. sessionMode: XRSessionMode,
  42768. /** Reference space type */
  42769. referenceSpaceType: XRReferenceSpaceType);
  42770. /**
  42771. * Overwritable function which can be used to update the button's visuals when the state changes
  42772. * @param activeButton the current active button in the UI
  42773. */
  42774. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42775. }
  42776. /**
  42777. * Options to create the webXR UI
  42778. */
  42779. export class WebXREnterExitUIOptions {
  42780. /**
  42781. * Context to enter xr with
  42782. */
  42783. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42784. /**
  42785. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42786. */
  42787. customButtons?: Array<WebXREnterExitUIButton>;
  42788. }
  42789. /**
  42790. * UI to allow the user to enter/exit XR mode
  42791. */
  42792. export class WebXREnterExitUI implements IDisposable {
  42793. private scene;
  42794. private _overlay;
  42795. private _buttons;
  42796. private _activeButton;
  42797. /**
  42798. * Fired every time the active button is changed.
  42799. *
  42800. * When xr is entered via a button that launches xr that button will be the callback parameter
  42801. *
  42802. * When exiting xr the callback parameter will be null)
  42803. */
  42804. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42805. /**
  42806. * Creates UI to allow the user to enter/exit XR mode
  42807. * @param scene the scene to add the ui to
  42808. * @param helper the xr experience helper to enter/exit xr with
  42809. * @param options options to configure the UI
  42810. * @returns the created ui
  42811. */
  42812. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42813. private constructor();
  42814. private _updateButtons;
  42815. /**
  42816. * Disposes of the object
  42817. */
  42818. dispose(): void;
  42819. }
  42820. }
  42821. declare module "babylonjs/Cameras/XR/webXRController" {
  42822. import { Nullable } from "babylonjs/types";
  42823. import { Observable } from "babylonjs/Misc/observable";
  42824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42825. import { Ray } from "babylonjs/Culling/ray";
  42826. import { Scene } from "babylonjs/scene";
  42827. /**
  42828. * Represents an XR input
  42829. */
  42830. export class WebXRController {
  42831. private scene;
  42832. /** The underlying input source for the controller */
  42833. inputSource: XRInputSource;
  42834. private parentContainer;
  42835. /**
  42836. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  42837. */
  42838. grip?: AbstractMesh;
  42839. /**
  42840. * Pointer which can be used to select objects or attach a visible laser to
  42841. */
  42842. pointer: AbstractMesh;
  42843. /**
  42844. * Event that fires when the controller is removed/disposed
  42845. */
  42846. onDisposeObservable: Observable<{}>;
  42847. private _tmpMatrix;
  42848. private _tmpQuaternion;
  42849. private _tmpVector;
  42850. /**
  42851. * Creates the controller
  42852. * @see https://doc.babylonjs.com/how_to/webxr
  42853. * @param scene the scene which the controller should be associated to
  42854. * @param inputSource the underlying input source for the controller
  42855. * @param parentContainer parent that the controller meshes should be children of
  42856. */
  42857. constructor(scene: Scene,
  42858. /** The underlying input source for the controller */
  42859. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42860. /**
  42861. * Updates the controller pose based on the given XRFrame
  42862. * @param xrFrame xr frame to update the pose with
  42863. * @param referenceSpace reference space to use
  42864. */
  42865. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42866. /**
  42867. * Gets a world space ray coming from the controller
  42868. * @param result the resulting ray
  42869. */
  42870. getWorldPointerRayToRef(result: Ray): void;
  42871. /**
  42872. * Disposes of the object
  42873. */
  42874. dispose(): void;
  42875. }
  42876. }
  42877. declare module "babylonjs/Cameras/XR/webXRInput" {
  42878. import { Observable } from "babylonjs/Misc/observable";
  42879. import { IDisposable } from "babylonjs/scene";
  42880. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42881. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42882. /**
  42883. * XR input used to track XR inputs such as controllers/rays
  42884. */
  42885. export class WebXRInput implements IDisposable {
  42886. /**
  42887. * Base experience the input listens to
  42888. */
  42889. baseExperience: WebXRExperienceHelper;
  42890. /**
  42891. * XR controllers being tracked
  42892. */
  42893. controllers: Array<WebXRController>;
  42894. private _frameObserver;
  42895. private _stateObserver;
  42896. /**
  42897. * Event when a controller has been connected/added
  42898. */
  42899. onControllerAddedObservable: Observable<WebXRController>;
  42900. /**
  42901. * Event when a controller has been removed/disconnected
  42902. */
  42903. onControllerRemovedObservable: Observable<WebXRController>;
  42904. /**
  42905. * Initializes the WebXRInput
  42906. * @param baseExperience experience helper which the input should be created for
  42907. */
  42908. constructor(
  42909. /**
  42910. * Base experience the input listens to
  42911. */
  42912. baseExperience: WebXRExperienceHelper);
  42913. private _onInputSourcesChange;
  42914. private _addAndRemoveControllers;
  42915. /**
  42916. * Disposes of the object
  42917. */
  42918. dispose(): void;
  42919. }
  42920. }
  42921. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42922. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42923. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42924. /**
  42925. * Enables teleportation
  42926. */
  42927. export class WebXRControllerTeleportation {
  42928. private _teleportationFillColor;
  42929. private _teleportationBorderColor;
  42930. private _tmpRay;
  42931. private _tmpVector;
  42932. /**
  42933. * Creates a WebXRControllerTeleportation
  42934. * @param input input manager to add teleportation to
  42935. * @param floorMeshes floormeshes which can be teleported to
  42936. */
  42937. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42938. }
  42939. }
  42940. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42941. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42942. /**
  42943. * Handles pointer input automatically for the pointer of XR controllers
  42944. */
  42945. export class WebXRControllerPointerSelection {
  42946. private static _idCounter;
  42947. private _tmpRay;
  42948. /**
  42949. * Creates a WebXRControllerPointerSelection
  42950. * @param input input manager to setup pointer selection
  42951. */
  42952. constructor(input: WebXRInput);
  42953. private _convertNormalToDirectionOfRay;
  42954. private _updatePointerDistance;
  42955. }
  42956. }
  42957. declare module "babylonjs/Loading/sceneLoader" {
  42958. import { Observable } from "babylonjs/Misc/observable";
  42959. import { Nullable } from "babylonjs/types";
  42960. import { Scene } from "babylonjs/scene";
  42961. import { Engine } from "babylonjs/Engines/engine";
  42962. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42963. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42964. import { AssetContainer } from "babylonjs/assetContainer";
  42965. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42966. import { Skeleton } from "babylonjs/Bones/skeleton";
  42967. /**
  42968. * Class used to represent data loading progression
  42969. */
  42970. export class SceneLoaderProgressEvent {
  42971. /** defines if data length to load can be evaluated */
  42972. readonly lengthComputable: boolean;
  42973. /** defines the loaded data length */
  42974. readonly loaded: number;
  42975. /** defines the data length to load */
  42976. readonly total: number;
  42977. /**
  42978. * Create a new progress event
  42979. * @param lengthComputable defines if data length to load can be evaluated
  42980. * @param loaded defines the loaded data length
  42981. * @param total defines the data length to load
  42982. */
  42983. constructor(
  42984. /** defines if data length to load can be evaluated */
  42985. lengthComputable: boolean,
  42986. /** defines the loaded data length */
  42987. loaded: number,
  42988. /** defines the data length to load */
  42989. total: number);
  42990. /**
  42991. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42992. * @param event defines the source event
  42993. * @returns a new SceneLoaderProgressEvent
  42994. */
  42995. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42996. }
  42997. /**
  42998. * Interface used by SceneLoader plugins to define supported file extensions
  42999. */
  43000. export interface ISceneLoaderPluginExtensions {
  43001. /**
  43002. * Defines the list of supported extensions
  43003. */
  43004. [extension: string]: {
  43005. isBinary: boolean;
  43006. };
  43007. }
  43008. /**
  43009. * Interface used by SceneLoader plugin factory
  43010. */
  43011. export interface ISceneLoaderPluginFactory {
  43012. /**
  43013. * Defines the name of the factory
  43014. */
  43015. name: string;
  43016. /**
  43017. * Function called to create a new plugin
  43018. * @return the new plugin
  43019. */
  43020. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43021. /**
  43022. * Boolean indicating if the plugin can direct load specific data
  43023. */
  43024. canDirectLoad?: (data: string) => boolean;
  43025. }
  43026. /**
  43027. * Interface used to define a SceneLoader plugin
  43028. */
  43029. export interface ISceneLoaderPlugin {
  43030. /**
  43031. * The friendly name of this plugin.
  43032. */
  43033. name: string;
  43034. /**
  43035. * The file extensions supported by this plugin.
  43036. */
  43037. extensions: string | ISceneLoaderPluginExtensions;
  43038. /**
  43039. * Import meshes into a scene.
  43040. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43041. * @param scene The scene to import into
  43042. * @param data The data to import
  43043. * @param rootUrl The root url for scene and resources
  43044. * @param meshes The meshes array to import into
  43045. * @param particleSystems The particle systems array to import into
  43046. * @param skeletons The skeletons array to import into
  43047. * @param onError The callback when import fails
  43048. * @returns True if successful or false otherwise
  43049. */
  43050. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43051. /**
  43052. * Load into a scene.
  43053. * @param scene The scene to load into
  43054. * @param data The data to import
  43055. * @param rootUrl The root url for scene and resources
  43056. * @param onError The callback when import fails
  43057. * @returns true if successful or false otherwise
  43058. */
  43059. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43060. /**
  43061. * The callback that returns true if the data can be directly loaded.
  43062. */
  43063. canDirectLoad?: (data: string) => boolean;
  43064. /**
  43065. * The callback that allows custom handling of the root url based on the response url.
  43066. */
  43067. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43068. /**
  43069. * Load into an asset container.
  43070. * @param scene The scene to load into
  43071. * @param data The data to import
  43072. * @param rootUrl The root url for scene and resources
  43073. * @param onError The callback when import fails
  43074. * @returns The loaded asset container
  43075. */
  43076. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43077. }
  43078. /**
  43079. * Interface used to define an async SceneLoader plugin
  43080. */
  43081. export interface ISceneLoaderPluginAsync {
  43082. /**
  43083. * The friendly name of this plugin.
  43084. */
  43085. name: string;
  43086. /**
  43087. * The file extensions supported by this plugin.
  43088. */
  43089. extensions: string | ISceneLoaderPluginExtensions;
  43090. /**
  43091. * Import meshes into a scene.
  43092. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43093. * @param scene The scene to import into
  43094. * @param data The data to import
  43095. * @param rootUrl The root url for scene and resources
  43096. * @param onProgress The callback when the load progresses
  43097. * @param fileName Defines the name of the file to load
  43098. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43099. */
  43100. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43101. meshes: AbstractMesh[];
  43102. particleSystems: IParticleSystem[];
  43103. skeletons: Skeleton[];
  43104. animationGroups: AnimationGroup[];
  43105. }>;
  43106. /**
  43107. * Load into a scene.
  43108. * @param scene The scene to load into
  43109. * @param data The data to import
  43110. * @param rootUrl The root url for scene and resources
  43111. * @param onProgress The callback when the load progresses
  43112. * @param fileName Defines the name of the file to load
  43113. * @returns Nothing
  43114. */
  43115. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43116. /**
  43117. * The callback that returns true if the data can be directly loaded.
  43118. */
  43119. canDirectLoad?: (data: string) => boolean;
  43120. /**
  43121. * The callback that allows custom handling of the root url based on the response url.
  43122. */
  43123. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43124. /**
  43125. * Load into an asset container.
  43126. * @param scene The scene to load into
  43127. * @param data The data to import
  43128. * @param rootUrl The root url for scene and resources
  43129. * @param onProgress The callback when the load progresses
  43130. * @param fileName Defines the name of the file to load
  43131. * @returns The loaded asset container
  43132. */
  43133. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43134. }
  43135. /**
  43136. * Class used to load scene from various file formats using registered plugins
  43137. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43138. */
  43139. export class SceneLoader {
  43140. /**
  43141. * No logging while loading
  43142. */
  43143. static readonly NO_LOGGING: number;
  43144. /**
  43145. * Minimal logging while loading
  43146. */
  43147. static readonly MINIMAL_LOGGING: number;
  43148. /**
  43149. * Summary logging while loading
  43150. */
  43151. static readonly SUMMARY_LOGGING: number;
  43152. /**
  43153. * Detailled logging while loading
  43154. */
  43155. static readonly DETAILED_LOGGING: number;
  43156. /**
  43157. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43158. */
  43159. static ForceFullSceneLoadingForIncremental: boolean;
  43160. /**
  43161. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43162. */
  43163. static ShowLoadingScreen: boolean;
  43164. /**
  43165. * Defines the current logging level (while loading the scene)
  43166. * @ignorenaming
  43167. */
  43168. static loggingLevel: number;
  43169. /**
  43170. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43171. */
  43172. static CleanBoneMatrixWeights: boolean;
  43173. /**
  43174. * Event raised when a plugin is used to load a scene
  43175. */
  43176. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43177. private static _registeredPlugins;
  43178. private static _getDefaultPlugin;
  43179. private static _getPluginForExtension;
  43180. private static _getPluginForDirectLoad;
  43181. private static _getPluginForFilename;
  43182. private static _getDirectLoad;
  43183. private static _loadData;
  43184. private static _getFileInfo;
  43185. /**
  43186. * Gets a plugin that can load the given extension
  43187. * @param extension defines the extension to load
  43188. * @returns a plugin or null if none works
  43189. */
  43190. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43191. /**
  43192. * Gets a boolean indicating that the given extension can be loaded
  43193. * @param extension defines the extension to load
  43194. * @returns true if the extension is supported
  43195. */
  43196. static IsPluginForExtensionAvailable(extension: string): boolean;
  43197. /**
  43198. * Adds a new plugin to the list of registered plugins
  43199. * @param plugin defines the plugin to add
  43200. */
  43201. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43202. /**
  43203. * Import meshes into a scene
  43204. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43205. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43206. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43207. * @param scene the instance of BABYLON.Scene to append to
  43208. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43209. * @param onProgress a callback with a progress event for each file being loaded
  43210. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43211. * @param pluginExtension the extension used to determine the plugin
  43212. * @returns The loaded plugin
  43213. */
  43214. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43215. /**
  43216. * Import meshes into a scene
  43217. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43218. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43219. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43220. * @param scene the instance of BABYLON.Scene to append to
  43221. * @param onProgress a callback with a progress event for each file being loaded
  43222. * @param pluginExtension the extension used to determine the plugin
  43223. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43224. */
  43225. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43226. meshes: AbstractMesh[];
  43227. particleSystems: IParticleSystem[];
  43228. skeletons: Skeleton[];
  43229. animationGroups: AnimationGroup[];
  43230. }>;
  43231. /**
  43232. * Load a scene
  43233. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43234. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43235. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43236. * @param onSuccess a callback with the scene when import succeeds
  43237. * @param onProgress a callback with a progress event for each file being loaded
  43238. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43239. * @param pluginExtension the extension used to determine the plugin
  43240. * @returns The loaded plugin
  43241. */
  43242. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43243. /**
  43244. * Load a scene
  43245. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43246. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43247. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43248. * @param onProgress a callback with a progress event for each file being loaded
  43249. * @param pluginExtension the extension used to determine the plugin
  43250. * @returns The loaded scene
  43251. */
  43252. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43253. /**
  43254. * Append a scene
  43255. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43256. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43257. * @param scene is the instance of BABYLON.Scene to append to
  43258. * @param onSuccess a callback with the scene when import succeeds
  43259. * @param onProgress a callback with a progress event for each file being loaded
  43260. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43261. * @param pluginExtension the extension used to determine the plugin
  43262. * @returns The loaded plugin
  43263. */
  43264. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43265. /**
  43266. * Append a scene
  43267. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43268. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43269. * @param scene is the instance of BABYLON.Scene to append to
  43270. * @param onProgress a callback with a progress event for each file being loaded
  43271. * @param pluginExtension the extension used to determine the plugin
  43272. * @returns The given scene
  43273. */
  43274. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43275. /**
  43276. * Load a scene into an asset container
  43277. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43278. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43279. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43280. * @param onSuccess a callback with the scene when import succeeds
  43281. * @param onProgress a callback with a progress event for each file being loaded
  43282. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43283. * @param pluginExtension the extension used to determine the plugin
  43284. * @returns The loaded plugin
  43285. */
  43286. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43287. /**
  43288. * Load a scene into an asset container
  43289. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43290. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  43291. * @param scene is the instance of Scene to append to
  43292. * @param onProgress a callback with a progress event for each file being loaded
  43293. * @param pluginExtension the extension used to determine the plugin
  43294. * @returns The loaded asset container
  43295. */
  43296. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43297. }
  43298. }
  43299. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43300. import { Scene } from "babylonjs/scene";
  43301. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43302. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43303. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43304. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43305. /**
  43306. * Generic Controller
  43307. */
  43308. export class GenericController extends WebVRController {
  43309. /**
  43310. * Base Url for the controller model.
  43311. */
  43312. static readonly MODEL_BASE_URL: string;
  43313. /**
  43314. * File name for the controller model.
  43315. */
  43316. static readonly MODEL_FILENAME: string;
  43317. /**
  43318. * Creates a new GenericController from a gamepad
  43319. * @param vrGamepad the gamepad that the controller should be created from
  43320. */
  43321. constructor(vrGamepad: any);
  43322. /**
  43323. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43324. * @param scene scene in which to add meshes
  43325. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43326. */
  43327. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43328. /**
  43329. * Called once for each button that changed state since the last frame
  43330. * @param buttonIdx Which button index changed
  43331. * @param state New state of the button
  43332. * @param changes Which properties on the state changed since last frame
  43333. */
  43334. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43335. }
  43336. }
  43337. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43338. import { Observable } from "babylonjs/Misc/observable";
  43339. import { Scene } from "babylonjs/scene";
  43340. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43341. import { Ray } from "babylonjs/Culling/ray";
  43342. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43343. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43344. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43345. /**
  43346. * Defines the WindowsMotionController object that the state of the windows motion controller
  43347. */
  43348. export class WindowsMotionController extends WebVRController {
  43349. /**
  43350. * The base url used to load the left and right controller models
  43351. */
  43352. static MODEL_BASE_URL: string;
  43353. /**
  43354. * The name of the left controller model file
  43355. */
  43356. static MODEL_LEFT_FILENAME: string;
  43357. /**
  43358. * The name of the right controller model file
  43359. */
  43360. static MODEL_RIGHT_FILENAME: string;
  43361. /**
  43362. * The controller name prefix for this controller type
  43363. */
  43364. static readonly GAMEPAD_ID_PREFIX: string;
  43365. /**
  43366. * The controller id pattern for this controller type
  43367. */
  43368. private static readonly GAMEPAD_ID_PATTERN;
  43369. private _loadedMeshInfo;
  43370. private readonly _mapping;
  43371. /**
  43372. * Fired when the trackpad on this controller is clicked
  43373. */
  43374. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43375. /**
  43376. * Fired when the trackpad on this controller is modified
  43377. */
  43378. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43379. /**
  43380. * The current x and y values of this controller's trackpad
  43381. */
  43382. trackpad: StickValues;
  43383. /**
  43384. * Creates a new WindowsMotionController from a gamepad
  43385. * @param vrGamepad the gamepad that the controller should be created from
  43386. */
  43387. constructor(vrGamepad: any);
  43388. /**
  43389. * Fired when the trigger on this controller is modified
  43390. */
  43391. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43392. /**
  43393. * Fired when the menu button on this controller is modified
  43394. */
  43395. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43396. /**
  43397. * Fired when the grip button on this controller is modified
  43398. */
  43399. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43400. /**
  43401. * Fired when the thumbstick button on this controller is modified
  43402. */
  43403. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43404. /**
  43405. * Fired when the touchpad button on this controller is modified
  43406. */
  43407. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43408. /**
  43409. * Fired when the touchpad values on this controller are modified
  43410. */
  43411. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43412. private _updateTrackpad;
  43413. /**
  43414. * Called once per frame by the engine.
  43415. */
  43416. update(): void;
  43417. /**
  43418. * Called once for each button that changed state since the last frame
  43419. * @param buttonIdx Which button index changed
  43420. * @param state New state of the button
  43421. * @param changes Which properties on the state changed since last frame
  43422. */
  43423. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43424. /**
  43425. * Moves the buttons on the controller mesh based on their current state
  43426. * @param buttonName the name of the button to move
  43427. * @param buttonValue the value of the button which determines the buttons new position
  43428. */
  43429. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43430. /**
  43431. * Moves the axis on the controller mesh based on its current state
  43432. * @param axis the index of the axis
  43433. * @param axisValue the value of the axis which determines the meshes new position
  43434. * @hidden
  43435. */
  43436. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43437. /**
  43438. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43439. * @param scene scene in which to add meshes
  43440. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43441. */
  43442. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43443. /**
  43444. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43445. * can be transformed by button presses and axes values, based on this._mapping.
  43446. *
  43447. * @param scene scene in which the meshes exist
  43448. * @param meshes list of meshes that make up the controller model to process
  43449. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43450. */
  43451. private processModel;
  43452. private createMeshInfo;
  43453. /**
  43454. * Gets the ray of the controller in the direction the controller is pointing
  43455. * @param length the length the resulting ray should be
  43456. * @returns a ray in the direction the controller is pointing
  43457. */
  43458. getForwardRay(length?: number): Ray;
  43459. /**
  43460. * Disposes of the controller
  43461. */
  43462. dispose(): void;
  43463. }
  43464. }
  43465. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43466. import { Observable } from "babylonjs/Misc/observable";
  43467. import { Scene } from "babylonjs/scene";
  43468. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43469. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43470. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43471. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43472. /**
  43473. * Oculus Touch Controller
  43474. */
  43475. export class OculusTouchController extends WebVRController {
  43476. /**
  43477. * Base Url for the controller model.
  43478. */
  43479. static MODEL_BASE_URL: string;
  43480. /**
  43481. * File name for the left controller model.
  43482. */
  43483. static MODEL_LEFT_FILENAME: string;
  43484. /**
  43485. * File name for the right controller model.
  43486. */
  43487. static MODEL_RIGHT_FILENAME: string;
  43488. /**
  43489. * Base Url for the Quest controller model.
  43490. */
  43491. static QUEST_MODEL_BASE_URL: string;
  43492. /**
  43493. * @hidden
  43494. * If the controllers are running on a device that needs the updated Quest controller models
  43495. */
  43496. static _IsQuest: boolean;
  43497. /**
  43498. * Fired when the secondary trigger on this controller is modified
  43499. */
  43500. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43501. /**
  43502. * Fired when the thumb rest on this controller is modified
  43503. */
  43504. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43505. /**
  43506. * Creates a new OculusTouchController from a gamepad
  43507. * @param vrGamepad the gamepad that the controller should be created from
  43508. */
  43509. constructor(vrGamepad: any);
  43510. /**
  43511. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43512. * @param scene scene in which to add meshes
  43513. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43514. */
  43515. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43516. /**
  43517. * Fired when the A button on this controller is modified
  43518. */
  43519. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43520. /**
  43521. * Fired when the B button on this controller is modified
  43522. */
  43523. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43524. /**
  43525. * Fired when the X button on this controller is modified
  43526. */
  43527. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43528. /**
  43529. * Fired when the Y button on this controller is modified
  43530. */
  43531. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43532. /**
  43533. * Called once for each button that changed state since the last frame
  43534. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43535. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43536. * 2) secondary trigger (same)
  43537. * 3) A (right) X (left), touch, pressed = value
  43538. * 4) B / Y
  43539. * 5) thumb rest
  43540. * @param buttonIdx Which button index changed
  43541. * @param state New state of the button
  43542. * @param changes Which properties on the state changed since last frame
  43543. */
  43544. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43545. }
  43546. }
  43547. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43548. import { Scene } from "babylonjs/scene";
  43549. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43550. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43551. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43552. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43553. import { Observable } from "babylonjs/Misc/observable";
  43554. /**
  43555. * Vive Controller
  43556. */
  43557. export class ViveController extends WebVRController {
  43558. /**
  43559. * Base Url for the controller model.
  43560. */
  43561. static MODEL_BASE_URL: string;
  43562. /**
  43563. * File name for the controller model.
  43564. */
  43565. static MODEL_FILENAME: string;
  43566. /**
  43567. * Creates a new ViveController from a gamepad
  43568. * @param vrGamepad the gamepad that the controller should be created from
  43569. */
  43570. constructor(vrGamepad: any);
  43571. /**
  43572. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43573. * @param scene scene in which to add meshes
  43574. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43575. */
  43576. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43577. /**
  43578. * Fired when the left button on this controller is modified
  43579. */
  43580. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43581. /**
  43582. * Fired when the right button on this controller is modified
  43583. */
  43584. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43585. /**
  43586. * Fired when the menu button on this controller is modified
  43587. */
  43588. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43589. /**
  43590. * Called once for each button that changed state since the last frame
  43591. * Vive mapping:
  43592. * 0: touchpad
  43593. * 1: trigger
  43594. * 2: left AND right buttons
  43595. * 3: menu button
  43596. * @param buttonIdx Which button index changed
  43597. * @param state New state of the button
  43598. * @param changes Which properties on the state changed since last frame
  43599. */
  43600. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43601. }
  43602. }
  43603. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43604. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43605. /**
  43606. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43607. */
  43608. export class WebXRControllerModelLoader {
  43609. /**
  43610. * Creates the WebXRControllerModelLoader
  43611. * @param input xr input that creates the controllers
  43612. */
  43613. constructor(input: WebXRInput);
  43614. }
  43615. }
  43616. declare module "babylonjs/Cameras/XR/index" {
  43617. export * from "babylonjs/Cameras/XR/webXRCamera";
  43618. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43619. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43620. export * from "babylonjs/Cameras/XR/webXRInput";
  43621. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43622. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43623. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43624. export * from "babylonjs/Cameras/XR/webXRController";
  43625. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43626. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43627. }
  43628. declare module "babylonjs/Cameras/RigModes/index" {
  43629. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43630. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43631. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43632. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43633. }
  43634. declare module "babylonjs/Cameras/index" {
  43635. export * from "babylonjs/Cameras/Inputs/index";
  43636. export * from "babylonjs/Cameras/cameraInputsManager";
  43637. export * from "babylonjs/Cameras/camera";
  43638. export * from "babylonjs/Cameras/targetCamera";
  43639. export * from "babylonjs/Cameras/freeCamera";
  43640. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43641. export * from "babylonjs/Cameras/touchCamera";
  43642. export * from "babylonjs/Cameras/arcRotateCamera";
  43643. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43644. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43645. export * from "babylonjs/Cameras/flyCamera";
  43646. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43647. export * from "babylonjs/Cameras/followCamera";
  43648. export * from "babylonjs/Cameras/gamepadCamera";
  43649. export * from "babylonjs/Cameras/Stereoscopic/index";
  43650. export * from "babylonjs/Cameras/universalCamera";
  43651. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43652. export * from "babylonjs/Cameras/VR/index";
  43653. export * from "babylonjs/Cameras/XR/index";
  43654. export * from "babylonjs/Cameras/RigModes/index";
  43655. }
  43656. declare module "babylonjs/Collisions/index" {
  43657. export * from "babylonjs/Collisions/collider";
  43658. export * from "babylonjs/Collisions/collisionCoordinator";
  43659. export * from "babylonjs/Collisions/pickingInfo";
  43660. export * from "babylonjs/Collisions/intersectionInfo";
  43661. export * from "babylonjs/Collisions/meshCollisionData";
  43662. }
  43663. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43664. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43665. import { Vector3 } from "babylonjs/Maths/math.vector";
  43666. import { Ray } from "babylonjs/Culling/ray";
  43667. import { Plane } from "babylonjs/Maths/math.plane";
  43668. /**
  43669. * Contains an array of blocks representing the octree
  43670. */
  43671. export interface IOctreeContainer<T> {
  43672. /**
  43673. * Blocks within the octree
  43674. */
  43675. blocks: Array<OctreeBlock<T>>;
  43676. }
  43677. /**
  43678. * Class used to store a cell in an octree
  43679. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43680. */
  43681. export class OctreeBlock<T> {
  43682. /**
  43683. * Gets the content of the current block
  43684. */
  43685. entries: T[];
  43686. /**
  43687. * Gets the list of block children
  43688. */
  43689. blocks: Array<OctreeBlock<T>>;
  43690. private _depth;
  43691. private _maxDepth;
  43692. private _capacity;
  43693. private _minPoint;
  43694. private _maxPoint;
  43695. private _boundingVectors;
  43696. private _creationFunc;
  43697. /**
  43698. * Creates a new block
  43699. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43700. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43701. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43702. * @param depth defines the current depth of this block in the octree
  43703. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43704. * @param creationFunc defines a callback to call when an element is added to the block
  43705. */
  43706. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43707. /**
  43708. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43709. */
  43710. readonly capacity: number;
  43711. /**
  43712. * Gets the minimum vector (in world space) of the block's bounding box
  43713. */
  43714. readonly minPoint: Vector3;
  43715. /**
  43716. * Gets the maximum vector (in world space) of the block's bounding box
  43717. */
  43718. readonly maxPoint: Vector3;
  43719. /**
  43720. * Add a new element to this block
  43721. * @param entry defines the element to add
  43722. */
  43723. addEntry(entry: T): void;
  43724. /**
  43725. * Remove an element from this block
  43726. * @param entry defines the element to remove
  43727. */
  43728. removeEntry(entry: T): void;
  43729. /**
  43730. * Add an array of elements to this block
  43731. * @param entries defines the array of elements to add
  43732. */
  43733. addEntries(entries: T[]): void;
  43734. /**
  43735. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43736. * @param frustumPlanes defines the frustum planes to test
  43737. * @param selection defines the array to store current content if selection is positive
  43738. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43739. */
  43740. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43741. /**
  43742. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43743. * @param sphereCenter defines the bounding sphere center
  43744. * @param sphereRadius defines the bounding sphere radius
  43745. * @param selection defines the array to store current content if selection is positive
  43746. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43747. */
  43748. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43749. /**
  43750. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43751. * @param ray defines the ray to test with
  43752. * @param selection defines the array to store current content if selection is positive
  43753. */
  43754. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43755. /**
  43756. * Subdivide the content into child blocks (this block will then be empty)
  43757. */
  43758. createInnerBlocks(): void;
  43759. /**
  43760. * @hidden
  43761. */
  43762. static _CreateBlocks<T>(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer<T>, creationFunc: (entry: T, block: OctreeBlock<T>) => void): void;
  43763. }
  43764. }
  43765. declare module "babylonjs/Culling/Octrees/octree" {
  43766. import { SmartArray } from "babylonjs/Misc/smartArray";
  43767. import { Vector3 } from "babylonjs/Maths/math.vector";
  43768. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43769. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43770. import { Ray } from "babylonjs/Culling/ray";
  43771. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43772. import { Plane } from "babylonjs/Maths/math.plane";
  43773. /**
  43774. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43775. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43776. */
  43777. export class Octree<T> {
  43778. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43779. maxDepth: number;
  43780. /**
  43781. * Blocks within the octree containing objects
  43782. */
  43783. blocks: Array<OctreeBlock<T>>;
  43784. /**
  43785. * Content stored in the octree
  43786. */
  43787. dynamicContent: T[];
  43788. private _maxBlockCapacity;
  43789. private _selectionContent;
  43790. private _creationFunc;
  43791. /**
  43792. * Creates a octree
  43793. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43794. * @param creationFunc function to be used to instatiate the octree
  43795. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43796. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  43797. */
  43798. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43799. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43800. maxDepth?: number);
  43801. /**
  43802. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43803. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43804. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43805. * @param entries meshes to be added to the octree blocks
  43806. */
  43807. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43808. /**
  43809. * Adds a mesh to the octree
  43810. * @param entry Mesh to add to the octree
  43811. */
  43812. addMesh(entry: T): void;
  43813. /**
  43814. * Remove an element from the octree
  43815. * @param entry defines the element to remove
  43816. */
  43817. removeMesh(entry: T): void;
  43818. /**
  43819. * Selects an array of meshes within the frustum
  43820. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43821. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43822. * @returns array of meshes within the frustum
  43823. */
  43824. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43825. /**
  43826. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43827. * @param sphereCenter defines the bounding sphere center
  43828. * @param sphereRadius defines the bounding sphere radius
  43829. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43830. * @returns an array of objects that intersect the sphere
  43831. */
  43832. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43833. /**
  43834. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43835. * @param ray defines the ray to test with
  43836. * @returns array of intersected objects
  43837. */
  43838. intersectsRay(ray: Ray): SmartArray<T>;
  43839. /**
  43840. * Adds a mesh into the octree block if it intersects the block
  43841. */
  43842. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43843. /**
  43844. * Adds a submesh into the octree block if it intersects the block
  43845. */
  43846. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43847. }
  43848. }
  43849. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43850. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43851. import { Scene } from "babylonjs/scene";
  43852. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43853. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43854. import { Ray } from "babylonjs/Culling/ray";
  43855. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43856. import { Collider } from "babylonjs/Collisions/collider";
  43857. module "babylonjs/scene" {
  43858. interface Scene {
  43859. /**
  43860. * @hidden
  43861. * Backing Filed
  43862. */
  43863. _selectionOctree: Octree<AbstractMesh>;
  43864. /**
  43865. * Gets the octree used to boost mesh selection (picking)
  43866. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43867. */
  43868. selectionOctree: Octree<AbstractMesh>;
  43869. /**
  43870. * Creates or updates the octree used to boost selection (picking)
  43871. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43872. * @param maxCapacity defines the maximum capacity per leaf
  43873. * @param maxDepth defines the maximum depth of the octree
  43874. * @returns an octree of AbstractMesh
  43875. */
  43876. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43877. }
  43878. }
  43879. module "babylonjs/Meshes/abstractMesh" {
  43880. interface AbstractMesh {
  43881. /**
  43882. * @hidden
  43883. * Backing Field
  43884. */
  43885. _submeshesOctree: Octree<SubMesh>;
  43886. /**
  43887. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43888. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43889. * @param maxCapacity defines the maximum size of each block (64 by default)
  43890. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43891. * @returns the new octree
  43892. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43893. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43894. */
  43895. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43896. }
  43897. }
  43898. /**
  43899. * Defines the octree scene component responsible to manage any octrees
  43900. * in a given scene.
  43901. */
  43902. export class OctreeSceneComponent {
  43903. /**
  43904. * The component name help to identify the component in the list of scene components.
  43905. */
  43906. readonly name: string;
  43907. /**
  43908. * The scene the component belongs to.
  43909. */
  43910. scene: Scene;
  43911. /**
  43912. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43913. */
  43914. readonly checksIsEnabled: boolean;
  43915. /**
  43916. * Creates a new instance of the component for the given scene
  43917. * @param scene Defines the scene to register the component in
  43918. */
  43919. constructor(scene: Scene);
  43920. /**
  43921. * Registers the component in a given scene
  43922. */
  43923. register(): void;
  43924. /**
  43925. * Return the list of active meshes
  43926. * @returns the list of active meshes
  43927. */
  43928. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43929. /**
  43930. * Return the list of active sub meshes
  43931. * @param mesh The mesh to get the candidates sub meshes from
  43932. * @returns the list of active sub meshes
  43933. */
  43934. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43935. private _tempRay;
  43936. /**
  43937. * Return the list of sub meshes intersecting with a given local ray
  43938. * @param mesh defines the mesh to find the submesh for
  43939. * @param localRay defines the ray in local space
  43940. * @returns the list of intersecting sub meshes
  43941. */
  43942. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43943. /**
  43944. * Return the list of sub meshes colliding with a collider
  43945. * @param mesh defines the mesh to find the submesh for
  43946. * @param collider defines the collider to evaluate the collision against
  43947. * @returns the list of colliding sub meshes
  43948. */
  43949. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43950. /**
  43951. * Rebuilds the elements related to this component in case of
  43952. * context lost for instance.
  43953. */
  43954. rebuild(): void;
  43955. /**
  43956. * Disposes the component and the associated ressources.
  43957. */
  43958. dispose(): void;
  43959. }
  43960. }
  43961. declare module "babylonjs/Culling/Octrees/index" {
  43962. export * from "babylonjs/Culling/Octrees/octree";
  43963. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43964. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43965. }
  43966. declare module "babylonjs/Culling/index" {
  43967. export * from "babylonjs/Culling/boundingBox";
  43968. export * from "babylonjs/Culling/boundingInfo";
  43969. export * from "babylonjs/Culling/boundingSphere";
  43970. export * from "babylonjs/Culling/Octrees/index";
  43971. export * from "babylonjs/Culling/ray";
  43972. }
  43973. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43974. import { IDisposable, Scene } from "babylonjs/scene";
  43975. import { Nullable } from "babylonjs/types";
  43976. import { Observable } from "babylonjs/Misc/observable";
  43977. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43978. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43979. import { Camera } from "babylonjs/Cameras/camera";
  43980. /**
  43981. * Renders a layer on top of an existing scene
  43982. */
  43983. export class UtilityLayerRenderer implements IDisposable {
  43984. /** the original scene that will be rendered on top of */
  43985. originalScene: Scene;
  43986. private _pointerCaptures;
  43987. private _lastPointerEvents;
  43988. private static _DefaultUtilityLayer;
  43989. private static _DefaultKeepDepthUtilityLayer;
  43990. private _sharedGizmoLight;
  43991. private _renderCamera;
  43992. /**
  43993. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43994. * @returns the camera that is used when rendering the utility layer
  43995. */
  43996. getRenderCamera(): Nullable<Camera>;
  43997. /**
  43998. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43999. * @param cam the camera that should be used when rendering the utility layer
  44000. */
  44001. setRenderCamera(cam: Nullable<Camera>): void;
  44002. /**
  44003. * @hidden
  44004. * Light which used by gizmos to get light shading
  44005. */
  44006. _getSharedGizmoLight(): HemisphericLight;
  44007. /**
  44008. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44009. */
  44010. pickUtilitySceneFirst: boolean;
  44011. /**
  44012. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  44013. */
  44014. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44015. /**
  44016. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  44017. */
  44018. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44019. /**
  44020. * The scene that is rendered on top of the original scene
  44021. */
  44022. utilityLayerScene: Scene;
  44023. /**
  44024. * If the utility layer should automatically be rendered on top of existing scene
  44025. */
  44026. shouldRender: boolean;
  44027. /**
  44028. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44029. */
  44030. onlyCheckPointerDownEvents: boolean;
  44031. /**
  44032. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44033. */
  44034. processAllEvents: boolean;
  44035. /**
  44036. * Observable raised when the pointer move from the utility layer scene to the main scene
  44037. */
  44038. onPointerOutObservable: Observable<number>;
  44039. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44040. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44041. private _afterRenderObserver;
  44042. private _sceneDisposeObserver;
  44043. private _originalPointerObserver;
  44044. /**
  44045. * Instantiates a UtilityLayerRenderer
  44046. * @param originalScene the original scene that will be rendered on top of
  44047. * @param handleEvents boolean indicating if the utility layer should handle events
  44048. */
  44049. constructor(
  44050. /** the original scene that will be rendered on top of */
  44051. originalScene: Scene, handleEvents?: boolean);
  44052. private _notifyObservers;
  44053. /**
  44054. * Renders the utility layers scene on top of the original scene
  44055. */
  44056. render(): void;
  44057. /**
  44058. * Disposes of the renderer
  44059. */
  44060. dispose(): void;
  44061. private _updateCamera;
  44062. }
  44063. }
  44064. declare module "babylonjs/Gizmos/gizmo" {
  44065. import { Nullable } from "babylonjs/types";
  44066. import { IDisposable } from "babylonjs/scene";
  44067. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44068. import { Mesh } from "babylonjs/Meshes/mesh";
  44069. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44070. /**
  44071. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44072. */
  44073. export class Gizmo implements IDisposable {
  44074. /** The utility layer the gizmo will be added to */
  44075. gizmoLayer: UtilityLayerRenderer;
  44076. /**
  44077. * The root mesh of the gizmo
  44078. */
  44079. _rootMesh: Mesh;
  44080. private _attachedMesh;
  44081. /**
  44082. * Ratio for the scale of the gizmo (Default: 1)
  44083. */
  44084. scaleRatio: number;
  44085. /**
  44086. * If a custom mesh has been set (Default: false)
  44087. */
  44088. protected _customMeshSet: boolean;
  44089. /**
  44090. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44091. * * When set, interactions will be enabled
  44092. */
  44093. attachedMesh: Nullable<AbstractMesh>;
  44094. /**
  44095. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44096. * @param mesh The mesh to replace the default mesh of the gizmo
  44097. */
  44098. setCustomMesh(mesh: Mesh): void;
  44099. /**
  44100. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44101. */
  44102. updateGizmoRotationToMatchAttachedMesh: boolean;
  44103. /**
  44104. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44105. */
  44106. updateGizmoPositionToMatchAttachedMesh: boolean;
  44107. /**
  44108. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44109. */
  44110. updateScale: boolean;
  44111. protected _interactionsEnabled: boolean;
  44112. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44113. private _beforeRenderObserver;
  44114. private _tempVector;
  44115. /**
  44116. * Creates a gizmo
  44117. * @param gizmoLayer The utility layer the gizmo will be added to
  44118. */
  44119. constructor(
  44120. /** The utility layer the gizmo will be added to */
  44121. gizmoLayer?: UtilityLayerRenderer);
  44122. /**
  44123. * Updates the gizmo to match the attached mesh's position/rotation
  44124. */
  44125. protected _update(): void;
  44126. /**
  44127. * Disposes of the gizmo
  44128. */
  44129. dispose(): void;
  44130. }
  44131. }
  44132. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44133. import { Observable } from "babylonjs/Misc/observable";
  44134. import { Nullable } from "babylonjs/types";
  44135. import { Vector3 } from "babylonjs/Maths/math.vector";
  44136. import { Color3 } from "babylonjs/Maths/math.color";
  44137. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44138. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44139. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44140. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44141. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44142. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44143. import { Scene } from "babylonjs/scene";
  44144. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44145. /**
  44146. * Single plane drag gizmo
  44147. */
  44148. export class PlaneDragGizmo extends Gizmo {
  44149. /**
  44150. * Drag behavior responsible for the gizmos dragging interactions
  44151. */
  44152. dragBehavior: PointerDragBehavior;
  44153. private _pointerObserver;
  44154. /**
  44155. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44156. */
  44157. snapDistance: number;
  44158. /**
  44159. * Event that fires each time the gizmo snaps to a new location.
  44160. * * snapDistance is the the change in distance
  44161. */
  44162. onSnapObservable: Observable<{
  44163. snapDistance: number;
  44164. }>;
  44165. private _plane;
  44166. private _coloredMaterial;
  44167. private _hoverMaterial;
  44168. private _isEnabled;
  44169. private _parent;
  44170. /** @hidden */
  44171. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44172. /** @hidden */
  44173. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44174. /**
  44175. * Creates a PlaneDragGizmo
  44176. * @param gizmoLayer The utility layer the gizmo will be added to
  44177. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44178. * @param color The color of the gizmo
  44179. */
  44180. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44181. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44182. /**
  44183. * If the gizmo is enabled
  44184. */
  44185. isEnabled: boolean;
  44186. /**
  44187. * Disposes of the gizmo
  44188. */
  44189. dispose(): void;
  44190. }
  44191. }
  44192. declare module "babylonjs/Gizmos/positionGizmo" {
  44193. import { Observable } from "babylonjs/Misc/observable";
  44194. import { Nullable } from "babylonjs/types";
  44195. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44196. import { Mesh } from "babylonjs/Meshes/mesh";
  44197. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44198. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44199. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44200. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44201. /**
  44202. * Gizmo that enables dragging a mesh along 3 axis
  44203. */
  44204. export class PositionGizmo extends Gizmo {
  44205. /**
  44206. * Internal gizmo used for interactions on the x axis
  44207. */
  44208. xGizmo: AxisDragGizmo;
  44209. /**
  44210. * Internal gizmo used for interactions on the y axis
  44211. */
  44212. yGizmo: AxisDragGizmo;
  44213. /**
  44214. * Internal gizmo used for interactions on the z axis
  44215. */
  44216. zGizmo: AxisDragGizmo;
  44217. /**
  44218. * Internal gizmo used for interactions on the yz plane
  44219. */
  44220. xPlaneGizmo: PlaneDragGizmo;
  44221. /**
  44222. * Internal gizmo used for interactions on the xz plane
  44223. */
  44224. yPlaneGizmo: PlaneDragGizmo;
  44225. /**
  44226. * Internal gizmo used for interactions on the xy plane
  44227. */
  44228. zPlaneGizmo: PlaneDragGizmo;
  44229. /**
  44230. * private variables
  44231. */
  44232. private _meshAttached;
  44233. private _updateGizmoRotationToMatchAttachedMesh;
  44234. private _snapDistance;
  44235. private _scaleRatio;
  44236. /** Fires an event when any of it's sub gizmos are dragged */
  44237. onDragStartObservable: Observable<unknown>;
  44238. /** Fires an event when any of it's sub gizmos are released from dragging */
  44239. onDragEndObservable: Observable<unknown>;
  44240. /**
  44241. * If set to true, planar drag is enabled
  44242. */
  44243. private _planarGizmoEnabled;
  44244. attachedMesh: Nullable<AbstractMesh>;
  44245. /**
  44246. * Creates a PositionGizmo
  44247. * @param gizmoLayer The utility layer the gizmo will be added to
  44248. */
  44249. constructor(gizmoLayer?: UtilityLayerRenderer);
  44250. /**
  44251. * If the planar drag gizmo is enabled
  44252. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44253. */
  44254. planarGizmoEnabled: boolean;
  44255. updateGizmoRotationToMatchAttachedMesh: boolean;
  44256. /**
  44257. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44258. */
  44259. snapDistance: number;
  44260. /**
  44261. * Ratio for the scale of the gizmo (Default: 1)
  44262. */
  44263. scaleRatio: number;
  44264. /**
  44265. * Disposes of the gizmo
  44266. */
  44267. dispose(): void;
  44268. /**
  44269. * CustomMeshes are not supported by this gizmo
  44270. * @param mesh The mesh to replace the default mesh of the gizmo
  44271. */
  44272. setCustomMesh(mesh: Mesh): void;
  44273. }
  44274. }
  44275. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44276. import { Observable } from "babylonjs/Misc/observable";
  44277. import { Nullable } from "babylonjs/types";
  44278. import { Vector3 } from "babylonjs/Maths/math.vector";
  44279. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44280. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44281. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44282. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44283. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44284. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44285. import { Scene } from "babylonjs/scene";
  44286. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44287. import { Color3 } from "babylonjs/Maths/math.color";
  44288. /**
  44289. * Single axis drag gizmo
  44290. */
  44291. export class AxisDragGizmo extends Gizmo {
  44292. /**
  44293. * Drag behavior responsible for the gizmos dragging interactions
  44294. */
  44295. dragBehavior: PointerDragBehavior;
  44296. private _pointerObserver;
  44297. /**
  44298. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44299. */
  44300. snapDistance: number;
  44301. /**
  44302. * Event that fires each time the gizmo snaps to a new location.
  44303. * * snapDistance is the the change in distance
  44304. */
  44305. onSnapObservable: Observable<{
  44306. snapDistance: number;
  44307. }>;
  44308. private _isEnabled;
  44309. private _parent;
  44310. private _arrow;
  44311. private _coloredMaterial;
  44312. private _hoverMaterial;
  44313. /** @hidden */
  44314. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44315. /** @hidden */
  44316. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44317. /**
  44318. * Creates an AxisDragGizmo
  44319. * @param gizmoLayer The utility layer the gizmo will be added to
  44320. * @param dragAxis The axis which the gizmo will be able to drag on
  44321. * @param color The color of the gizmo
  44322. */
  44323. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44324. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44325. /**
  44326. * If the gizmo is enabled
  44327. */
  44328. isEnabled: boolean;
  44329. /**
  44330. * Disposes of the gizmo
  44331. */
  44332. dispose(): void;
  44333. }
  44334. }
  44335. declare module "babylonjs/Debug/axesViewer" {
  44336. import { Vector3 } from "babylonjs/Maths/math.vector";
  44337. import { Nullable } from "babylonjs/types";
  44338. import { Scene } from "babylonjs/scene";
  44339. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44340. /**
  44341. * The Axes viewer will show 3 axes in a specific point in space
  44342. */
  44343. export class AxesViewer {
  44344. private _xAxis;
  44345. private _yAxis;
  44346. private _zAxis;
  44347. private _scaleLinesFactor;
  44348. private _instanced;
  44349. /**
  44350. * Gets the hosting scene
  44351. */
  44352. scene: Scene;
  44353. /**
  44354. * Gets or sets a number used to scale line length
  44355. */
  44356. scaleLines: number;
  44357. /** Gets the node hierarchy used to render x-axis */
  44358. readonly xAxis: TransformNode;
  44359. /** Gets the node hierarchy used to render y-axis */
  44360. readonly yAxis: TransformNode;
  44361. /** Gets the node hierarchy used to render z-axis */
  44362. readonly zAxis: TransformNode;
  44363. /**
  44364. * Creates a new AxesViewer
  44365. * @param scene defines the hosting scene
  44366. * @param scaleLines defines a number used to scale line length (1 by default)
  44367. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44368. * @param xAxis defines the node hierarchy used to render the x-axis
  44369. * @param yAxis defines the node hierarchy used to render the y-axis
  44370. * @param zAxis defines the node hierarchy used to render the z-axis
  44371. */
  44372. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44373. /**
  44374. * Force the viewer to update
  44375. * @param position defines the position of the viewer
  44376. * @param xaxis defines the x axis of the viewer
  44377. * @param yaxis defines the y axis of the viewer
  44378. * @param zaxis defines the z axis of the viewer
  44379. */
  44380. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44381. /**
  44382. * Creates an instance of this axes viewer.
  44383. * @returns a new axes viewer with instanced meshes
  44384. */
  44385. createInstance(): AxesViewer;
  44386. /** Releases resources */
  44387. dispose(): void;
  44388. private static _SetRenderingGroupId;
  44389. }
  44390. }
  44391. declare module "babylonjs/Debug/boneAxesViewer" {
  44392. import { Nullable } from "babylonjs/types";
  44393. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44394. import { Vector3 } from "babylonjs/Maths/math.vector";
  44395. import { Mesh } from "babylonjs/Meshes/mesh";
  44396. import { Bone } from "babylonjs/Bones/bone";
  44397. import { Scene } from "babylonjs/scene";
  44398. /**
  44399. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44400. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44401. */
  44402. export class BoneAxesViewer extends AxesViewer {
  44403. /**
  44404. * Gets or sets the target mesh where to display the axes viewer
  44405. */
  44406. mesh: Nullable<Mesh>;
  44407. /**
  44408. * Gets or sets the target bone where to display the axes viewer
  44409. */
  44410. bone: Nullable<Bone>;
  44411. /** Gets current position */
  44412. pos: Vector3;
  44413. /** Gets direction of X axis */
  44414. xaxis: Vector3;
  44415. /** Gets direction of Y axis */
  44416. yaxis: Vector3;
  44417. /** Gets direction of Z axis */
  44418. zaxis: Vector3;
  44419. /**
  44420. * Creates a new BoneAxesViewer
  44421. * @param scene defines the hosting scene
  44422. * @param bone defines the target bone
  44423. * @param mesh defines the target mesh
  44424. * @param scaleLines defines a scaling factor for line length (1 by default)
  44425. */
  44426. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44427. /**
  44428. * Force the viewer to update
  44429. */
  44430. update(): void;
  44431. /** Releases resources */
  44432. dispose(): void;
  44433. }
  44434. }
  44435. declare module "babylonjs/Debug/debugLayer" {
  44436. import { Scene } from "babylonjs/scene";
  44437. /**
  44438. * Interface used to define scene explorer extensibility option
  44439. */
  44440. export interface IExplorerExtensibilityOption {
  44441. /**
  44442. * Define the option label
  44443. */
  44444. label: string;
  44445. /**
  44446. * Defines the action to execute on click
  44447. */
  44448. action: (entity: any) => void;
  44449. }
  44450. /**
  44451. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44452. */
  44453. export interface IExplorerExtensibilityGroup {
  44454. /**
  44455. * Defines a predicate to test if a given type mut be extended
  44456. */
  44457. predicate: (entity: any) => boolean;
  44458. /**
  44459. * Gets the list of options added to a type
  44460. */
  44461. entries: IExplorerExtensibilityOption[];
  44462. }
  44463. /**
  44464. * Interface used to define the options to use to create the Inspector
  44465. */
  44466. export interface IInspectorOptions {
  44467. /**
  44468. * Display in overlay mode (default: false)
  44469. */
  44470. overlay?: boolean;
  44471. /**
  44472. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44473. */
  44474. globalRoot?: HTMLElement;
  44475. /**
  44476. * Display the Scene explorer
  44477. */
  44478. showExplorer?: boolean;
  44479. /**
  44480. * Display the property inspector
  44481. */
  44482. showInspector?: boolean;
  44483. /**
  44484. * Display in embed mode (both panes on the right)
  44485. */
  44486. embedMode?: boolean;
  44487. /**
  44488. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44489. */
  44490. handleResize?: boolean;
  44491. /**
  44492. * Allow the panes to popup (default: true)
  44493. */
  44494. enablePopup?: boolean;
  44495. /**
  44496. * Allow the panes to be closed by users (default: true)
  44497. */
  44498. enableClose?: boolean;
  44499. /**
  44500. * Optional list of extensibility entries
  44501. */
  44502. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44503. /**
  44504. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44505. */
  44506. inspectorURL?: string;
  44507. }
  44508. module "babylonjs/scene" {
  44509. interface Scene {
  44510. /**
  44511. * @hidden
  44512. * Backing field
  44513. */
  44514. _debugLayer: DebugLayer;
  44515. /**
  44516. * Gets the debug layer (aka Inspector) associated with the scene
  44517. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44518. */
  44519. debugLayer: DebugLayer;
  44520. }
  44521. }
  44522. /**
  44523. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44524. * what is happening in your scene
  44525. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44526. */
  44527. export class DebugLayer {
  44528. /**
  44529. * Define the url to get the inspector script from.
  44530. * By default it uses the babylonjs CDN.
  44531. * @ignoreNaming
  44532. */
  44533. static InspectorURL: string;
  44534. private _scene;
  44535. private BJSINSPECTOR;
  44536. private _onPropertyChangedObservable?;
  44537. /**
  44538. * Observable triggered when a property is changed through the inspector.
  44539. */
  44540. readonly onPropertyChangedObservable: any;
  44541. /**
  44542. * Instantiates a new debug layer.
  44543. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44544. * what is happening in your scene
  44545. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44546. * @param scene Defines the scene to inspect
  44547. */
  44548. constructor(scene: Scene);
  44549. /** Creates the inspector window. */
  44550. private _createInspector;
  44551. /**
  44552. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44553. * @param entity defines the entity to select
  44554. * @param lineContainerTitle defines the specific block to highlight
  44555. */
  44556. select(entity: any, lineContainerTitle?: string): void;
  44557. /** Get the inspector from bundle or global */
  44558. private _getGlobalInspector;
  44559. /**
  44560. * Get if the inspector is visible or not.
  44561. * @returns true if visible otherwise, false
  44562. */
  44563. isVisible(): boolean;
  44564. /**
  44565. * Hide the inspector and close its window.
  44566. */
  44567. hide(): void;
  44568. /**
  44569. * Launch the debugLayer.
  44570. * @param config Define the configuration of the inspector
  44571. * @return a promise fulfilled when the debug layer is visible
  44572. */
  44573. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44574. }
  44575. }
  44576. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44577. import { Nullable } from "babylonjs/types";
  44578. import { Scene } from "babylonjs/scene";
  44579. import { Vector4 } from "babylonjs/Maths/math.vector";
  44580. import { Color4 } from "babylonjs/Maths/math.color";
  44581. import { Mesh } from "babylonjs/Meshes/mesh";
  44582. /**
  44583. * Class containing static functions to help procedurally build meshes
  44584. */
  44585. export class BoxBuilder {
  44586. /**
  44587. * Creates a box mesh
  44588. * * The parameter `size` sets the size (float) of each box side (default 1)
  44589. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44590. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  44591. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44592. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44593. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44594. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44595. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44596. * @param name defines the name of the mesh
  44597. * @param options defines the options used to create the mesh
  44598. * @param scene defines the hosting scene
  44599. * @returns the box mesh
  44600. */
  44601. static CreateBox(name: string, options: {
  44602. size?: number;
  44603. width?: number;
  44604. height?: number;
  44605. depth?: number;
  44606. faceUV?: Vector4[];
  44607. faceColors?: Color4[];
  44608. sideOrientation?: number;
  44609. frontUVs?: Vector4;
  44610. backUVs?: Vector4;
  44611. wrap?: boolean;
  44612. topBaseAt?: number;
  44613. bottomBaseAt?: number;
  44614. updatable?: boolean;
  44615. }, scene?: Nullable<Scene>): Mesh;
  44616. }
  44617. }
  44618. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44619. import { Vector4 } from "babylonjs/Maths/math.vector";
  44620. import { Mesh } from "babylonjs/Meshes/mesh";
  44621. /**
  44622. * Class containing static functions to help procedurally build meshes
  44623. */
  44624. export class SphereBuilder {
  44625. /**
  44626. * Creates a sphere mesh
  44627. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44628. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  44629. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44630. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  44631. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  44632. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44633. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44634. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44635. * @param name defines the name of the mesh
  44636. * @param options defines the options used to create the mesh
  44637. * @param scene defines the hosting scene
  44638. * @returns the sphere mesh
  44639. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44640. */
  44641. static CreateSphere(name: string, options: {
  44642. segments?: number;
  44643. diameter?: number;
  44644. diameterX?: number;
  44645. diameterY?: number;
  44646. diameterZ?: number;
  44647. arc?: number;
  44648. slice?: number;
  44649. sideOrientation?: number;
  44650. frontUVs?: Vector4;
  44651. backUVs?: Vector4;
  44652. updatable?: boolean;
  44653. }, scene: any): Mesh;
  44654. }
  44655. }
  44656. declare module "babylonjs/Debug/physicsViewer" {
  44657. import { Nullable } from "babylonjs/types";
  44658. import { Scene } from "babylonjs/scene";
  44659. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44660. import { Mesh } from "babylonjs/Meshes/mesh";
  44661. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44662. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44663. /**
  44664. * Used to show the physics impostor around the specific mesh
  44665. */
  44666. export class PhysicsViewer {
  44667. /** @hidden */
  44668. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44669. /** @hidden */
  44670. protected _meshes: Array<Nullable<AbstractMesh>>;
  44671. /** @hidden */
  44672. protected _scene: Nullable<Scene>;
  44673. /** @hidden */
  44674. protected _numMeshes: number;
  44675. /** @hidden */
  44676. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44677. private _renderFunction;
  44678. private _utilityLayer;
  44679. private _debugBoxMesh;
  44680. private _debugSphereMesh;
  44681. private _debugCylinderMesh;
  44682. private _debugMaterial;
  44683. private _debugMeshMeshes;
  44684. /**
  44685. * Creates a new PhysicsViewer
  44686. * @param scene defines the hosting scene
  44687. */
  44688. constructor(scene: Scene);
  44689. /** @hidden */
  44690. protected _updateDebugMeshes(): void;
  44691. /**
  44692. * Renders a specified physic impostor
  44693. * @param impostor defines the impostor to render
  44694. * @param targetMesh defines the mesh represented by the impostor
  44695. * @returns the new debug mesh used to render the impostor
  44696. */
  44697. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44698. /**
  44699. * Hides a specified physic impostor
  44700. * @param impostor defines the impostor to hide
  44701. */
  44702. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44703. private _getDebugMaterial;
  44704. private _getDebugBoxMesh;
  44705. private _getDebugSphereMesh;
  44706. private _getDebugCylinderMesh;
  44707. private _getDebugMeshMesh;
  44708. private _getDebugMesh;
  44709. /** Releases all resources */
  44710. dispose(): void;
  44711. }
  44712. }
  44713. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44714. import { Vector3 } from "babylonjs/Maths/math.vector";
  44715. import { Color4 } from "babylonjs/Maths/math.color";
  44716. import { Nullable } from "babylonjs/types";
  44717. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44718. import { Scene } from "babylonjs/scene";
  44719. /**
  44720. * Class containing static functions to help procedurally build meshes
  44721. */
  44722. export class LinesBuilder {
  44723. /**
  44724. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44725. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  44726. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44727. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44728. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44729. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44730. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44731. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44732. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44733. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44734. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44735. * @param name defines the name of the new line system
  44736. * @param options defines the options used to create the line system
  44737. * @param scene defines the hosting scene
  44738. * @returns a new line system mesh
  44739. */
  44740. static CreateLineSystem(name: string, options: {
  44741. lines: Vector3[][];
  44742. updatable?: boolean;
  44743. instance?: Nullable<LinesMesh>;
  44744. colors?: Nullable<Color4[][]>;
  44745. useVertexAlpha?: boolean;
  44746. }, scene: Nullable<Scene>): LinesMesh;
  44747. /**
  44748. * Creates a line mesh
  44749. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44750. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44751. * * The parameter `points` is an array successive Vector3
  44752. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44753. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44754. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44755. * * When updating an instance, remember that only point positions can change, not the number of points
  44756. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44757. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44758. * @param name defines the name of the new line system
  44759. * @param options defines the options used to create the line system
  44760. * @param scene defines the hosting scene
  44761. * @returns a new line mesh
  44762. */
  44763. static CreateLines(name: string, options: {
  44764. points: Vector3[];
  44765. updatable?: boolean;
  44766. instance?: Nullable<LinesMesh>;
  44767. colors?: Color4[];
  44768. useVertexAlpha?: boolean;
  44769. }, scene?: Nullable<Scene>): LinesMesh;
  44770. /**
  44771. * Creates a dashed line mesh
  44772. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44773. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44774. * * The parameter `points` is an array successive Vector3
  44775. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44776. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44777. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44778. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44779. * * When updating an instance, remember that only point positions can change, not the number of points
  44780. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44781. * @param name defines the name of the mesh
  44782. * @param options defines the options used to create the mesh
  44783. * @param scene defines the hosting scene
  44784. * @returns the dashed line mesh
  44785. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44786. */
  44787. static CreateDashedLines(name: string, options: {
  44788. points: Vector3[];
  44789. dashSize?: number;
  44790. gapSize?: number;
  44791. dashNb?: number;
  44792. updatable?: boolean;
  44793. instance?: LinesMesh;
  44794. }, scene?: Nullable<Scene>): LinesMesh;
  44795. }
  44796. }
  44797. declare module "babylonjs/Debug/rayHelper" {
  44798. import { Nullable } from "babylonjs/types";
  44799. import { Ray } from "babylonjs/Culling/ray";
  44800. import { Vector3 } from "babylonjs/Maths/math.vector";
  44801. import { Color3 } from "babylonjs/Maths/math.color";
  44802. import { Scene } from "babylonjs/scene";
  44803. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44804. import "babylonjs/Meshes/Builders/linesBuilder";
  44805. /**
  44806. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44807. * in order to better appreciate the issue one might have.
  44808. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44809. */
  44810. export class RayHelper {
  44811. /**
  44812. * Defines the ray we are currently tryin to visualize.
  44813. */
  44814. ray: Nullable<Ray>;
  44815. private _renderPoints;
  44816. private _renderLine;
  44817. private _renderFunction;
  44818. private _scene;
  44819. private _updateToMeshFunction;
  44820. private _attachedToMesh;
  44821. private _meshSpaceDirection;
  44822. private _meshSpaceOrigin;
  44823. /**
  44824. * Helper function to create a colored helper in a scene in one line.
  44825. * @param ray Defines the ray we are currently tryin to visualize
  44826. * @param scene Defines the scene the ray is used in
  44827. * @param color Defines the color we want to see the ray in
  44828. * @returns The newly created ray helper.
  44829. */
  44830. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44831. /**
  44832. * Instantiate a new ray helper.
  44833. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44834. * in order to better appreciate the issue one might have.
  44835. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44836. * @param ray Defines the ray we are currently tryin to visualize
  44837. */
  44838. constructor(ray: Ray);
  44839. /**
  44840. * Shows the ray we are willing to debug.
  44841. * @param scene Defines the scene the ray needs to be rendered in
  44842. * @param color Defines the color the ray needs to be rendered in
  44843. */
  44844. show(scene: Scene, color?: Color3): void;
  44845. /**
  44846. * Hides the ray we are debugging.
  44847. */
  44848. hide(): void;
  44849. private _render;
  44850. /**
  44851. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44852. * @param mesh Defines the mesh we want the helper attached to
  44853. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44854. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44855. * @param length Defines the length of the ray
  44856. */
  44857. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44858. /**
  44859. * Detach the ray helper from the mesh it has previously been attached to.
  44860. */
  44861. detachFromMesh(): void;
  44862. private _updateToMesh;
  44863. /**
  44864. * Dispose the helper and release its associated resources.
  44865. */
  44866. dispose(): void;
  44867. }
  44868. }
  44869. declare module "babylonjs/Debug/skeletonViewer" {
  44870. import { Color3 } from "babylonjs/Maths/math.color";
  44871. import { Scene } from "babylonjs/scene";
  44872. import { Nullable } from "babylonjs/types";
  44873. import { Skeleton } from "babylonjs/Bones/skeleton";
  44874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44875. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44876. /**
  44877. * Class used to render a debug view of a given skeleton
  44878. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44879. */
  44880. export class SkeletonViewer {
  44881. /** defines the skeleton to render */
  44882. skeleton: Skeleton;
  44883. /** defines the mesh attached to the skeleton */
  44884. mesh: AbstractMesh;
  44885. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44886. autoUpdateBonesMatrices: boolean;
  44887. /** defines the rendering group id to use with the viewer */
  44888. renderingGroupId: number;
  44889. /** Gets or sets the color used to render the skeleton */
  44890. color: Color3;
  44891. private _scene;
  44892. private _debugLines;
  44893. private _debugMesh;
  44894. private _isEnabled;
  44895. private _renderFunction;
  44896. private _utilityLayer;
  44897. /**
  44898. * Returns the mesh used to render the bones
  44899. */
  44900. readonly debugMesh: Nullable<LinesMesh>;
  44901. /**
  44902. * Creates a new SkeletonViewer
  44903. * @param skeleton defines the skeleton to render
  44904. * @param mesh defines the mesh attached to the skeleton
  44905. * @param scene defines the hosting scene
  44906. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44907. * @param renderingGroupId defines the rendering group id to use with the viewer
  44908. */
  44909. constructor(
  44910. /** defines the skeleton to render */
  44911. skeleton: Skeleton,
  44912. /** defines the mesh attached to the skeleton */
  44913. mesh: AbstractMesh, scene: Scene,
  44914. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44915. autoUpdateBonesMatrices?: boolean,
  44916. /** defines the rendering group id to use with the viewer */
  44917. renderingGroupId?: number);
  44918. /** Gets or sets a boolean indicating if the viewer is enabled */
  44919. isEnabled: boolean;
  44920. private _getBonePosition;
  44921. private _getLinesForBonesWithLength;
  44922. private _getLinesForBonesNoLength;
  44923. /** Update the viewer to sync with current skeleton state */
  44924. update(): void;
  44925. /** Release associated resources */
  44926. dispose(): void;
  44927. }
  44928. }
  44929. declare module "babylonjs/Debug/index" {
  44930. export * from "babylonjs/Debug/axesViewer";
  44931. export * from "babylonjs/Debug/boneAxesViewer";
  44932. export * from "babylonjs/Debug/debugLayer";
  44933. export * from "babylonjs/Debug/physicsViewer";
  44934. export * from "babylonjs/Debug/rayHelper";
  44935. export * from "babylonjs/Debug/skeletonViewer";
  44936. }
  44937. declare module "babylonjs/Engines/nullEngine" {
  44938. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44939. import { Scene } from "babylonjs/scene";
  44940. import { Engine } from "babylonjs/Engines/engine";
  44941. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44942. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44943. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44944. import { Effect } from "babylonjs/Materials/effect";
  44945. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44946. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44947. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44948. /**
  44949. * Options to create the null engine
  44950. */
  44951. export class NullEngineOptions {
  44952. /**
  44953. * Render width (Default: 512)
  44954. */
  44955. renderWidth: number;
  44956. /**
  44957. * Render height (Default: 256)
  44958. */
  44959. renderHeight: number;
  44960. /**
  44961. * Texture size (Default: 512)
  44962. */
  44963. textureSize: number;
  44964. /**
  44965. * If delta time between frames should be constant
  44966. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44967. */
  44968. deterministicLockstep: boolean;
  44969. /**
  44970. * Maximum about of steps between frames (Default: 4)
  44971. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44972. */
  44973. lockstepMaxSteps: number;
  44974. }
  44975. /**
  44976. * The null engine class provides support for headless version of babylon.js.
  44977. * This can be used in server side scenario or for testing purposes
  44978. */
  44979. export class NullEngine extends Engine {
  44980. private _options;
  44981. /**
  44982. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44983. */
  44984. isDeterministicLockStep(): boolean;
  44985. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44986. getLockstepMaxSteps(): number;
  44987. /**
  44988. * Sets hardware scaling, used to save performance if needed
  44989. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44990. */
  44991. getHardwareScalingLevel(): number;
  44992. constructor(options?: NullEngineOptions);
  44993. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44994. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44995. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44996. getRenderWidth(useScreen?: boolean): number;
  44997. getRenderHeight(useScreen?: boolean): number;
  44998. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44999. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45000. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45001. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45002. bindSamplers(effect: Effect): void;
  45003. enableEffect(effect: Effect): void;
  45004. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45005. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45006. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45007. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45008. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45009. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45010. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45011. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45012. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45013. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45014. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45015. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45016. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45017. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45018. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45019. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45020. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45021. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45022. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45023. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45024. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45025. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45026. bindBuffers(vertexBuffers: {
  45027. [key: string]: VertexBuffer;
  45028. }, indexBuffer: DataBuffer, effect: Effect): void;
  45029. wipeCaches(bruteForce?: boolean): void;
  45030. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45031. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45032. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45033. /** @hidden */
  45034. _createTexture(): WebGLTexture;
  45035. /** @hidden */
  45036. _releaseTexture(texture: InternalTexture): void;
  45037. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  45038. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45039. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45040. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45041. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45042. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45043. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45044. areAllEffectsReady(): boolean;
  45045. /**
  45046. * @hidden
  45047. * Get the current error code of the webGL context
  45048. * @returns the error code
  45049. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45050. */
  45051. getError(): number;
  45052. /** @hidden */
  45053. _getUnpackAlignement(): number;
  45054. /** @hidden */
  45055. _unpackFlipY(value: boolean): void;
  45056. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45057. /**
  45058. * Updates a dynamic vertex buffer.
  45059. * @param vertexBuffer the vertex buffer to update
  45060. * @param data the data used to update the vertex buffer
  45061. * @param byteOffset the byte offset of the data (optional)
  45062. * @param byteLength the byte length of the data (optional)
  45063. */
  45064. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45065. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45066. /** @hidden */
  45067. _bindTexture(channel: number, texture: InternalTexture): void;
  45068. /** @hidden */
  45069. _releaseBuffer(buffer: DataBuffer): boolean;
  45070. releaseEffects(): void;
  45071. displayLoadingUI(): void;
  45072. hideLoadingUI(): void;
  45073. /** @hidden */
  45074. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45075. /** @hidden */
  45076. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45077. /** @hidden */
  45078. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45079. /** @hidden */
  45080. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45081. }
  45082. }
  45083. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45084. import { Nullable, int } from "babylonjs/types";
  45085. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45086. /** @hidden */
  45087. export class _OcclusionDataStorage {
  45088. /** @hidden */
  45089. occlusionInternalRetryCounter: number;
  45090. /** @hidden */
  45091. isOcclusionQueryInProgress: boolean;
  45092. /** @hidden */
  45093. isOccluded: boolean;
  45094. /** @hidden */
  45095. occlusionRetryCount: number;
  45096. /** @hidden */
  45097. occlusionType: number;
  45098. /** @hidden */
  45099. occlusionQueryAlgorithmType: number;
  45100. }
  45101. module "babylonjs/Engines/engine" {
  45102. interface Engine {
  45103. /**
  45104. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45105. * @return the new query
  45106. */
  45107. createQuery(): WebGLQuery;
  45108. /**
  45109. * Delete and release a webGL query
  45110. * @param query defines the query to delete
  45111. * @return the current engine
  45112. */
  45113. deleteQuery(query: WebGLQuery): Engine;
  45114. /**
  45115. * Check if a given query has resolved and got its value
  45116. * @param query defines the query to check
  45117. * @returns true if the query got its value
  45118. */
  45119. isQueryResultAvailable(query: WebGLQuery): boolean;
  45120. /**
  45121. * Gets the value of a given query
  45122. * @param query defines the query to check
  45123. * @returns the value of the query
  45124. */
  45125. getQueryResult(query: WebGLQuery): number;
  45126. /**
  45127. * Initiates an occlusion query
  45128. * @param algorithmType defines the algorithm to use
  45129. * @param query defines the query to use
  45130. * @returns the current engine
  45131. * @see http://doc.babylonjs.com/features/occlusionquery
  45132. */
  45133. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45134. /**
  45135. * Ends an occlusion query
  45136. * @see http://doc.babylonjs.com/features/occlusionquery
  45137. * @param algorithmType defines the algorithm to use
  45138. * @returns the current engine
  45139. */
  45140. endOcclusionQuery(algorithmType: number): Engine;
  45141. /**
  45142. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45143. * Please note that only one query can be issued at a time
  45144. * @returns a time token used to track the time span
  45145. */
  45146. startTimeQuery(): Nullable<_TimeToken>;
  45147. /**
  45148. * Ends a time query
  45149. * @param token defines the token used to measure the time span
  45150. * @returns the time spent (in ns)
  45151. */
  45152. endTimeQuery(token: _TimeToken): int;
  45153. /** @hidden */
  45154. _currentNonTimestampToken: Nullable<_TimeToken>;
  45155. /** @hidden */
  45156. _createTimeQuery(): WebGLQuery;
  45157. /** @hidden */
  45158. _deleteTimeQuery(query: WebGLQuery): void;
  45159. /** @hidden */
  45160. _getGlAlgorithmType(algorithmType: number): number;
  45161. /** @hidden */
  45162. _getTimeQueryResult(query: WebGLQuery): any;
  45163. /** @hidden */
  45164. _getTimeQueryAvailability(query: WebGLQuery): any;
  45165. }
  45166. }
  45167. module "babylonjs/Meshes/abstractMesh" {
  45168. interface AbstractMesh {
  45169. /**
  45170. * Backing filed
  45171. * @hidden
  45172. */
  45173. __occlusionDataStorage: _OcclusionDataStorage;
  45174. /**
  45175. * Access property
  45176. * @hidden
  45177. */
  45178. _occlusionDataStorage: _OcclusionDataStorage;
  45179. /**
  45180. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  45181. * The default value is -1 which means don't break the query and wait till the result
  45182. * @see http://doc.babylonjs.com/features/occlusionquery
  45183. */
  45184. occlusionRetryCount: number;
  45185. /**
  45186. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  45187. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45188. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45189. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  45190. * @see http://doc.babylonjs.com/features/occlusionquery
  45191. */
  45192. occlusionType: number;
  45193. /**
  45194. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45195. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45196. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  45197. * @see http://doc.babylonjs.com/features/occlusionquery
  45198. */
  45199. occlusionQueryAlgorithmType: number;
  45200. /**
  45201. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  45202. * @see http://doc.babylonjs.com/features/occlusionquery
  45203. */
  45204. isOccluded: boolean;
  45205. /**
  45206. * Flag to check the progress status of the query
  45207. * @see http://doc.babylonjs.com/features/occlusionquery
  45208. */
  45209. isOcclusionQueryInProgress: boolean;
  45210. }
  45211. }
  45212. }
  45213. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45214. import { Nullable } from "babylonjs/types";
  45215. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45216. /** @hidden */
  45217. export var _forceTransformFeedbackToBundle: boolean;
  45218. module "babylonjs/Engines/engine" {
  45219. interface Engine {
  45220. /**
  45221. * Creates a webGL transform feedback object
  45222. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45223. * @returns the webGL transform feedback object
  45224. */
  45225. createTransformFeedback(): WebGLTransformFeedback;
  45226. /**
  45227. * Delete a webGL transform feedback object
  45228. * @param value defines the webGL transform feedback object to delete
  45229. */
  45230. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45231. /**
  45232. * Bind a webGL transform feedback object to the webgl context
  45233. * @param value defines the webGL transform feedback object to bind
  45234. */
  45235. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45236. /**
  45237. * Begins a transform feedback operation
  45238. * @param usePoints defines if points or triangles must be used
  45239. */
  45240. beginTransformFeedback(usePoints: boolean): void;
  45241. /**
  45242. * Ends a transform feedback operation
  45243. */
  45244. endTransformFeedback(): void;
  45245. /**
  45246. * Specify the varyings to use with transform feedback
  45247. * @param program defines the associated webGL program
  45248. * @param value defines the list of strings representing the varying names
  45249. */
  45250. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45251. /**
  45252. * Bind a webGL buffer for a transform feedback operation
  45253. * @param value defines the webGL buffer to bind
  45254. */
  45255. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45256. }
  45257. }
  45258. }
  45259. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45260. import { Scene } from "babylonjs/scene";
  45261. import { Engine } from "babylonjs/Engines/engine";
  45262. import { Texture } from "babylonjs/Materials/Textures/texture";
  45263. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45264. import "babylonjs/Engines/Extensions/engine.multiRender";
  45265. /**
  45266. * Creation options of the multi render target texture.
  45267. */
  45268. export interface IMultiRenderTargetOptions {
  45269. /**
  45270. * Define if the texture needs to create mip maps after render.
  45271. */
  45272. generateMipMaps?: boolean;
  45273. /**
  45274. * Define the types of all the draw buffers we want to create
  45275. */
  45276. types?: number[];
  45277. /**
  45278. * Define the sampling modes of all the draw buffers we want to create
  45279. */
  45280. samplingModes?: number[];
  45281. /**
  45282. * Define if a depth buffer is required
  45283. */
  45284. generateDepthBuffer?: boolean;
  45285. /**
  45286. * Define if a stencil buffer is required
  45287. */
  45288. generateStencilBuffer?: boolean;
  45289. /**
  45290. * Define if a depth texture is required instead of a depth buffer
  45291. */
  45292. generateDepthTexture?: boolean;
  45293. /**
  45294. * Define the number of desired draw buffers
  45295. */
  45296. textureCount?: number;
  45297. /**
  45298. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45299. */
  45300. doNotChangeAspectRatio?: boolean;
  45301. /**
  45302. * Define the default type of the buffers we are creating
  45303. */
  45304. defaultType?: number;
  45305. }
  45306. /**
  45307. * A multi render target, like a render target provides the ability to render to a texture.
  45308. * Unlike the render target, it can render to several draw buffers in one draw.
  45309. * This is specially interesting in deferred rendering or for any effects requiring more than
  45310. * just one color from a single pass.
  45311. */
  45312. export class MultiRenderTarget extends RenderTargetTexture {
  45313. private _internalTextures;
  45314. private _textures;
  45315. private _multiRenderTargetOptions;
  45316. /**
  45317. * Get if draw buffers are currently supported by the used hardware and browser.
  45318. */
  45319. readonly isSupported: boolean;
  45320. /**
  45321. * Get the list of textures generated by the multi render target.
  45322. */
  45323. readonly textures: Texture[];
  45324. /**
  45325. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45326. */
  45327. readonly depthTexture: Texture;
  45328. /**
  45329. * Set the wrapping mode on U of all the textures we are rendering to.
  45330. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45331. */
  45332. wrapU: number;
  45333. /**
  45334. * Set the wrapping mode on V of all the textures we are rendering to.
  45335. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45336. */
  45337. wrapV: number;
  45338. /**
  45339. * Instantiate a new multi render target texture.
  45340. * A multi render target, like a render target provides the ability to render to a texture.
  45341. * Unlike the render target, it can render to several draw buffers in one draw.
  45342. * This is specially interesting in deferred rendering or for any effects requiring more than
  45343. * just one color from a single pass.
  45344. * @param name Define the name of the texture
  45345. * @param size Define the size of the buffers to render to
  45346. * @param count Define the number of target we are rendering into
  45347. * @param scene Define the scene the texture belongs to
  45348. * @param options Define the options used to create the multi render target
  45349. */
  45350. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45351. /** @hidden */
  45352. _rebuild(): void;
  45353. private _createInternalTextures;
  45354. private _createTextures;
  45355. /**
  45356. * Define the number of samples used if MSAA is enabled.
  45357. */
  45358. samples: number;
  45359. /**
  45360. * Resize all the textures in the multi render target.
  45361. * Be carrefull as it will recreate all the data in the new texture.
  45362. * @param size Define the new size
  45363. */
  45364. resize(size: any): void;
  45365. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45366. /**
  45367. * Dispose the render targets and their associated resources
  45368. */
  45369. dispose(): void;
  45370. /**
  45371. * Release all the underlying texture used as draw buffers.
  45372. */
  45373. releaseInternalTextures(): void;
  45374. }
  45375. }
  45376. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45377. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45378. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45379. import { Nullable } from "babylonjs/types";
  45380. module "babylonjs/Engines/engine" {
  45381. interface Engine {
  45382. /**
  45383. * Unbind a list of render target textures from the webGL context
  45384. * This is used only when drawBuffer extension or webGL2 are active
  45385. * @param textures defines the render target textures to unbind
  45386. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45387. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45388. */
  45389. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45390. /**
  45391. * Create a multi render target texture
  45392. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45393. * @param size defines the size of the texture
  45394. * @param options defines the creation options
  45395. * @returns the cube texture as an InternalTexture
  45396. */
  45397. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45398. /**
  45399. * Update the sample count for a given multiple render target texture
  45400. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45401. * @param textures defines the textures to update
  45402. * @param samples defines the sample count to set
  45403. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45404. */
  45405. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45406. }
  45407. }
  45408. }
  45409. declare module "babylonjs/Engines/Extensions/index" {
  45410. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45411. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45412. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45413. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45414. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45415. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45416. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45417. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45418. }
  45419. declare module "babylonjs/Engines/index" {
  45420. export * from "babylonjs/Engines/constants";
  45421. export * from "babylonjs/Engines/engine";
  45422. export * from "babylonjs/Engines/engineStore";
  45423. export * from "babylonjs/Engines/nullEngine";
  45424. export * from "babylonjs/Engines/Extensions/index";
  45425. export * from "babylonjs/Engines/IPipelineContext";
  45426. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45427. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45428. }
  45429. declare module "babylonjs/Events/clipboardEvents" {
  45430. /**
  45431. * Gather the list of clipboard event types as constants.
  45432. */
  45433. export class ClipboardEventTypes {
  45434. /**
  45435. * The clipboard event is fired when a copy command is active (pressed).
  45436. */
  45437. static readonly COPY: number;
  45438. /**
  45439. * The clipboard event is fired when a cut command is active (pressed).
  45440. */
  45441. static readonly CUT: number;
  45442. /**
  45443. * The clipboard event is fired when a paste command is active (pressed).
  45444. */
  45445. static readonly PASTE: number;
  45446. }
  45447. /**
  45448. * This class is used to store clipboard related info for the onClipboardObservable event.
  45449. */
  45450. export class ClipboardInfo {
  45451. /**
  45452. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45453. */
  45454. type: number;
  45455. /**
  45456. * Defines the related dom event
  45457. */
  45458. event: ClipboardEvent;
  45459. /**
  45460. *Creates an instance of ClipboardInfo.
  45461. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45462. * @param event Defines the related dom event
  45463. */
  45464. constructor(
  45465. /**
  45466. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45467. */
  45468. type: number,
  45469. /**
  45470. * Defines the related dom event
  45471. */
  45472. event: ClipboardEvent);
  45473. /**
  45474. * Get the clipboard event's type from the keycode.
  45475. * @param keyCode Defines the keyCode for the current keyboard event.
  45476. * @return {number}
  45477. */
  45478. static GetTypeFromCharacter(keyCode: number): number;
  45479. }
  45480. }
  45481. declare module "babylonjs/Events/index" {
  45482. export * from "babylonjs/Events/keyboardEvents";
  45483. export * from "babylonjs/Events/pointerEvents";
  45484. export * from "babylonjs/Events/clipboardEvents";
  45485. }
  45486. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45487. import { Scene } from "babylonjs/scene";
  45488. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45489. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45490. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45491. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45492. /**
  45493. * Google Daydream controller
  45494. */
  45495. export class DaydreamController extends WebVRController {
  45496. /**
  45497. * Base Url for the controller model.
  45498. */
  45499. static MODEL_BASE_URL: string;
  45500. /**
  45501. * File name for the controller model.
  45502. */
  45503. static MODEL_FILENAME: string;
  45504. /**
  45505. * Gamepad Id prefix used to identify Daydream Controller.
  45506. */
  45507. static readonly GAMEPAD_ID_PREFIX: string;
  45508. /**
  45509. * Creates a new DaydreamController from a gamepad
  45510. * @param vrGamepad the gamepad that the controller should be created from
  45511. */
  45512. constructor(vrGamepad: any);
  45513. /**
  45514. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45515. * @param scene scene in which to add meshes
  45516. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45517. */
  45518. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45519. /**
  45520. * Called once for each button that changed state since the last frame
  45521. * @param buttonIdx Which button index changed
  45522. * @param state New state of the button
  45523. * @param changes Which properties on the state changed since last frame
  45524. */
  45525. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45526. }
  45527. }
  45528. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45529. import { Scene } from "babylonjs/scene";
  45530. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45531. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45532. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45533. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45534. /**
  45535. * Gear VR Controller
  45536. */
  45537. export class GearVRController extends WebVRController {
  45538. /**
  45539. * Base Url for the controller model.
  45540. */
  45541. static MODEL_BASE_URL: string;
  45542. /**
  45543. * File name for the controller model.
  45544. */
  45545. static MODEL_FILENAME: string;
  45546. /**
  45547. * Gamepad Id prefix used to identify this controller.
  45548. */
  45549. static readonly GAMEPAD_ID_PREFIX: string;
  45550. private readonly _buttonIndexToObservableNameMap;
  45551. /**
  45552. * Creates a new GearVRController from a gamepad
  45553. * @param vrGamepad the gamepad that the controller should be created from
  45554. */
  45555. constructor(vrGamepad: any);
  45556. /**
  45557. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45558. * @param scene scene in which to add meshes
  45559. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45560. */
  45561. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45562. /**
  45563. * Called once for each button that changed state since the last frame
  45564. * @param buttonIdx Which button index changed
  45565. * @param state New state of the button
  45566. * @param changes Which properties on the state changed since last frame
  45567. */
  45568. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45569. }
  45570. }
  45571. declare module "babylonjs/Gamepads/Controllers/index" {
  45572. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45573. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45574. export * from "babylonjs/Gamepads/Controllers/genericController";
  45575. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45576. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45577. export * from "babylonjs/Gamepads/Controllers/viveController";
  45578. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45579. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45580. }
  45581. declare module "babylonjs/Gamepads/index" {
  45582. export * from "babylonjs/Gamepads/Controllers/index";
  45583. export * from "babylonjs/Gamepads/gamepad";
  45584. export * from "babylonjs/Gamepads/gamepadManager";
  45585. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45586. export * from "babylonjs/Gamepads/xboxGamepad";
  45587. export * from "babylonjs/Gamepads/dualShockGamepad";
  45588. }
  45589. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45590. import { Scene } from "babylonjs/scene";
  45591. import { Vector4 } from "babylonjs/Maths/math.vector";
  45592. import { Color4 } from "babylonjs/Maths/math.color";
  45593. import { Mesh } from "babylonjs/Meshes/mesh";
  45594. import { Nullable } from "babylonjs/types";
  45595. /**
  45596. * Class containing static functions to help procedurally build meshes
  45597. */
  45598. export class PolyhedronBuilder {
  45599. /**
  45600. * Creates a polyhedron mesh
  45601. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  45602. * * The parameter `size` (positive float, default 1) sets the polygon size
  45603. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45604. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  45605. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  45606. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  45607. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45608. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  45609. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45610. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45611. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45612. * @param name defines the name of the mesh
  45613. * @param options defines the options used to create the mesh
  45614. * @param scene defines the hosting scene
  45615. * @returns the polyhedron mesh
  45616. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45617. */
  45618. static CreatePolyhedron(name: string, options: {
  45619. type?: number;
  45620. size?: number;
  45621. sizeX?: number;
  45622. sizeY?: number;
  45623. sizeZ?: number;
  45624. custom?: any;
  45625. faceUV?: Vector4[];
  45626. faceColors?: Color4[];
  45627. flat?: boolean;
  45628. updatable?: boolean;
  45629. sideOrientation?: number;
  45630. frontUVs?: Vector4;
  45631. backUVs?: Vector4;
  45632. }, scene?: Nullable<Scene>): Mesh;
  45633. }
  45634. }
  45635. declare module "babylonjs/Gizmos/scaleGizmo" {
  45636. import { Observable } from "babylonjs/Misc/observable";
  45637. import { Nullable } from "babylonjs/types";
  45638. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45639. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45640. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45641. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45642. /**
  45643. * Gizmo that enables scaling a mesh along 3 axis
  45644. */
  45645. export class ScaleGizmo extends Gizmo {
  45646. /**
  45647. * Internal gizmo used for interactions on the x axis
  45648. */
  45649. xGizmo: AxisScaleGizmo;
  45650. /**
  45651. * Internal gizmo used for interactions on the y axis
  45652. */
  45653. yGizmo: AxisScaleGizmo;
  45654. /**
  45655. * Internal gizmo used for interactions on the z axis
  45656. */
  45657. zGizmo: AxisScaleGizmo;
  45658. /**
  45659. * Internal gizmo used to scale all axis equally
  45660. */
  45661. uniformScaleGizmo: AxisScaleGizmo;
  45662. private _meshAttached;
  45663. private _updateGizmoRotationToMatchAttachedMesh;
  45664. private _snapDistance;
  45665. private _scaleRatio;
  45666. private _uniformScalingMesh;
  45667. private _octahedron;
  45668. /** Fires an event when any of it's sub gizmos are dragged */
  45669. onDragStartObservable: Observable<unknown>;
  45670. /** Fires an event when any of it's sub gizmos are released from dragging */
  45671. onDragEndObservable: Observable<unknown>;
  45672. attachedMesh: Nullable<AbstractMesh>;
  45673. /**
  45674. * Creates a ScaleGizmo
  45675. * @param gizmoLayer The utility layer the gizmo will be added to
  45676. */
  45677. constructor(gizmoLayer?: UtilityLayerRenderer);
  45678. updateGizmoRotationToMatchAttachedMesh: boolean;
  45679. /**
  45680. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45681. */
  45682. snapDistance: number;
  45683. /**
  45684. * Ratio for the scale of the gizmo (Default: 1)
  45685. */
  45686. scaleRatio: number;
  45687. /**
  45688. * Disposes of the gizmo
  45689. */
  45690. dispose(): void;
  45691. }
  45692. }
  45693. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45694. import { Observable } from "babylonjs/Misc/observable";
  45695. import { Nullable } from "babylonjs/types";
  45696. import { Vector3 } from "babylonjs/Maths/math.vector";
  45697. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45698. import { Mesh } from "babylonjs/Meshes/mesh";
  45699. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45700. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45701. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45702. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45703. import { Color3 } from "babylonjs/Maths/math.color";
  45704. /**
  45705. * Single axis scale gizmo
  45706. */
  45707. export class AxisScaleGizmo extends Gizmo {
  45708. /**
  45709. * Drag behavior responsible for the gizmos dragging interactions
  45710. */
  45711. dragBehavior: PointerDragBehavior;
  45712. private _pointerObserver;
  45713. /**
  45714. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45715. */
  45716. snapDistance: number;
  45717. /**
  45718. * Event that fires each time the gizmo snaps to a new location.
  45719. * * snapDistance is the the change in distance
  45720. */
  45721. onSnapObservable: Observable<{
  45722. snapDistance: number;
  45723. }>;
  45724. /**
  45725. * If the scaling operation should be done on all axis (default: false)
  45726. */
  45727. uniformScaling: boolean;
  45728. private _isEnabled;
  45729. private _parent;
  45730. private _arrow;
  45731. private _coloredMaterial;
  45732. private _hoverMaterial;
  45733. /**
  45734. * Creates an AxisScaleGizmo
  45735. * @param gizmoLayer The utility layer the gizmo will be added to
  45736. * @param dragAxis The axis which the gizmo will be able to scale on
  45737. * @param color The color of the gizmo
  45738. */
  45739. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45740. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45741. /**
  45742. * If the gizmo is enabled
  45743. */
  45744. isEnabled: boolean;
  45745. /**
  45746. * Disposes of the gizmo
  45747. */
  45748. dispose(): void;
  45749. /**
  45750. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45751. * @param mesh The mesh to replace the default mesh of the gizmo
  45752. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45753. */
  45754. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45755. }
  45756. }
  45757. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45758. import { Observable } from "babylonjs/Misc/observable";
  45759. import { Nullable } from "babylonjs/types";
  45760. import { Vector3 } from "babylonjs/Maths/math.vector";
  45761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45762. import { Mesh } from "babylonjs/Meshes/mesh";
  45763. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45764. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45765. import { Color3 } from "babylonjs/Maths/math.color";
  45766. import "babylonjs/Meshes/Builders/boxBuilder";
  45767. /**
  45768. * Bounding box gizmo
  45769. */
  45770. export class BoundingBoxGizmo extends Gizmo {
  45771. private _lineBoundingBox;
  45772. private _rotateSpheresParent;
  45773. private _scaleBoxesParent;
  45774. private _boundingDimensions;
  45775. private _renderObserver;
  45776. private _pointerObserver;
  45777. private _scaleDragSpeed;
  45778. private _tmpQuaternion;
  45779. private _tmpVector;
  45780. private _tmpRotationMatrix;
  45781. /**
  45782. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  45783. */
  45784. ignoreChildren: boolean;
  45785. /**
  45786. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  45787. */
  45788. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45789. /**
  45790. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45791. */
  45792. rotationSphereSize: number;
  45793. /**
  45794. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45795. */
  45796. scaleBoxSize: number;
  45797. /**
  45798. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  45799. */
  45800. fixedDragMeshScreenSize: boolean;
  45801. /**
  45802. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45803. */
  45804. fixedDragMeshScreenSizeDistanceFactor: number;
  45805. /**
  45806. * Fired when a rotation sphere or scale box is dragged
  45807. */
  45808. onDragStartObservable: Observable<{}>;
  45809. /**
  45810. * Fired when a scale box is dragged
  45811. */
  45812. onScaleBoxDragObservable: Observable<{}>;
  45813. /**
  45814. * Fired when a scale box drag is ended
  45815. */
  45816. onScaleBoxDragEndObservable: Observable<{}>;
  45817. /**
  45818. * Fired when a rotation sphere is dragged
  45819. */
  45820. onRotationSphereDragObservable: Observable<{}>;
  45821. /**
  45822. * Fired when a rotation sphere drag is ended
  45823. */
  45824. onRotationSphereDragEndObservable: Observable<{}>;
  45825. /**
  45826. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  45827. */
  45828. scalePivot: Nullable<Vector3>;
  45829. /**
  45830. * Mesh used as a pivot to rotate the attached mesh
  45831. */
  45832. private _anchorMesh;
  45833. private _existingMeshScale;
  45834. private _dragMesh;
  45835. private pointerDragBehavior;
  45836. private coloredMaterial;
  45837. private hoverColoredMaterial;
  45838. /**
  45839. * Sets the color of the bounding box gizmo
  45840. * @param color the color to set
  45841. */
  45842. setColor(color: Color3): void;
  45843. /**
  45844. * Creates an BoundingBoxGizmo
  45845. * @param gizmoLayer The utility layer the gizmo will be added to
  45846. * @param color The color of the gizmo
  45847. */
  45848. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45849. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45850. private _selectNode;
  45851. /**
  45852. * Updates the bounding box information for the Gizmo
  45853. */
  45854. updateBoundingBox(): void;
  45855. private _updateRotationSpheres;
  45856. private _updateScaleBoxes;
  45857. /**
  45858. * Enables rotation on the specified axis and disables rotation on the others
  45859. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45860. */
  45861. setEnabledRotationAxis(axis: string): void;
  45862. /**
  45863. * Enables/disables scaling
  45864. * @param enable if scaling should be enabled
  45865. */
  45866. setEnabledScaling(enable: boolean): void;
  45867. private _updateDummy;
  45868. /**
  45869. * Enables a pointer drag behavior on the bounding box of the gizmo
  45870. */
  45871. enableDragBehavior(): void;
  45872. /**
  45873. * Disposes of the gizmo
  45874. */
  45875. dispose(): void;
  45876. /**
  45877. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  45878. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45879. * @returns the bounding box mesh with the passed in mesh as a child
  45880. */
  45881. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45882. /**
  45883. * CustomMeshes are not supported by this gizmo
  45884. * @param mesh The mesh to replace the default mesh of the gizmo
  45885. */
  45886. setCustomMesh(mesh: Mesh): void;
  45887. }
  45888. }
  45889. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45890. import { Observable } from "babylonjs/Misc/observable";
  45891. import { Nullable } from "babylonjs/types";
  45892. import { Vector3 } from "babylonjs/Maths/math.vector";
  45893. import { Color3 } from "babylonjs/Maths/math.color";
  45894. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45895. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45896. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45897. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45898. import "babylonjs/Meshes/Builders/linesBuilder";
  45899. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45900. /**
  45901. * Single plane rotation gizmo
  45902. */
  45903. export class PlaneRotationGizmo extends Gizmo {
  45904. /**
  45905. * Drag behavior responsible for the gizmos dragging interactions
  45906. */
  45907. dragBehavior: PointerDragBehavior;
  45908. private _pointerObserver;
  45909. /**
  45910. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45911. */
  45912. snapDistance: number;
  45913. /**
  45914. * Event that fires each time the gizmo snaps to a new location.
  45915. * * snapDistance is the the change in distance
  45916. */
  45917. onSnapObservable: Observable<{
  45918. snapDistance: number;
  45919. }>;
  45920. private _isEnabled;
  45921. private _parent;
  45922. /**
  45923. * Creates a PlaneRotationGizmo
  45924. * @param gizmoLayer The utility layer the gizmo will be added to
  45925. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45926. * @param color The color of the gizmo
  45927. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45928. * @param useEulerRotation Use and update Euler angle instead of quaternion
  45929. */
  45930. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  45931. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45932. /**
  45933. * If the gizmo is enabled
  45934. */
  45935. isEnabled: boolean;
  45936. /**
  45937. * Disposes of the gizmo
  45938. */
  45939. dispose(): void;
  45940. }
  45941. }
  45942. declare module "babylonjs/Gizmos/rotationGizmo" {
  45943. import { Observable } from "babylonjs/Misc/observable";
  45944. import { Nullable } from "babylonjs/types";
  45945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45946. import { Mesh } from "babylonjs/Meshes/mesh";
  45947. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45948. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45949. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45950. /**
  45951. * Gizmo that enables rotating a mesh along 3 axis
  45952. */
  45953. export class RotationGizmo extends Gizmo {
  45954. /**
  45955. * Internal gizmo used for interactions on the x axis
  45956. */
  45957. xGizmo: PlaneRotationGizmo;
  45958. /**
  45959. * Internal gizmo used for interactions on the y axis
  45960. */
  45961. yGizmo: PlaneRotationGizmo;
  45962. /**
  45963. * Internal gizmo used for interactions on the z axis
  45964. */
  45965. zGizmo: PlaneRotationGizmo;
  45966. /** Fires an event when any of it's sub gizmos are dragged */
  45967. onDragStartObservable: Observable<unknown>;
  45968. /** Fires an event when any of it's sub gizmos are released from dragging */
  45969. onDragEndObservable: Observable<unknown>;
  45970. private _meshAttached;
  45971. attachedMesh: Nullable<AbstractMesh>;
  45972. /**
  45973. * Creates a RotationGizmo
  45974. * @param gizmoLayer The utility layer the gizmo will be added to
  45975. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45976. * @param useEulerRotation Use and update Euler angle instead of quaternion
  45977. */
  45978. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  45979. updateGizmoRotationToMatchAttachedMesh: boolean;
  45980. /**
  45981. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45982. */
  45983. snapDistance: number;
  45984. /**
  45985. * Ratio for the scale of the gizmo (Default: 1)
  45986. */
  45987. scaleRatio: number;
  45988. /**
  45989. * Disposes of the gizmo
  45990. */
  45991. dispose(): void;
  45992. /**
  45993. * CustomMeshes are not supported by this gizmo
  45994. * @param mesh The mesh to replace the default mesh of the gizmo
  45995. */
  45996. setCustomMesh(mesh: Mesh): void;
  45997. }
  45998. }
  45999. declare module "babylonjs/Gizmos/gizmoManager" {
  46000. import { Observable } from "babylonjs/Misc/observable";
  46001. import { Nullable } from "babylonjs/types";
  46002. import { Scene, IDisposable } from "babylonjs/scene";
  46003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46004. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46005. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46006. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46007. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46008. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46009. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46010. /**
  46011. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46012. */
  46013. export class GizmoManager implements IDisposable {
  46014. private scene;
  46015. /**
  46016. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46017. */
  46018. gizmos: {
  46019. positionGizmo: Nullable<PositionGizmo>;
  46020. rotationGizmo: Nullable<RotationGizmo>;
  46021. scaleGizmo: Nullable<ScaleGizmo>;
  46022. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46023. };
  46024. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46025. clearGizmoOnEmptyPointerEvent: boolean;
  46026. /** Fires an event when the manager is attached to a mesh */
  46027. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46028. private _gizmosEnabled;
  46029. private _pointerObserver;
  46030. private _attachedMesh;
  46031. private _boundingBoxColor;
  46032. private _defaultUtilityLayer;
  46033. private _defaultKeepDepthUtilityLayer;
  46034. /**
  46035. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46036. */
  46037. boundingBoxDragBehavior: SixDofDragBehavior;
  46038. /**
  46039. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46040. */
  46041. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46042. /**
  46043. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46044. */
  46045. usePointerToAttachGizmos: boolean;
  46046. /**
  46047. * Utility layer that the bounding box gizmo belongs to
  46048. */
  46049. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46050. /**
  46051. * Utility layer that all gizmos besides bounding box belong to
  46052. */
  46053. readonly utilityLayer: UtilityLayerRenderer;
  46054. /**
  46055. * Instatiates a gizmo manager
  46056. * @param scene the scene to overlay the gizmos on top of
  46057. */
  46058. constructor(scene: Scene);
  46059. /**
  46060. * Attaches a set of gizmos to the specified mesh
  46061. * @param mesh The mesh the gizmo's should be attached to
  46062. */
  46063. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46064. /**
  46065. * If the position gizmo is enabled
  46066. */
  46067. positionGizmoEnabled: boolean;
  46068. /**
  46069. * If the rotation gizmo is enabled
  46070. */
  46071. rotationGizmoEnabled: boolean;
  46072. /**
  46073. * If the scale gizmo is enabled
  46074. */
  46075. scaleGizmoEnabled: boolean;
  46076. /**
  46077. * If the boundingBox gizmo is enabled
  46078. */
  46079. boundingBoxGizmoEnabled: boolean;
  46080. /**
  46081. * Disposes of the gizmo manager
  46082. */
  46083. dispose(): void;
  46084. }
  46085. }
  46086. declare module "babylonjs/Lights/directionalLight" {
  46087. import { Camera } from "babylonjs/Cameras/camera";
  46088. import { Scene } from "babylonjs/scene";
  46089. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46091. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46092. import { Effect } from "babylonjs/Materials/effect";
  46093. /**
  46094. * A directional light is defined by a direction (what a surprise!).
  46095. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46096. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  46097. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46098. */
  46099. export class DirectionalLight extends ShadowLight {
  46100. private _shadowFrustumSize;
  46101. /**
  46102. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46103. */
  46104. /**
  46105. * Specifies a fix frustum size for the shadow generation.
  46106. */
  46107. shadowFrustumSize: number;
  46108. private _shadowOrthoScale;
  46109. /**
  46110. * Gets the shadow projection scale against the optimal computed one.
  46111. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46112. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46113. */
  46114. /**
  46115. * Sets the shadow projection scale against the optimal computed one.
  46116. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46117. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46118. */
  46119. shadowOrthoScale: number;
  46120. /**
  46121. * Automatically compute the projection matrix to best fit (including all the casters)
  46122. * on each frame.
  46123. */
  46124. autoUpdateExtends: boolean;
  46125. private _orthoLeft;
  46126. private _orthoRight;
  46127. private _orthoTop;
  46128. private _orthoBottom;
  46129. /**
  46130. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46131. * The directional light is emitted from everywhere in the given direction.
  46132. * It can cast shadows.
  46133. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46134. * @param name The friendly name of the light
  46135. * @param direction The direction of the light
  46136. * @param scene The scene the light belongs to
  46137. */
  46138. constructor(name: string, direction: Vector3, scene: Scene);
  46139. /**
  46140. * Returns the string "DirectionalLight".
  46141. * @return The class name
  46142. */
  46143. getClassName(): string;
  46144. /**
  46145. * Returns the integer 1.
  46146. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46147. */
  46148. getTypeID(): number;
  46149. /**
  46150. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46151. * Returns the DirectionalLight Shadow projection matrix.
  46152. */
  46153. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46154. /**
  46155. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46156. * Returns the DirectionalLight Shadow projection matrix.
  46157. */
  46158. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46159. /**
  46160. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46161. * Returns the DirectionalLight Shadow projection matrix.
  46162. */
  46163. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46164. protected _buildUniformLayout(): void;
  46165. /**
  46166. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46167. * @param effect The effect to update
  46168. * @param lightIndex The index of the light in the effect to update
  46169. * @returns The directional light
  46170. */
  46171. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46172. /**
  46173. * Gets the minZ used for shadow according to both the scene and the light.
  46174. *
  46175. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46176. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46177. * @param activeCamera The camera we are returning the min for
  46178. * @returns the depth min z
  46179. */
  46180. getDepthMinZ(activeCamera: Camera): number;
  46181. /**
  46182. * Gets the maxZ used for shadow according to both the scene and the light.
  46183. *
  46184. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46185. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46186. * @param activeCamera The camera we are returning the max for
  46187. * @returns the depth max z
  46188. */
  46189. getDepthMaxZ(activeCamera: Camera): number;
  46190. /**
  46191. * Prepares the list of defines specific to the light type.
  46192. * @param defines the list of defines
  46193. * @param lightIndex defines the index of the light for the effect
  46194. */
  46195. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46196. }
  46197. }
  46198. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46199. import { Mesh } from "babylonjs/Meshes/mesh";
  46200. /**
  46201. * Class containing static functions to help procedurally build meshes
  46202. */
  46203. export class HemisphereBuilder {
  46204. /**
  46205. * Creates a hemisphere mesh
  46206. * @param name defines the name of the mesh
  46207. * @param options defines the options used to create the mesh
  46208. * @param scene defines the hosting scene
  46209. * @returns the hemisphere mesh
  46210. */
  46211. static CreateHemisphere(name: string, options: {
  46212. segments?: number;
  46213. diameter?: number;
  46214. sideOrientation?: number;
  46215. }, scene: any): Mesh;
  46216. }
  46217. }
  46218. declare module "babylonjs/Lights/spotLight" {
  46219. import { Nullable } from "babylonjs/types";
  46220. import { Scene } from "babylonjs/scene";
  46221. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46223. import { Effect } from "babylonjs/Materials/effect";
  46224. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46225. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46226. /**
  46227. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46228. * These values define a cone of light starting from the position, emitting toward the direction.
  46229. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46230. * and the exponent defines the speed of the decay of the light with distance (reach).
  46231. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46232. */
  46233. export class SpotLight extends ShadowLight {
  46234. private _angle;
  46235. private _innerAngle;
  46236. private _cosHalfAngle;
  46237. private _lightAngleScale;
  46238. private _lightAngleOffset;
  46239. /**
  46240. * Gets the cone angle of the spot light in Radians.
  46241. */
  46242. /**
  46243. * Sets the cone angle of the spot light in Radians.
  46244. */
  46245. angle: number;
  46246. /**
  46247. * Only used in gltf falloff mode, this defines the angle where
  46248. * the directional falloff will start before cutting at angle which could be seen
  46249. * as outer angle.
  46250. */
  46251. /**
  46252. * Only used in gltf falloff mode, this defines the angle where
  46253. * the directional falloff will start before cutting at angle which could be seen
  46254. * as outer angle.
  46255. */
  46256. innerAngle: number;
  46257. private _shadowAngleScale;
  46258. /**
  46259. * Allows scaling the angle of the light for shadow generation only.
  46260. */
  46261. /**
  46262. * Allows scaling the angle of the light for shadow generation only.
  46263. */
  46264. shadowAngleScale: number;
  46265. /**
  46266. * The light decay speed with the distance from the emission spot.
  46267. */
  46268. exponent: number;
  46269. private _projectionTextureMatrix;
  46270. /**
  46271. * Allows reading the projecton texture
  46272. */
  46273. readonly projectionTextureMatrix: Matrix;
  46274. protected _projectionTextureLightNear: number;
  46275. /**
  46276. * Gets the near clip of the Spotlight for texture projection.
  46277. */
  46278. /**
  46279. * Sets the near clip of the Spotlight for texture projection.
  46280. */
  46281. projectionTextureLightNear: number;
  46282. protected _projectionTextureLightFar: number;
  46283. /**
  46284. * Gets the far clip of the Spotlight for texture projection.
  46285. */
  46286. /**
  46287. * Sets the far clip of the Spotlight for texture projection.
  46288. */
  46289. projectionTextureLightFar: number;
  46290. protected _projectionTextureUpDirection: Vector3;
  46291. /**
  46292. * Gets the Up vector of the Spotlight for texture projection.
  46293. */
  46294. /**
  46295. * Sets the Up vector of the Spotlight for texture projection.
  46296. */
  46297. projectionTextureUpDirection: Vector3;
  46298. private _projectionTexture;
  46299. /**
  46300. * Gets the projection texture of the light.
  46301. */
  46302. /**
  46303. * Sets the projection texture of the light.
  46304. */
  46305. projectionTexture: Nullable<BaseTexture>;
  46306. private _projectionTextureViewLightDirty;
  46307. private _projectionTextureProjectionLightDirty;
  46308. private _projectionTextureDirty;
  46309. private _projectionTextureViewTargetVector;
  46310. private _projectionTextureViewLightMatrix;
  46311. private _projectionTextureProjectionLightMatrix;
  46312. private _projectionTextureScalingMatrix;
  46313. /**
  46314. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46315. * It can cast shadows.
  46316. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46317. * @param name The light friendly name
  46318. * @param position The position of the spot light in the scene
  46319. * @param direction The direction of the light in the scene
  46320. * @param angle The cone angle of the light in Radians
  46321. * @param exponent The light decay speed with the distance from the emission spot
  46322. * @param scene The scene the lights belongs to
  46323. */
  46324. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46325. /**
  46326. * Returns the string "SpotLight".
  46327. * @returns the class name
  46328. */
  46329. getClassName(): string;
  46330. /**
  46331. * Returns the integer 2.
  46332. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46333. */
  46334. getTypeID(): number;
  46335. /**
  46336. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46337. */
  46338. protected _setDirection(value: Vector3): void;
  46339. /**
  46340. * Overrides the position setter to recompute the projection texture view light Matrix.
  46341. */
  46342. protected _setPosition(value: Vector3): void;
  46343. /**
  46344. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  46345. * Returns the SpotLight.
  46346. */
  46347. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46348. protected _computeProjectionTextureViewLightMatrix(): void;
  46349. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46350. /**
  46351. * Main function for light texture projection matrix computing.
  46352. */
  46353. protected _computeProjectionTextureMatrix(): void;
  46354. protected _buildUniformLayout(): void;
  46355. private _computeAngleValues;
  46356. /**
  46357. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46358. * @param effect The effect to update
  46359. * @param lightIndex The index of the light in the effect to update
  46360. * @returns The spot light
  46361. */
  46362. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46363. /**
  46364. * Disposes the light and the associated resources.
  46365. */
  46366. dispose(): void;
  46367. /**
  46368. * Prepares the list of defines specific to the light type.
  46369. * @param defines the list of defines
  46370. * @param lightIndex defines the index of the light for the effect
  46371. */
  46372. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46373. }
  46374. }
  46375. declare module "babylonjs/Gizmos/lightGizmo" {
  46376. import { Nullable } from "babylonjs/types";
  46377. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46378. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46379. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46380. import { Light } from "babylonjs/Lights/light";
  46381. /**
  46382. * Gizmo that enables viewing a light
  46383. */
  46384. export class LightGizmo extends Gizmo {
  46385. private _lightMesh;
  46386. private _material;
  46387. private cachedPosition;
  46388. private cachedForward;
  46389. /**
  46390. * Creates a LightGizmo
  46391. * @param gizmoLayer The utility layer the gizmo will be added to
  46392. */
  46393. constructor(gizmoLayer?: UtilityLayerRenderer);
  46394. private _light;
  46395. /**
  46396. * The light that the gizmo is attached to
  46397. */
  46398. light: Nullable<Light>;
  46399. /**
  46400. * Gets the material used to render the light gizmo
  46401. */
  46402. readonly material: StandardMaterial;
  46403. /**
  46404. * @hidden
  46405. * Updates the gizmo to match the attached mesh's position/rotation
  46406. */
  46407. protected _update(): void;
  46408. private static _Scale;
  46409. /**
  46410. * Creates the lines for a light mesh
  46411. */
  46412. private static _createLightLines;
  46413. /**
  46414. * Disposes of the light gizmo
  46415. */
  46416. dispose(): void;
  46417. private static _CreateHemisphericLightMesh;
  46418. private static _CreatePointLightMesh;
  46419. private static _CreateSpotLightMesh;
  46420. private static _CreateDirectionalLightMesh;
  46421. }
  46422. }
  46423. declare module "babylonjs/Gizmos/index" {
  46424. export * from "babylonjs/Gizmos/axisDragGizmo";
  46425. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46426. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46427. export * from "babylonjs/Gizmos/gizmo";
  46428. export * from "babylonjs/Gizmos/gizmoManager";
  46429. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46430. export * from "babylonjs/Gizmos/positionGizmo";
  46431. export * from "babylonjs/Gizmos/rotationGizmo";
  46432. export * from "babylonjs/Gizmos/scaleGizmo";
  46433. export * from "babylonjs/Gizmos/lightGizmo";
  46434. export * from "babylonjs/Gizmos/planeDragGizmo";
  46435. }
  46436. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46437. /** @hidden */
  46438. export var backgroundFragmentDeclaration: {
  46439. name: string;
  46440. shader: string;
  46441. };
  46442. }
  46443. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46444. /** @hidden */
  46445. export var backgroundUboDeclaration: {
  46446. name: string;
  46447. shader: string;
  46448. };
  46449. }
  46450. declare module "babylonjs/Shaders/background.fragment" {
  46451. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46452. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46453. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46454. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46455. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46456. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46457. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46458. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46459. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46460. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46461. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46462. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46463. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46464. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46465. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46466. /** @hidden */
  46467. export var backgroundPixelShader: {
  46468. name: string;
  46469. shader: string;
  46470. };
  46471. }
  46472. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46473. /** @hidden */
  46474. export var backgroundVertexDeclaration: {
  46475. name: string;
  46476. shader: string;
  46477. };
  46478. }
  46479. declare module "babylonjs/Shaders/background.vertex" {
  46480. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46481. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46482. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46483. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46484. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46485. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46486. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46487. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46488. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46489. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46490. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46491. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46492. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46493. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46494. /** @hidden */
  46495. export var backgroundVertexShader: {
  46496. name: string;
  46497. shader: string;
  46498. };
  46499. }
  46500. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46501. import { Nullable, int, float } from "babylonjs/types";
  46502. import { Scene } from "babylonjs/scene";
  46503. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46504. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46505. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46506. import { Mesh } from "babylonjs/Meshes/mesh";
  46507. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46508. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46509. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46510. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46511. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46512. import { Color3 } from "babylonjs/Maths/math.color";
  46513. import "babylonjs/Shaders/background.fragment";
  46514. import "babylonjs/Shaders/background.vertex";
  46515. /**
  46516. * Background material used to create an efficient environement around your scene.
  46517. */
  46518. export class BackgroundMaterial extends PushMaterial {
  46519. /**
  46520. * Standard reflectance value at parallel view angle.
  46521. */
  46522. static StandardReflectance0: number;
  46523. /**
  46524. * Standard reflectance value at grazing angle.
  46525. */
  46526. static StandardReflectance90: number;
  46527. protected _primaryColor: Color3;
  46528. /**
  46529. * Key light Color (multiply against the environement texture)
  46530. */
  46531. primaryColor: Color3;
  46532. protected __perceptualColor: Nullable<Color3>;
  46533. /**
  46534. * Experimental Internal Use Only.
  46535. *
  46536. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46537. * This acts as a helper to set the primary color to a more "human friendly" value.
  46538. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46539. * output color as close as possible from the chosen value.
  46540. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46541. * part of lighting setup.)
  46542. */
  46543. _perceptualColor: Nullable<Color3>;
  46544. protected _primaryColorShadowLevel: float;
  46545. /**
  46546. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46547. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46548. */
  46549. primaryColorShadowLevel: float;
  46550. protected _primaryColorHighlightLevel: float;
  46551. /**
  46552. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46553. * The primary color is used at the level chosen to define what the white area would look.
  46554. */
  46555. primaryColorHighlightLevel: float;
  46556. protected _reflectionTexture: Nullable<BaseTexture>;
  46557. /**
  46558. * Reflection Texture used in the material.
  46559. * Should be author in a specific way for the best result (refer to the documentation).
  46560. */
  46561. reflectionTexture: Nullable<BaseTexture>;
  46562. protected _reflectionBlur: float;
  46563. /**
  46564. * Reflection Texture level of blur.
  46565. *
  46566. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46567. * texture twice.
  46568. */
  46569. reflectionBlur: float;
  46570. protected _diffuseTexture: Nullable<BaseTexture>;
  46571. /**
  46572. * Diffuse Texture used in the material.
  46573. * Should be author in a specific way for the best result (refer to the documentation).
  46574. */
  46575. diffuseTexture: Nullable<BaseTexture>;
  46576. protected _shadowLights: Nullable<IShadowLight[]>;
  46577. /**
  46578. * Specify the list of lights casting shadow on the material.
  46579. * All scene shadow lights will be included if null.
  46580. */
  46581. shadowLights: Nullable<IShadowLight[]>;
  46582. protected _shadowLevel: float;
  46583. /**
  46584. * Helps adjusting the shadow to a softer level if required.
  46585. * 0 means black shadows and 1 means no shadows.
  46586. */
  46587. shadowLevel: float;
  46588. protected _sceneCenter: Vector3;
  46589. /**
  46590. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46591. * It is usually zero but might be interesting to modify according to your setup.
  46592. */
  46593. sceneCenter: Vector3;
  46594. protected _opacityFresnel: boolean;
  46595. /**
  46596. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46597. * This helps ensuring a nice transition when the camera goes under the ground.
  46598. */
  46599. opacityFresnel: boolean;
  46600. protected _reflectionFresnel: boolean;
  46601. /**
  46602. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46603. * This helps adding a mirror texture on the ground.
  46604. */
  46605. reflectionFresnel: boolean;
  46606. protected _reflectionFalloffDistance: number;
  46607. /**
  46608. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46609. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46610. */
  46611. reflectionFalloffDistance: number;
  46612. protected _reflectionAmount: number;
  46613. /**
  46614. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46615. */
  46616. reflectionAmount: number;
  46617. protected _reflectionReflectance0: number;
  46618. /**
  46619. * This specifies the weight of the reflection at grazing angle.
  46620. */
  46621. reflectionReflectance0: number;
  46622. protected _reflectionReflectance90: number;
  46623. /**
  46624. * This specifies the weight of the reflection at a perpendicular point of view.
  46625. */
  46626. reflectionReflectance90: number;
  46627. /**
  46628. * Sets the reflection reflectance fresnel values according to the default standard
  46629. * empirically know to work well :-)
  46630. */
  46631. reflectionStandardFresnelWeight: number;
  46632. protected _useRGBColor: boolean;
  46633. /**
  46634. * Helps to directly use the maps channels instead of their level.
  46635. */
  46636. useRGBColor: boolean;
  46637. protected _enableNoise: boolean;
  46638. /**
  46639. * This helps reducing the banding effect that could occur on the background.
  46640. */
  46641. enableNoise: boolean;
  46642. /**
  46643. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46644. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46645. * Recommended to be keep at 1.0 except for special cases.
  46646. */
  46647. fovMultiplier: number;
  46648. private _fovMultiplier;
  46649. /**
  46650. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46651. */
  46652. useEquirectangularFOV: boolean;
  46653. private _maxSimultaneousLights;
  46654. /**
  46655. * Number of Simultaneous lights allowed on the material.
  46656. */
  46657. maxSimultaneousLights: int;
  46658. /**
  46659. * Default configuration related to image processing available in the Background Material.
  46660. */
  46661. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46662. /**
  46663. * Keep track of the image processing observer to allow dispose and replace.
  46664. */
  46665. private _imageProcessingObserver;
  46666. /**
  46667. * Attaches a new image processing configuration to the PBR Material.
  46668. * @param configuration (if null the scene configuration will be use)
  46669. */
  46670. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46671. /**
  46672. * Gets the image processing configuration used either in this material.
  46673. */
  46674. /**
  46675. * Sets the Default image processing configuration used either in the this material.
  46676. *
  46677. * If sets to null, the scene one is in use.
  46678. */
  46679. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46680. /**
  46681. * Gets wether the color curves effect is enabled.
  46682. */
  46683. /**
  46684. * Sets wether the color curves effect is enabled.
  46685. */
  46686. cameraColorCurvesEnabled: boolean;
  46687. /**
  46688. * Gets wether the color grading effect is enabled.
  46689. */
  46690. /**
  46691. * Gets wether the color grading effect is enabled.
  46692. */
  46693. cameraColorGradingEnabled: boolean;
  46694. /**
  46695. * Gets wether tonemapping is enabled or not.
  46696. */
  46697. /**
  46698. * Sets wether tonemapping is enabled or not
  46699. */
  46700. cameraToneMappingEnabled: boolean;
  46701. /**
  46702. * The camera exposure used on this material.
  46703. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46704. * This corresponds to a photographic exposure.
  46705. */
  46706. /**
  46707. * The camera exposure used on this material.
  46708. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46709. * This corresponds to a photographic exposure.
  46710. */
  46711. cameraExposure: float;
  46712. /**
  46713. * Gets The camera contrast used on this material.
  46714. */
  46715. /**
  46716. * Sets The camera contrast used on this material.
  46717. */
  46718. cameraContrast: float;
  46719. /**
  46720. * Gets the Color Grading 2D Lookup Texture.
  46721. */
  46722. /**
  46723. * Sets the Color Grading 2D Lookup Texture.
  46724. */
  46725. cameraColorGradingTexture: Nullable<BaseTexture>;
  46726. /**
  46727. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46728. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46729. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  46730. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46731. */
  46732. /**
  46733. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46734. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46735. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  46736. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46737. */
  46738. cameraColorCurves: Nullable<ColorCurves>;
  46739. /**
  46740. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46741. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46742. */
  46743. switchToBGR: boolean;
  46744. private _renderTargets;
  46745. private _reflectionControls;
  46746. private _white;
  46747. private _primaryShadowColor;
  46748. private _primaryHighlightColor;
  46749. /**
  46750. * Instantiates a Background Material in the given scene
  46751. * @param name The friendly name of the material
  46752. * @param scene The scene to add the material to
  46753. */
  46754. constructor(name: string, scene: Scene);
  46755. /**
  46756. * Gets a boolean indicating that current material needs to register RTT
  46757. */
  46758. readonly hasRenderTargetTextures: boolean;
  46759. /**
  46760. * The entire material has been created in order to prevent overdraw.
  46761. * @returns false
  46762. */
  46763. needAlphaTesting(): boolean;
  46764. /**
  46765. * The entire material has been created in order to prevent overdraw.
  46766. * @returns true if blending is enable
  46767. */
  46768. needAlphaBlending(): boolean;
  46769. /**
  46770. * Checks wether the material is ready to be rendered for a given mesh.
  46771. * @param mesh The mesh to render
  46772. * @param subMesh The submesh to check against
  46773. * @param useInstances Specify wether or not the material is used with instances
  46774. * @returns true if all the dependencies are ready (Textures, Effects...)
  46775. */
  46776. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46777. /**
  46778. * Compute the primary color according to the chosen perceptual color.
  46779. */
  46780. private _computePrimaryColorFromPerceptualColor;
  46781. /**
  46782. * Compute the highlights and shadow colors according to their chosen levels.
  46783. */
  46784. private _computePrimaryColors;
  46785. /**
  46786. * Build the uniform buffer used in the material.
  46787. */
  46788. buildUniformLayout(): void;
  46789. /**
  46790. * Unbind the material.
  46791. */
  46792. unbind(): void;
  46793. /**
  46794. * Bind only the world matrix to the material.
  46795. * @param world The world matrix to bind.
  46796. */
  46797. bindOnlyWorldMatrix(world: Matrix): void;
  46798. /**
  46799. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46800. * @param world The world matrix to bind.
  46801. * @param subMesh The submesh to bind for.
  46802. */
  46803. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46804. /**
  46805. * Dispose the material.
  46806. * @param forceDisposeEffect Force disposal of the associated effect.
  46807. * @param forceDisposeTextures Force disposal of the associated textures.
  46808. */
  46809. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46810. /**
  46811. * Clones the material.
  46812. * @param name The cloned name.
  46813. * @returns The cloned material.
  46814. */
  46815. clone(name: string): BackgroundMaterial;
  46816. /**
  46817. * Serializes the current material to its JSON representation.
  46818. * @returns The JSON representation.
  46819. */
  46820. serialize(): any;
  46821. /**
  46822. * Gets the class name of the material
  46823. * @returns "BackgroundMaterial"
  46824. */
  46825. getClassName(): string;
  46826. /**
  46827. * Parse a JSON input to create back a background material.
  46828. * @param source The JSON data to parse
  46829. * @param scene The scene to create the parsed material in
  46830. * @param rootUrl The root url of the assets the material depends upon
  46831. * @returns the instantiated BackgroundMaterial.
  46832. */
  46833. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46834. }
  46835. }
  46836. declare module "babylonjs/Helpers/environmentHelper" {
  46837. import { Observable } from "babylonjs/Misc/observable";
  46838. import { Nullable } from "babylonjs/types";
  46839. import { Scene } from "babylonjs/scene";
  46840. import { Vector3 } from "babylonjs/Maths/math.vector";
  46841. import { Color3 } from "babylonjs/Maths/math.color";
  46842. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46843. import { Mesh } from "babylonjs/Meshes/mesh";
  46844. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46845. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46846. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46847. import "babylonjs/Meshes/Builders/planeBuilder";
  46848. import "babylonjs/Meshes/Builders/boxBuilder";
  46849. /**
  46850. * Represents the different options available during the creation of
  46851. * a Environment helper.
  46852. *
  46853. * This can control the default ground, skybox and image processing setup of your scene.
  46854. */
  46855. export interface IEnvironmentHelperOptions {
  46856. /**
  46857. * Specifies wether or not to create a ground.
  46858. * True by default.
  46859. */
  46860. createGround: boolean;
  46861. /**
  46862. * Specifies the ground size.
  46863. * 15 by default.
  46864. */
  46865. groundSize: number;
  46866. /**
  46867. * The texture used on the ground for the main color.
  46868. * Comes from the BabylonJS CDN by default.
  46869. *
  46870. * Remarks: Can be either a texture or a url.
  46871. */
  46872. groundTexture: string | BaseTexture;
  46873. /**
  46874. * The color mixed in the ground texture by default.
  46875. * BabylonJS clearColor by default.
  46876. */
  46877. groundColor: Color3;
  46878. /**
  46879. * Specifies the ground opacity.
  46880. * 1 by default.
  46881. */
  46882. groundOpacity: number;
  46883. /**
  46884. * Enables the ground to receive shadows.
  46885. * True by default.
  46886. */
  46887. enableGroundShadow: boolean;
  46888. /**
  46889. * Helps preventing the shadow to be fully black on the ground.
  46890. * 0.5 by default.
  46891. */
  46892. groundShadowLevel: number;
  46893. /**
  46894. * Creates a mirror texture attach to the ground.
  46895. * false by default.
  46896. */
  46897. enableGroundMirror: boolean;
  46898. /**
  46899. * Specifies the ground mirror size ratio.
  46900. * 0.3 by default as the default kernel is 64.
  46901. */
  46902. groundMirrorSizeRatio: number;
  46903. /**
  46904. * Specifies the ground mirror blur kernel size.
  46905. * 64 by default.
  46906. */
  46907. groundMirrorBlurKernel: number;
  46908. /**
  46909. * Specifies the ground mirror visibility amount.
  46910. * 1 by default
  46911. */
  46912. groundMirrorAmount: number;
  46913. /**
  46914. * Specifies the ground mirror reflectance weight.
  46915. * This uses the standard weight of the background material to setup the fresnel effect
  46916. * of the mirror.
  46917. * 1 by default.
  46918. */
  46919. groundMirrorFresnelWeight: number;
  46920. /**
  46921. * Specifies the ground mirror Falloff distance.
  46922. * This can helps reducing the size of the reflection.
  46923. * 0 by Default.
  46924. */
  46925. groundMirrorFallOffDistance: number;
  46926. /**
  46927. * Specifies the ground mirror texture type.
  46928. * Unsigned Int by Default.
  46929. */
  46930. groundMirrorTextureType: number;
  46931. /**
  46932. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46933. * the shown objects.
  46934. */
  46935. groundYBias: number;
  46936. /**
  46937. * Specifies wether or not to create a skybox.
  46938. * True by default.
  46939. */
  46940. createSkybox: boolean;
  46941. /**
  46942. * Specifies the skybox size.
  46943. * 20 by default.
  46944. */
  46945. skyboxSize: number;
  46946. /**
  46947. * The texture used on the skybox for the main color.
  46948. * Comes from the BabylonJS CDN by default.
  46949. *
  46950. * Remarks: Can be either a texture or a url.
  46951. */
  46952. skyboxTexture: string | BaseTexture;
  46953. /**
  46954. * The color mixed in the skybox texture by default.
  46955. * BabylonJS clearColor by default.
  46956. */
  46957. skyboxColor: Color3;
  46958. /**
  46959. * The background rotation around the Y axis of the scene.
  46960. * This helps aligning the key lights of your scene with the background.
  46961. * 0 by default.
  46962. */
  46963. backgroundYRotation: number;
  46964. /**
  46965. * Compute automatically the size of the elements to best fit with the scene.
  46966. */
  46967. sizeAuto: boolean;
  46968. /**
  46969. * Default position of the rootMesh if autoSize is not true.
  46970. */
  46971. rootPosition: Vector3;
  46972. /**
  46973. * Sets up the image processing in the scene.
  46974. * true by default.
  46975. */
  46976. setupImageProcessing: boolean;
  46977. /**
  46978. * The texture used as your environment texture in the scene.
  46979. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46980. *
  46981. * Remarks: Can be either a texture or a url.
  46982. */
  46983. environmentTexture: string | BaseTexture;
  46984. /**
  46985. * The value of the exposure to apply to the scene.
  46986. * 0.6 by default if setupImageProcessing is true.
  46987. */
  46988. cameraExposure: number;
  46989. /**
  46990. * The value of the contrast to apply to the scene.
  46991. * 1.6 by default if setupImageProcessing is true.
  46992. */
  46993. cameraContrast: number;
  46994. /**
  46995. * Specifies wether or not tonemapping should be enabled in the scene.
  46996. * true by default if setupImageProcessing is true.
  46997. */
  46998. toneMappingEnabled: boolean;
  46999. }
  47000. /**
  47001. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47002. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47003. * It also helps with the default setup of your imageProcessing configuration.
  47004. */
  47005. export class EnvironmentHelper {
  47006. /**
  47007. * Default ground texture URL.
  47008. */
  47009. private static _groundTextureCDNUrl;
  47010. /**
  47011. * Default skybox texture URL.
  47012. */
  47013. private static _skyboxTextureCDNUrl;
  47014. /**
  47015. * Default environment texture URL.
  47016. */
  47017. private static _environmentTextureCDNUrl;
  47018. /**
  47019. * Creates the default options for the helper.
  47020. */
  47021. private static _getDefaultOptions;
  47022. private _rootMesh;
  47023. /**
  47024. * Gets the root mesh created by the helper.
  47025. */
  47026. readonly rootMesh: Mesh;
  47027. private _skybox;
  47028. /**
  47029. * Gets the skybox created by the helper.
  47030. */
  47031. readonly skybox: Nullable<Mesh>;
  47032. private _skyboxTexture;
  47033. /**
  47034. * Gets the skybox texture created by the helper.
  47035. */
  47036. readonly skyboxTexture: Nullable<BaseTexture>;
  47037. private _skyboxMaterial;
  47038. /**
  47039. * Gets the skybox material created by the helper.
  47040. */
  47041. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47042. private _ground;
  47043. /**
  47044. * Gets the ground mesh created by the helper.
  47045. */
  47046. readonly ground: Nullable<Mesh>;
  47047. private _groundTexture;
  47048. /**
  47049. * Gets the ground texture created by the helper.
  47050. */
  47051. readonly groundTexture: Nullable<BaseTexture>;
  47052. private _groundMirror;
  47053. /**
  47054. * Gets the ground mirror created by the helper.
  47055. */
  47056. readonly groundMirror: Nullable<MirrorTexture>;
  47057. /**
  47058. * Gets the ground mirror render list to helps pushing the meshes
  47059. * you wish in the ground reflection.
  47060. */
  47061. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47062. private _groundMaterial;
  47063. /**
  47064. * Gets the ground material created by the helper.
  47065. */
  47066. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47067. /**
  47068. * Stores the creation options.
  47069. */
  47070. private readonly _scene;
  47071. private _options;
  47072. /**
  47073. * This observable will be notified with any error during the creation of the environment,
  47074. * mainly texture creation errors.
  47075. */
  47076. onErrorObservable: Observable<{
  47077. message?: string;
  47078. exception?: any;
  47079. }>;
  47080. /**
  47081. * constructor
  47082. * @param options Defines the options we want to customize the helper
  47083. * @param scene The scene to add the material to
  47084. */
  47085. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47086. /**
  47087. * Updates the background according to the new options
  47088. * @param options
  47089. */
  47090. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47091. /**
  47092. * Sets the primary color of all the available elements.
  47093. * @param color the main color to affect to the ground and the background
  47094. */
  47095. setMainColor(color: Color3): void;
  47096. /**
  47097. * Setup the image processing according to the specified options.
  47098. */
  47099. private _setupImageProcessing;
  47100. /**
  47101. * Setup the environment texture according to the specified options.
  47102. */
  47103. private _setupEnvironmentTexture;
  47104. /**
  47105. * Setup the background according to the specified options.
  47106. */
  47107. private _setupBackground;
  47108. /**
  47109. * Get the scene sizes according to the setup.
  47110. */
  47111. private _getSceneSize;
  47112. /**
  47113. * Setup the ground according to the specified options.
  47114. */
  47115. private _setupGround;
  47116. /**
  47117. * Setup the ground material according to the specified options.
  47118. */
  47119. private _setupGroundMaterial;
  47120. /**
  47121. * Setup the ground diffuse texture according to the specified options.
  47122. */
  47123. private _setupGroundDiffuseTexture;
  47124. /**
  47125. * Setup the ground mirror texture according to the specified options.
  47126. */
  47127. private _setupGroundMirrorTexture;
  47128. /**
  47129. * Setup the ground to receive the mirror texture.
  47130. */
  47131. private _setupMirrorInGroundMaterial;
  47132. /**
  47133. * Setup the skybox according to the specified options.
  47134. */
  47135. private _setupSkybox;
  47136. /**
  47137. * Setup the skybox material according to the specified options.
  47138. */
  47139. private _setupSkyboxMaterial;
  47140. /**
  47141. * Setup the skybox reflection texture according to the specified options.
  47142. */
  47143. private _setupSkyboxReflectionTexture;
  47144. private _errorHandler;
  47145. /**
  47146. * Dispose all the elements created by the Helper.
  47147. */
  47148. dispose(): void;
  47149. }
  47150. }
  47151. declare module "babylonjs/Helpers/photoDome" {
  47152. import { Observable } from "babylonjs/Misc/observable";
  47153. import { Nullable } from "babylonjs/types";
  47154. import { Scene } from "babylonjs/scene";
  47155. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47156. import { Mesh } from "babylonjs/Meshes/mesh";
  47157. import { Texture } from "babylonjs/Materials/Textures/texture";
  47158. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47159. import "babylonjs/Meshes/Builders/sphereBuilder";
  47160. /**
  47161. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47162. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47163. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47164. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47165. */
  47166. export class PhotoDome extends TransformNode {
  47167. /**
  47168. * Define the image as a Monoscopic panoramic 360 image.
  47169. */
  47170. static readonly MODE_MONOSCOPIC: number;
  47171. /**
  47172. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47173. */
  47174. static readonly MODE_TOPBOTTOM: number;
  47175. /**
  47176. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47177. */
  47178. static readonly MODE_SIDEBYSIDE: number;
  47179. private _useDirectMapping;
  47180. /**
  47181. * The texture being displayed on the sphere
  47182. */
  47183. protected _photoTexture: Texture;
  47184. /**
  47185. * Gets or sets the texture being displayed on the sphere
  47186. */
  47187. photoTexture: Texture;
  47188. /**
  47189. * Observable raised when an error occured while loading the 360 image
  47190. */
  47191. onLoadErrorObservable: Observable<string>;
  47192. /**
  47193. * The skybox material
  47194. */
  47195. protected _material: BackgroundMaterial;
  47196. /**
  47197. * The surface used for the skybox
  47198. */
  47199. protected _mesh: Mesh;
  47200. /**
  47201. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47202. * Also see the options.resolution property.
  47203. */
  47204. fovMultiplier: number;
  47205. private _imageMode;
  47206. /**
  47207. * Gets or set the current video mode for the video. It can be:
  47208. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47209. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47210. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47211. */
  47212. imageMode: number;
  47213. /**
  47214. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47215. * @param name Element's name, child elements will append suffixes for their own names.
  47216. * @param urlsOfPhoto defines the url of the photo to display
  47217. * @param options defines an object containing optional or exposed sub element properties
  47218. * @param onError defines a callback called when an error occured while loading the texture
  47219. */
  47220. constructor(name: string, urlOfPhoto: string, options: {
  47221. resolution?: number;
  47222. size?: number;
  47223. useDirectMapping?: boolean;
  47224. faceForward?: boolean;
  47225. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47226. private _onBeforeCameraRenderObserver;
  47227. private _changeImageMode;
  47228. /**
  47229. * Releases resources associated with this node.
  47230. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47231. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47232. */
  47233. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47234. }
  47235. }
  47236. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47237. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47238. /** @hidden */
  47239. export var rgbdDecodePixelShader: {
  47240. name: string;
  47241. shader: string;
  47242. };
  47243. }
  47244. declare module "babylonjs/Misc/brdfTextureTools" {
  47245. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47246. import { Scene } from "babylonjs/scene";
  47247. import "babylonjs/Shaders/rgbdDecode.fragment";
  47248. /**
  47249. * Class used to host texture specific utilities
  47250. */
  47251. export class BRDFTextureTools {
  47252. /**
  47253. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  47254. * @param texture the texture to expand.
  47255. */
  47256. private static _ExpandDefaultBRDFTexture;
  47257. /**
  47258. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47259. * @param scene defines the hosting scene
  47260. * @returns the environment BRDF texture
  47261. */
  47262. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47263. private static _environmentBRDFBase64Texture;
  47264. }
  47265. }
  47266. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47267. import { Nullable } from "babylonjs/types";
  47268. import { Color3 } from "babylonjs/Maths/math.color";
  47269. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47270. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47271. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47272. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47273. import { Engine } from "babylonjs/Engines/engine";
  47274. import { Scene } from "babylonjs/scene";
  47275. /**
  47276. * @hidden
  47277. */
  47278. export interface IMaterialClearCoatDefines {
  47279. CLEARCOAT: boolean;
  47280. CLEARCOAT_DEFAULTIOR: boolean;
  47281. CLEARCOAT_TEXTURE: boolean;
  47282. CLEARCOAT_TEXTUREDIRECTUV: number;
  47283. CLEARCOAT_BUMP: boolean;
  47284. CLEARCOAT_BUMPDIRECTUV: number;
  47285. CLEARCOAT_TINT: boolean;
  47286. CLEARCOAT_TINT_TEXTURE: boolean;
  47287. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47288. /** @hidden */
  47289. _areTexturesDirty: boolean;
  47290. }
  47291. /**
  47292. * Define the code related to the clear coat parameters of the pbr material.
  47293. */
  47294. export class PBRClearCoatConfiguration {
  47295. /**
  47296. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47297. * The default fits with a polyurethane material.
  47298. */
  47299. private static readonly _DefaultIndexOfRefraction;
  47300. private _isEnabled;
  47301. /**
  47302. * Defines if the clear coat is enabled in the material.
  47303. */
  47304. isEnabled: boolean;
  47305. /**
  47306. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47307. */
  47308. intensity: number;
  47309. /**
  47310. * Defines the clear coat layer roughness.
  47311. */
  47312. roughness: number;
  47313. private _indexOfRefraction;
  47314. /**
  47315. * Defines the index of refraction of the clear coat.
  47316. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47317. * The default fits with a polyurethane material.
  47318. * Changing the default value is more performance intensive.
  47319. */
  47320. indexOfRefraction: number;
  47321. private _texture;
  47322. /**
  47323. * Stores the clear coat values in a texture.
  47324. */
  47325. texture: Nullable<BaseTexture>;
  47326. private _bumpTexture;
  47327. /**
  47328. * Define the clear coat specific bump texture.
  47329. */
  47330. bumpTexture: Nullable<BaseTexture>;
  47331. private _isTintEnabled;
  47332. /**
  47333. * Defines if the clear coat tint is enabled in the material.
  47334. */
  47335. isTintEnabled: boolean;
  47336. /**
  47337. * Defines the clear coat tint of the material.
  47338. * This is only use if tint is enabled
  47339. */
  47340. tintColor: Color3;
  47341. /**
  47342. * Defines the distance at which the tint color should be found in the
  47343. * clear coat media.
  47344. * This is only use if tint is enabled
  47345. */
  47346. tintColorAtDistance: number;
  47347. /**
  47348. * Defines the clear coat layer thickness.
  47349. * This is only use if tint is enabled
  47350. */
  47351. tintThickness: number;
  47352. private _tintTexture;
  47353. /**
  47354. * Stores the clear tint values in a texture.
  47355. * rgb is tint
  47356. * a is a thickness factor
  47357. */
  47358. tintTexture: Nullable<BaseTexture>;
  47359. /** @hidden */
  47360. private _internalMarkAllSubMeshesAsTexturesDirty;
  47361. /** @hidden */
  47362. _markAllSubMeshesAsTexturesDirty(): void;
  47363. /**
  47364. * Instantiate a new istance of clear coat configuration.
  47365. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47366. */
  47367. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47368. /**
  47369. * Gets wehter the submesh is ready to be used or not.
  47370. * @param defines the list of "defines" to update.
  47371. * @param scene defines the scene the material belongs to.
  47372. * @param engine defines the engine the material belongs to.
  47373. * @param disableBumpMap defines wether the material disables bump or not.
  47374. * @returns - boolean indicating that the submesh is ready or not.
  47375. */
  47376. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47377. /**
  47378. * Checks to see if a texture is used in the material.
  47379. * @param defines the list of "defines" to update.
  47380. * @param scene defines the scene to the material belongs to.
  47381. */
  47382. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47383. /**
  47384. * Binds the material data.
  47385. * @param uniformBuffer defines the Uniform buffer to fill in.
  47386. * @param scene defines the scene the material belongs to.
  47387. * @param engine defines the engine the material belongs to.
  47388. * @param disableBumpMap defines wether the material disables bump or not.
  47389. * @param isFrozen defines wether the material is frozen or not.
  47390. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47391. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47392. */
  47393. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47394. /**
  47395. * Checks to see if a texture is used in the material.
  47396. * @param texture - Base texture to use.
  47397. * @returns - Boolean specifying if a texture is used in the material.
  47398. */
  47399. hasTexture(texture: BaseTexture): boolean;
  47400. /**
  47401. * Returns an array of the actively used textures.
  47402. * @param activeTextures Array of BaseTextures
  47403. */
  47404. getActiveTextures(activeTextures: BaseTexture[]): void;
  47405. /**
  47406. * Returns the animatable textures.
  47407. * @param animatables Array of animatable textures.
  47408. */
  47409. getAnimatables(animatables: IAnimatable[]): void;
  47410. /**
  47411. * Disposes the resources of the material.
  47412. * @param forceDisposeTextures - Forces the disposal of all textures.
  47413. */
  47414. dispose(forceDisposeTextures?: boolean): void;
  47415. /**
  47416. * Get the current class name of the texture useful for serialization or dynamic coding.
  47417. * @returns "PBRClearCoatConfiguration"
  47418. */
  47419. getClassName(): string;
  47420. /**
  47421. * Add fallbacks to the effect fallbacks list.
  47422. * @param defines defines the Base texture to use.
  47423. * @param fallbacks defines the current fallback list.
  47424. * @param currentRank defines the current fallback rank.
  47425. * @returns the new fallback rank.
  47426. */
  47427. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47428. /**
  47429. * Add the required uniforms to the current list.
  47430. * @param uniforms defines the current uniform list.
  47431. */
  47432. static AddUniforms(uniforms: string[]): void;
  47433. /**
  47434. * Add the required samplers to the current list.
  47435. * @param samplers defines the current sampler list.
  47436. */
  47437. static AddSamplers(samplers: string[]): void;
  47438. /**
  47439. * Add the required uniforms to the current buffer.
  47440. * @param uniformBuffer defines the current uniform buffer.
  47441. */
  47442. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47443. /**
  47444. * Makes a duplicate of the current configuration into another one.
  47445. * @param clearCoatConfiguration define the config where to copy the info
  47446. */
  47447. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47448. /**
  47449. * Serializes this clear coat configuration.
  47450. * @returns - An object with the serialized config.
  47451. */
  47452. serialize(): any;
  47453. /**
  47454. * Parses a anisotropy Configuration from a serialized object.
  47455. * @param source - Serialized object.
  47456. * @param scene Defines the scene we are parsing for
  47457. * @param rootUrl Defines the rootUrl to load from
  47458. */
  47459. parse(source: any, scene: Scene, rootUrl: string): void;
  47460. }
  47461. }
  47462. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47463. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47464. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47465. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47466. import { Vector2 } from "babylonjs/Maths/math.vector";
  47467. import { Scene } from "babylonjs/scene";
  47468. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47469. import { Nullable } from "babylonjs/types";
  47470. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47471. /**
  47472. * @hidden
  47473. */
  47474. export interface IMaterialAnisotropicDefines {
  47475. ANISOTROPIC: boolean;
  47476. ANISOTROPIC_TEXTURE: boolean;
  47477. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47478. MAINUV1: boolean;
  47479. _areTexturesDirty: boolean;
  47480. _needUVs: boolean;
  47481. }
  47482. /**
  47483. * Define the code related to the anisotropic parameters of the pbr material.
  47484. */
  47485. export class PBRAnisotropicConfiguration {
  47486. private _isEnabled;
  47487. /**
  47488. * Defines if the anisotropy is enabled in the material.
  47489. */
  47490. isEnabled: boolean;
  47491. /**
  47492. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47493. */
  47494. intensity: number;
  47495. /**
  47496. * Defines if the effect is along the tangents, bitangents or in between.
  47497. * By default, the effect is "strectching" the highlights along the tangents.
  47498. */
  47499. direction: Vector2;
  47500. private _texture;
  47501. /**
  47502. * Stores the anisotropy values in a texture.
  47503. * rg is direction (like normal from -1 to 1)
  47504. * b is a intensity
  47505. */
  47506. texture: Nullable<BaseTexture>;
  47507. /** @hidden */
  47508. private _internalMarkAllSubMeshesAsTexturesDirty;
  47509. /** @hidden */
  47510. _markAllSubMeshesAsTexturesDirty(): void;
  47511. /**
  47512. * Instantiate a new istance of anisotropy configuration.
  47513. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47514. */
  47515. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47516. /**
  47517. * Specifies that the submesh is ready to be used.
  47518. * @param defines the list of "defines" to update.
  47519. * @param scene defines the scene the material belongs to.
  47520. * @returns - boolean indicating that the submesh is ready or not.
  47521. */
  47522. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47523. /**
  47524. * Checks to see if a texture is used in the material.
  47525. * @param defines the list of "defines" to update.
  47526. * @param mesh the mesh we are preparing the defines for.
  47527. * @param scene defines the scene the material belongs to.
  47528. */
  47529. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47530. /**
  47531. * Binds the material data.
  47532. * @param uniformBuffer defines the Uniform buffer to fill in.
  47533. * @param scene defines the scene the material belongs to.
  47534. * @param isFrozen defines wether the material is frozen or not.
  47535. */
  47536. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47537. /**
  47538. * Checks to see if a texture is used in the material.
  47539. * @param texture - Base texture to use.
  47540. * @returns - Boolean specifying if a texture is used in the material.
  47541. */
  47542. hasTexture(texture: BaseTexture): boolean;
  47543. /**
  47544. * Returns an array of the actively used textures.
  47545. * @param activeTextures Array of BaseTextures
  47546. */
  47547. getActiveTextures(activeTextures: BaseTexture[]): void;
  47548. /**
  47549. * Returns the animatable textures.
  47550. * @param animatables Array of animatable textures.
  47551. */
  47552. getAnimatables(animatables: IAnimatable[]): void;
  47553. /**
  47554. * Disposes the resources of the material.
  47555. * @param forceDisposeTextures - Forces the disposal of all textures.
  47556. */
  47557. dispose(forceDisposeTextures?: boolean): void;
  47558. /**
  47559. * Get the current class name of the texture useful for serialization or dynamic coding.
  47560. * @returns "PBRAnisotropicConfiguration"
  47561. */
  47562. getClassName(): string;
  47563. /**
  47564. * Add fallbacks to the effect fallbacks list.
  47565. * @param defines defines the Base texture to use.
  47566. * @param fallbacks defines the current fallback list.
  47567. * @param currentRank defines the current fallback rank.
  47568. * @returns the new fallback rank.
  47569. */
  47570. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47571. /**
  47572. * Add the required uniforms to the current list.
  47573. * @param uniforms defines the current uniform list.
  47574. */
  47575. static AddUniforms(uniforms: string[]): void;
  47576. /**
  47577. * Add the required uniforms to the current buffer.
  47578. * @param uniformBuffer defines the current uniform buffer.
  47579. */
  47580. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47581. /**
  47582. * Add the required samplers to the current list.
  47583. * @param samplers defines the current sampler list.
  47584. */
  47585. static AddSamplers(samplers: string[]): void;
  47586. /**
  47587. * Makes a duplicate of the current configuration into another one.
  47588. * @param anisotropicConfiguration define the config where to copy the info
  47589. */
  47590. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47591. /**
  47592. * Serializes this anisotropy configuration.
  47593. * @returns - An object with the serialized config.
  47594. */
  47595. serialize(): any;
  47596. /**
  47597. * Parses a anisotropy Configuration from a serialized object.
  47598. * @param source - Serialized object.
  47599. * @param scene Defines the scene we are parsing for
  47600. * @param rootUrl Defines the rootUrl to load from
  47601. */
  47602. parse(source: any, scene: Scene, rootUrl: string): void;
  47603. }
  47604. }
  47605. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47606. import { Scene } from "babylonjs/scene";
  47607. /**
  47608. * @hidden
  47609. */
  47610. export interface IMaterialBRDFDefines {
  47611. BRDF_V_HEIGHT_CORRELATED: boolean;
  47612. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47613. SPHERICAL_HARMONICS: boolean;
  47614. /** @hidden */
  47615. _areMiscDirty: boolean;
  47616. }
  47617. /**
  47618. * Define the code related to the BRDF parameters of the pbr material.
  47619. */
  47620. export class PBRBRDFConfiguration {
  47621. /**
  47622. * Default value used for the energy conservation.
  47623. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47624. */
  47625. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47626. /**
  47627. * Default value used for the Smith Visibility Height Correlated mode.
  47628. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47629. */
  47630. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47631. /**
  47632. * Default value used for the IBL diffuse part.
  47633. * This can help switching back to the polynomials mode globally which is a tiny bit
  47634. * less GPU intensive at the drawback of a lower quality.
  47635. */
  47636. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47637. private _useEnergyConservation;
  47638. /**
  47639. * Defines if the material uses energy conservation.
  47640. */
  47641. useEnergyConservation: boolean;
  47642. private _useSmithVisibilityHeightCorrelated;
  47643. /**
  47644. * LEGACY Mode set to false
  47645. * Defines if the material uses height smith correlated visibility term.
  47646. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47647. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47648. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47649. * Not relying on height correlated will also disable energy conservation.
  47650. */
  47651. useSmithVisibilityHeightCorrelated: boolean;
  47652. private _useSphericalHarmonics;
  47653. /**
  47654. * LEGACY Mode set to false
  47655. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47656. * diffuse part of the IBL.
  47657. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47658. * to the ground truth.
  47659. */
  47660. useSphericalHarmonics: boolean;
  47661. /** @hidden */
  47662. private _internalMarkAllSubMeshesAsMiscDirty;
  47663. /** @hidden */
  47664. _markAllSubMeshesAsMiscDirty(): void;
  47665. /**
  47666. * Instantiate a new istance of clear coat configuration.
  47667. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47668. */
  47669. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47670. /**
  47671. * Checks to see if a texture is used in the material.
  47672. * @param defines the list of "defines" to update.
  47673. */
  47674. prepareDefines(defines: IMaterialBRDFDefines): void;
  47675. /**
  47676. * Get the current class name of the texture useful for serialization or dynamic coding.
  47677. * @returns "PBRClearCoatConfiguration"
  47678. */
  47679. getClassName(): string;
  47680. /**
  47681. * Makes a duplicate of the current configuration into another one.
  47682. * @param brdfConfiguration define the config where to copy the info
  47683. */
  47684. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47685. /**
  47686. * Serializes this BRDF configuration.
  47687. * @returns - An object with the serialized config.
  47688. */
  47689. serialize(): any;
  47690. /**
  47691. * Parses a anisotropy Configuration from a serialized object.
  47692. * @param source - Serialized object.
  47693. * @param scene Defines the scene we are parsing for
  47694. * @param rootUrl Defines the rootUrl to load from
  47695. */
  47696. parse(source: any, scene: Scene, rootUrl: string): void;
  47697. }
  47698. }
  47699. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47700. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47701. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47702. import { Color3 } from "babylonjs/Maths/math.color";
  47703. import { Scene } from "babylonjs/scene";
  47704. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47705. import { Nullable } from "babylonjs/types";
  47706. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47707. /**
  47708. * @hidden
  47709. */
  47710. export interface IMaterialSheenDefines {
  47711. SHEEN: boolean;
  47712. SHEEN_TEXTURE: boolean;
  47713. SHEEN_TEXTUREDIRECTUV: number;
  47714. SHEEN_LINKWITHALBEDO: boolean;
  47715. /** @hidden */
  47716. _areTexturesDirty: boolean;
  47717. }
  47718. /**
  47719. * Define the code related to the Sheen parameters of the pbr material.
  47720. */
  47721. export class PBRSheenConfiguration {
  47722. private _isEnabled;
  47723. /**
  47724. * Defines if the material uses sheen.
  47725. */
  47726. isEnabled: boolean;
  47727. private _linkSheenWithAlbedo;
  47728. /**
  47729. * Defines if the sheen is linked to the sheen color.
  47730. */
  47731. linkSheenWithAlbedo: boolean;
  47732. /**
  47733. * Defines the sheen intensity.
  47734. */
  47735. intensity: number;
  47736. /**
  47737. * Defines the sheen color.
  47738. */
  47739. color: Color3;
  47740. private _texture;
  47741. /**
  47742. * Stores the sheen tint values in a texture.
  47743. * rgb is tint
  47744. * a is a intensity
  47745. */
  47746. texture: Nullable<BaseTexture>;
  47747. /** @hidden */
  47748. private _internalMarkAllSubMeshesAsTexturesDirty;
  47749. /** @hidden */
  47750. _markAllSubMeshesAsTexturesDirty(): void;
  47751. /**
  47752. * Instantiate a new istance of clear coat configuration.
  47753. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47754. */
  47755. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47756. /**
  47757. * Specifies that the submesh is ready to be used.
  47758. * @param defines the list of "defines" to update.
  47759. * @param scene defines the scene the material belongs to.
  47760. * @returns - boolean indicating that the submesh is ready or not.
  47761. */
  47762. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47763. /**
  47764. * Checks to see if a texture is used in the material.
  47765. * @param defines the list of "defines" to update.
  47766. * @param scene defines the scene the material belongs to.
  47767. */
  47768. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47769. /**
  47770. * Binds the material data.
  47771. * @param uniformBuffer defines the Uniform buffer to fill in.
  47772. * @param scene defines the scene the material belongs to.
  47773. * @param isFrozen defines wether the material is frozen or not.
  47774. */
  47775. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47776. /**
  47777. * Checks to see if a texture is used in the material.
  47778. * @param texture - Base texture to use.
  47779. * @returns - Boolean specifying if a texture is used in the material.
  47780. */
  47781. hasTexture(texture: BaseTexture): boolean;
  47782. /**
  47783. * Returns an array of the actively used textures.
  47784. * @param activeTextures Array of BaseTextures
  47785. */
  47786. getActiveTextures(activeTextures: BaseTexture[]): void;
  47787. /**
  47788. * Returns the animatable textures.
  47789. * @param animatables Array of animatable textures.
  47790. */
  47791. getAnimatables(animatables: IAnimatable[]): void;
  47792. /**
  47793. * Disposes the resources of the material.
  47794. * @param forceDisposeTextures - Forces the disposal of all textures.
  47795. */
  47796. dispose(forceDisposeTextures?: boolean): void;
  47797. /**
  47798. * Get the current class name of the texture useful for serialization or dynamic coding.
  47799. * @returns "PBRSheenConfiguration"
  47800. */
  47801. getClassName(): string;
  47802. /**
  47803. * Add fallbacks to the effect fallbacks list.
  47804. * @param defines defines the Base texture to use.
  47805. * @param fallbacks defines the current fallback list.
  47806. * @param currentRank defines the current fallback rank.
  47807. * @returns the new fallback rank.
  47808. */
  47809. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47810. /**
  47811. * Add the required uniforms to the current list.
  47812. * @param uniforms defines the current uniform list.
  47813. */
  47814. static AddUniforms(uniforms: string[]): void;
  47815. /**
  47816. * Add the required uniforms to the current buffer.
  47817. * @param uniformBuffer defines the current uniform buffer.
  47818. */
  47819. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47820. /**
  47821. * Add the required samplers to the current list.
  47822. * @param samplers defines the current sampler list.
  47823. */
  47824. static AddSamplers(samplers: string[]): void;
  47825. /**
  47826. * Makes a duplicate of the current configuration into another one.
  47827. * @param sheenConfiguration define the config where to copy the info
  47828. */
  47829. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47830. /**
  47831. * Serializes this BRDF configuration.
  47832. * @returns - An object with the serialized config.
  47833. */
  47834. serialize(): any;
  47835. /**
  47836. * Parses a anisotropy Configuration from a serialized object.
  47837. * @param source - Serialized object.
  47838. * @param scene Defines the scene we are parsing for
  47839. * @param rootUrl Defines the rootUrl to load from
  47840. */
  47841. parse(source: any, scene: Scene, rootUrl: string): void;
  47842. }
  47843. }
  47844. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47845. import { Nullable } from "babylonjs/types";
  47846. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47847. import { Color3 } from "babylonjs/Maths/math.color";
  47848. import { SmartArray } from "babylonjs/Misc/smartArray";
  47849. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47850. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47851. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47852. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47853. import { Engine } from "babylonjs/Engines/engine";
  47854. import { Scene } from "babylonjs/scene";
  47855. /**
  47856. * @hidden
  47857. */
  47858. export interface IMaterialSubSurfaceDefines {
  47859. SUBSURFACE: boolean;
  47860. SS_REFRACTION: boolean;
  47861. SS_TRANSLUCENCY: boolean;
  47862. SS_SCATERRING: boolean;
  47863. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47864. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47865. SS_REFRACTIONMAP_3D: boolean;
  47866. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47867. SS_LODINREFRACTIONALPHA: boolean;
  47868. SS_GAMMAREFRACTION: boolean;
  47869. SS_RGBDREFRACTION: boolean;
  47870. SS_LINEARSPECULARREFRACTION: boolean;
  47871. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47872. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47873. /** @hidden */
  47874. _areTexturesDirty: boolean;
  47875. }
  47876. /**
  47877. * Define the code related to the sub surface parameters of the pbr material.
  47878. */
  47879. export class PBRSubSurfaceConfiguration {
  47880. private _isRefractionEnabled;
  47881. /**
  47882. * Defines if the refraction is enabled in the material.
  47883. */
  47884. isRefractionEnabled: boolean;
  47885. private _isTranslucencyEnabled;
  47886. /**
  47887. * Defines if the translucency is enabled in the material.
  47888. */
  47889. isTranslucencyEnabled: boolean;
  47890. private _isScatteringEnabled;
  47891. /**
  47892. * Defines the refraction intensity of the material.
  47893. * The refraction when enabled replaces the Diffuse part of the material.
  47894. * The intensity helps transitionning between diffuse and refraction.
  47895. */
  47896. refractionIntensity: number;
  47897. /**
  47898. * Defines the translucency intensity of the material.
  47899. * When translucency has been enabled, this defines how much of the "translucency"
  47900. * is addded to the diffuse part of the material.
  47901. */
  47902. translucencyIntensity: number;
  47903. /**
  47904. * Defines the scattering intensity of the material.
  47905. * When scattering has been enabled, this defines how much of the "scattered light"
  47906. * is addded to the diffuse part of the material.
  47907. */
  47908. scatteringIntensity: number;
  47909. private _thicknessTexture;
  47910. /**
  47911. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47912. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47913. * 0 would mean minimumThickness
  47914. * 1 would mean maximumThickness
  47915. * The other channels might be use as a mask to vary the different effects intensity.
  47916. */
  47917. thicknessTexture: Nullable<BaseTexture>;
  47918. private _refractionTexture;
  47919. /**
  47920. * Defines the texture to use for refraction.
  47921. */
  47922. refractionTexture: Nullable<BaseTexture>;
  47923. private _indexOfRefraction;
  47924. /**
  47925. * Defines the index of refraction used in the material.
  47926. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47927. */
  47928. indexOfRefraction: number;
  47929. private _invertRefractionY;
  47930. /**
  47931. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47932. */
  47933. invertRefractionY: boolean;
  47934. private _linkRefractionWithTransparency;
  47935. /**
  47936. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47937. * Materials half opaque for instance using refraction could benefit from this control.
  47938. */
  47939. linkRefractionWithTransparency: boolean;
  47940. /**
  47941. * Defines the minimum thickness stored in the thickness map.
  47942. * If no thickness map is defined, this value will be used to simulate thickness.
  47943. */
  47944. minimumThickness: number;
  47945. /**
  47946. * Defines the maximum thickness stored in the thickness map.
  47947. */
  47948. maximumThickness: number;
  47949. /**
  47950. * Defines the volume tint of the material.
  47951. * This is used for both translucency and scattering.
  47952. */
  47953. tintColor: Color3;
  47954. /**
  47955. * Defines the distance at which the tint color should be found in the media.
  47956. * This is used for refraction only.
  47957. */
  47958. tintColorAtDistance: number;
  47959. /**
  47960. * Defines how far each channel transmit through the media.
  47961. * It is defined as a color to simplify it selection.
  47962. */
  47963. diffusionDistance: Color3;
  47964. private _useMaskFromThicknessTexture;
  47965. /**
  47966. * Stores the intensity of the different subsurface effects in the thickness texture.
  47967. * * the green channel is the translucency intensity.
  47968. * * the blue channel is the scattering intensity.
  47969. * * the alpha channel is the refraction intensity.
  47970. */
  47971. useMaskFromThicknessTexture: boolean;
  47972. /** @hidden */
  47973. private _internalMarkAllSubMeshesAsTexturesDirty;
  47974. /** @hidden */
  47975. _markAllSubMeshesAsTexturesDirty(): void;
  47976. /**
  47977. * Instantiate a new istance of sub surface configuration.
  47978. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47979. */
  47980. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47981. /**
  47982. * Gets wehter the submesh is ready to be used or not.
  47983. * @param defines the list of "defines" to update.
  47984. * @param scene defines the scene the material belongs to.
  47985. * @returns - boolean indicating that the submesh is ready or not.
  47986. */
  47987. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47988. /**
  47989. * Checks to see if a texture is used in the material.
  47990. * @param defines the list of "defines" to update.
  47991. * @param scene defines the scene to the material belongs to.
  47992. */
  47993. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47994. /**
  47995. * Binds the material data.
  47996. * @param uniformBuffer defines the Uniform buffer to fill in.
  47997. * @param scene defines the scene the material belongs to.
  47998. * @param engine defines the engine the material belongs to.
  47999. * @param isFrozen defines wether the material is frozen or not.
  48000. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48001. */
  48002. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48003. /**
  48004. * Unbinds the material from the mesh.
  48005. * @param activeEffect defines the effect that should be unbound from.
  48006. * @returns true if unbound, otherwise false
  48007. */
  48008. unbind(activeEffect: Effect): boolean;
  48009. /**
  48010. * Returns the texture used for refraction or null if none is used.
  48011. * @param scene defines the scene the material belongs to.
  48012. * @returns - Refraction texture if present. If no refraction texture and refraction
  48013. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48014. */
  48015. private _getRefractionTexture;
  48016. /**
  48017. * Returns true if alpha blending should be disabled.
  48018. */
  48019. readonly disableAlphaBlending: boolean;
  48020. /**
  48021. * Fills the list of render target textures.
  48022. * @param renderTargets the list of render targets to update
  48023. */
  48024. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48025. /**
  48026. * Checks to see if a texture is used in the material.
  48027. * @param texture - Base texture to use.
  48028. * @returns - Boolean specifying if a texture is used in the material.
  48029. */
  48030. hasTexture(texture: BaseTexture): boolean;
  48031. /**
  48032. * Gets a boolean indicating that current material needs to register RTT
  48033. * @returns true if this uses a render target otherwise false.
  48034. */
  48035. hasRenderTargetTextures(): boolean;
  48036. /**
  48037. * Returns an array of the actively used textures.
  48038. * @param activeTextures Array of BaseTextures
  48039. */
  48040. getActiveTextures(activeTextures: BaseTexture[]): void;
  48041. /**
  48042. * Returns the animatable textures.
  48043. * @param animatables Array of animatable textures.
  48044. */
  48045. getAnimatables(animatables: IAnimatable[]): void;
  48046. /**
  48047. * Disposes the resources of the material.
  48048. * @param forceDisposeTextures - Forces the disposal of all textures.
  48049. */
  48050. dispose(forceDisposeTextures?: boolean): void;
  48051. /**
  48052. * Get the current class name of the texture useful for serialization or dynamic coding.
  48053. * @returns "PBRSubSurfaceConfiguration"
  48054. */
  48055. getClassName(): string;
  48056. /**
  48057. * Add fallbacks to the effect fallbacks list.
  48058. * @param defines defines the Base texture to use.
  48059. * @param fallbacks defines the current fallback list.
  48060. * @param currentRank defines the current fallback rank.
  48061. * @returns the new fallback rank.
  48062. */
  48063. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48064. /**
  48065. * Add the required uniforms to the current list.
  48066. * @param uniforms defines the current uniform list.
  48067. */
  48068. static AddUniforms(uniforms: string[]): void;
  48069. /**
  48070. * Add the required samplers to the current list.
  48071. * @param samplers defines the current sampler list.
  48072. */
  48073. static AddSamplers(samplers: string[]): void;
  48074. /**
  48075. * Add the required uniforms to the current buffer.
  48076. * @param uniformBuffer defines the current uniform buffer.
  48077. */
  48078. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48079. /**
  48080. * Makes a duplicate of the current configuration into another one.
  48081. * @param configuration define the config where to copy the info
  48082. */
  48083. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48084. /**
  48085. * Serializes this Sub Surface configuration.
  48086. * @returns - An object with the serialized config.
  48087. */
  48088. serialize(): any;
  48089. /**
  48090. * Parses a anisotropy Configuration from a serialized object.
  48091. * @param source - Serialized object.
  48092. * @param scene Defines the scene we are parsing for
  48093. * @param rootUrl Defines the rootUrl to load from
  48094. */
  48095. parse(source: any, scene: Scene, rootUrl: string): void;
  48096. }
  48097. }
  48098. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48099. /** @hidden */
  48100. export var pbrFragmentDeclaration: {
  48101. name: string;
  48102. shader: string;
  48103. };
  48104. }
  48105. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48106. /** @hidden */
  48107. export var pbrUboDeclaration: {
  48108. name: string;
  48109. shader: string;
  48110. };
  48111. }
  48112. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48113. /** @hidden */
  48114. export var pbrFragmentExtraDeclaration: {
  48115. name: string;
  48116. shader: string;
  48117. };
  48118. }
  48119. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48120. /** @hidden */
  48121. export var pbrFragmentSamplersDeclaration: {
  48122. name: string;
  48123. shader: string;
  48124. };
  48125. }
  48126. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48127. /** @hidden */
  48128. export var pbrHelperFunctions: {
  48129. name: string;
  48130. shader: string;
  48131. };
  48132. }
  48133. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48134. /** @hidden */
  48135. export var harmonicsFunctions: {
  48136. name: string;
  48137. shader: string;
  48138. };
  48139. }
  48140. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48141. /** @hidden */
  48142. export var pbrDirectLightingSetupFunctions: {
  48143. name: string;
  48144. shader: string;
  48145. };
  48146. }
  48147. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48148. /** @hidden */
  48149. export var pbrDirectLightingFalloffFunctions: {
  48150. name: string;
  48151. shader: string;
  48152. };
  48153. }
  48154. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48155. /** @hidden */
  48156. export var pbrBRDFFunctions: {
  48157. name: string;
  48158. shader: string;
  48159. };
  48160. }
  48161. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48162. /** @hidden */
  48163. export var pbrDirectLightingFunctions: {
  48164. name: string;
  48165. shader: string;
  48166. };
  48167. }
  48168. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48169. /** @hidden */
  48170. export var pbrIBLFunctions: {
  48171. name: string;
  48172. shader: string;
  48173. };
  48174. }
  48175. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48176. /** @hidden */
  48177. export var pbrDebug: {
  48178. name: string;
  48179. shader: string;
  48180. };
  48181. }
  48182. declare module "babylonjs/Shaders/pbr.fragment" {
  48183. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48184. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48185. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48186. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48187. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48188. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48189. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48190. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48191. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48192. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48193. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48194. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48195. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48196. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48197. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48198. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48199. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48200. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48201. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48202. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48203. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48204. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48205. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48206. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48207. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48208. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48209. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48210. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48211. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48212. /** @hidden */
  48213. export var pbrPixelShader: {
  48214. name: string;
  48215. shader: string;
  48216. };
  48217. }
  48218. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48219. /** @hidden */
  48220. export var pbrVertexDeclaration: {
  48221. name: string;
  48222. shader: string;
  48223. };
  48224. }
  48225. declare module "babylonjs/Shaders/pbr.vertex" {
  48226. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48227. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48228. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48229. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48230. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48231. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48232. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48233. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48234. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48235. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48236. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48237. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48238. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48239. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48240. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48241. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48242. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48243. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48244. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48245. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48246. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48247. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48248. /** @hidden */
  48249. export var pbrVertexShader: {
  48250. name: string;
  48251. shader: string;
  48252. };
  48253. }
  48254. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48255. import { Nullable } from "babylonjs/types";
  48256. import { Scene } from "babylonjs/scene";
  48257. import { Matrix } from "babylonjs/Maths/math.vector";
  48258. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48259. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48260. import { Mesh } from "babylonjs/Meshes/mesh";
  48261. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48262. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48263. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48264. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48265. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48266. import { Color3 } from "babylonjs/Maths/math.color";
  48267. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48268. import { Material } from "babylonjs/Materials/material";
  48269. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48270. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48271. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48272. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48273. import "babylonjs/Shaders/pbr.fragment";
  48274. import "babylonjs/Shaders/pbr.vertex";
  48275. /**
  48276. * Manages the defines for the PBR Material.
  48277. * @hidden
  48278. */
  48279. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48280. PBR: boolean;
  48281. MAINUV1: boolean;
  48282. MAINUV2: boolean;
  48283. UV1: boolean;
  48284. UV2: boolean;
  48285. ALBEDO: boolean;
  48286. ALBEDODIRECTUV: number;
  48287. VERTEXCOLOR: boolean;
  48288. AMBIENT: boolean;
  48289. AMBIENTDIRECTUV: number;
  48290. AMBIENTINGRAYSCALE: boolean;
  48291. OPACITY: boolean;
  48292. VERTEXALPHA: boolean;
  48293. OPACITYDIRECTUV: number;
  48294. OPACITYRGB: boolean;
  48295. ALPHATEST: boolean;
  48296. DEPTHPREPASS: boolean;
  48297. ALPHABLEND: boolean;
  48298. ALPHAFROMALBEDO: boolean;
  48299. ALPHATESTVALUE: string;
  48300. SPECULAROVERALPHA: boolean;
  48301. RADIANCEOVERALPHA: boolean;
  48302. ALPHAFRESNEL: boolean;
  48303. LINEARALPHAFRESNEL: boolean;
  48304. PREMULTIPLYALPHA: boolean;
  48305. EMISSIVE: boolean;
  48306. EMISSIVEDIRECTUV: number;
  48307. REFLECTIVITY: boolean;
  48308. REFLECTIVITYDIRECTUV: number;
  48309. SPECULARTERM: boolean;
  48310. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48311. MICROSURFACEAUTOMATIC: boolean;
  48312. LODBASEDMICROSFURACE: boolean;
  48313. MICROSURFACEMAP: boolean;
  48314. MICROSURFACEMAPDIRECTUV: number;
  48315. METALLICWORKFLOW: boolean;
  48316. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48317. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48318. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48319. AOSTOREINMETALMAPRED: boolean;
  48320. ENVIRONMENTBRDF: boolean;
  48321. ENVIRONMENTBRDF_RGBD: boolean;
  48322. NORMAL: boolean;
  48323. TANGENT: boolean;
  48324. BUMP: boolean;
  48325. BUMPDIRECTUV: number;
  48326. OBJECTSPACE_NORMALMAP: boolean;
  48327. PARALLAX: boolean;
  48328. PARALLAXOCCLUSION: boolean;
  48329. NORMALXYSCALE: boolean;
  48330. LIGHTMAP: boolean;
  48331. LIGHTMAPDIRECTUV: number;
  48332. USELIGHTMAPASSHADOWMAP: boolean;
  48333. GAMMALIGHTMAP: boolean;
  48334. REFLECTION: boolean;
  48335. REFLECTIONMAP_3D: boolean;
  48336. REFLECTIONMAP_SPHERICAL: boolean;
  48337. REFLECTIONMAP_PLANAR: boolean;
  48338. REFLECTIONMAP_CUBIC: boolean;
  48339. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48340. REFLECTIONMAP_PROJECTION: boolean;
  48341. REFLECTIONMAP_SKYBOX: boolean;
  48342. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48343. REFLECTIONMAP_EXPLICIT: boolean;
  48344. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48345. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48346. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48347. INVERTCUBICMAP: boolean;
  48348. USESPHERICALFROMREFLECTIONMAP: boolean;
  48349. USEIRRADIANCEMAP: boolean;
  48350. SPHERICAL_HARMONICS: boolean;
  48351. USESPHERICALINVERTEX: boolean;
  48352. REFLECTIONMAP_OPPOSITEZ: boolean;
  48353. LODINREFLECTIONALPHA: boolean;
  48354. GAMMAREFLECTION: boolean;
  48355. RGBDREFLECTION: boolean;
  48356. LINEARSPECULARREFLECTION: boolean;
  48357. RADIANCEOCCLUSION: boolean;
  48358. HORIZONOCCLUSION: boolean;
  48359. INSTANCES: boolean;
  48360. NUM_BONE_INFLUENCERS: number;
  48361. BonesPerMesh: number;
  48362. BONETEXTURE: boolean;
  48363. NONUNIFORMSCALING: boolean;
  48364. MORPHTARGETS: boolean;
  48365. MORPHTARGETS_NORMAL: boolean;
  48366. MORPHTARGETS_TANGENT: boolean;
  48367. MORPHTARGETS_UV: boolean;
  48368. NUM_MORPH_INFLUENCERS: number;
  48369. IMAGEPROCESSING: boolean;
  48370. VIGNETTE: boolean;
  48371. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48372. VIGNETTEBLENDMODEOPAQUE: boolean;
  48373. TONEMAPPING: boolean;
  48374. TONEMAPPING_ACES: boolean;
  48375. CONTRAST: boolean;
  48376. COLORCURVES: boolean;
  48377. COLORGRADING: boolean;
  48378. COLORGRADING3D: boolean;
  48379. SAMPLER3DGREENDEPTH: boolean;
  48380. SAMPLER3DBGRMAP: boolean;
  48381. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48382. EXPOSURE: boolean;
  48383. MULTIVIEW: boolean;
  48384. USEPHYSICALLIGHTFALLOFF: boolean;
  48385. USEGLTFLIGHTFALLOFF: boolean;
  48386. TWOSIDEDLIGHTING: boolean;
  48387. SHADOWFLOAT: boolean;
  48388. CLIPPLANE: boolean;
  48389. CLIPPLANE2: boolean;
  48390. CLIPPLANE3: boolean;
  48391. CLIPPLANE4: boolean;
  48392. POINTSIZE: boolean;
  48393. FOG: boolean;
  48394. LOGARITHMICDEPTH: boolean;
  48395. FORCENORMALFORWARD: boolean;
  48396. SPECULARAA: boolean;
  48397. CLEARCOAT: boolean;
  48398. CLEARCOAT_DEFAULTIOR: boolean;
  48399. CLEARCOAT_TEXTURE: boolean;
  48400. CLEARCOAT_TEXTUREDIRECTUV: number;
  48401. CLEARCOAT_BUMP: boolean;
  48402. CLEARCOAT_BUMPDIRECTUV: number;
  48403. CLEARCOAT_TINT: boolean;
  48404. CLEARCOAT_TINT_TEXTURE: boolean;
  48405. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48406. ANISOTROPIC: boolean;
  48407. ANISOTROPIC_TEXTURE: boolean;
  48408. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48409. BRDF_V_HEIGHT_CORRELATED: boolean;
  48410. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48411. SHEEN: boolean;
  48412. SHEEN_TEXTURE: boolean;
  48413. SHEEN_TEXTUREDIRECTUV: number;
  48414. SHEEN_LINKWITHALBEDO: boolean;
  48415. SUBSURFACE: boolean;
  48416. SS_REFRACTION: boolean;
  48417. SS_TRANSLUCENCY: boolean;
  48418. SS_SCATERRING: boolean;
  48419. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48420. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48421. SS_REFRACTIONMAP_3D: boolean;
  48422. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48423. SS_LODINREFRACTIONALPHA: boolean;
  48424. SS_GAMMAREFRACTION: boolean;
  48425. SS_RGBDREFRACTION: boolean;
  48426. SS_LINEARSPECULARREFRACTION: boolean;
  48427. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48428. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48429. UNLIT: boolean;
  48430. DEBUGMODE: number;
  48431. /**
  48432. * Initializes the PBR Material defines.
  48433. */
  48434. constructor();
  48435. /**
  48436. * Resets the PBR Material defines.
  48437. */
  48438. reset(): void;
  48439. }
  48440. /**
  48441. * The Physically based material base class of BJS.
  48442. *
  48443. * This offers the main features of a standard PBR material.
  48444. * For more information, please refer to the documentation :
  48445. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48446. */
  48447. export abstract class PBRBaseMaterial extends PushMaterial {
  48448. /**
  48449. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48450. */
  48451. static readonly PBRMATERIAL_OPAQUE: number;
  48452. /**
  48453. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48454. */
  48455. static readonly PBRMATERIAL_ALPHATEST: number;
  48456. /**
  48457. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48458. */
  48459. static readonly PBRMATERIAL_ALPHABLEND: number;
  48460. /**
  48461. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48462. * They are also discarded below the alpha cutoff threshold to improve performances.
  48463. */
  48464. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48465. /**
  48466. * Defines the default value of how much AO map is occluding the analytical lights
  48467. * (point spot...).
  48468. */
  48469. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48470. /**
  48471. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48472. */
  48473. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48474. /**
  48475. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48476. * to enhance interoperability with other engines.
  48477. */
  48478. static readonly LIGHTFALLOFF_GLTF: number;
  48479. /**
  48480. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48481. * to enhance interoperability with other materials.
  48482. */
  48483. static readonly LIGHTFALLOFF_STANDARD: number;
  48484. /**
  48485. * Intensity of the direct lights e.g. the four lights available in your scene.
  48486. * This impacts both the direct diffuse and specular highlights.
  48487. */
  48488. protected _directIntensity: number;
  48489. /**
  48490. * Intensity of the emissive part of the material.
  48491. * This helps controlling the emissive effect without modifying the emissive color.
  48492. */
  48493. protected _emissiveIntensity: number;
  48494. /**
  48495. * Intensity of the environment e.g. how much the environment will light the object
  48496. * either through harmonics for rough material or through the refelction for shiny ones.
  48497. */
  48498. protected _environmentIntensity: number;
  48499. /**
  48500. * This is a special control allowing the reduction of the specular highlights coming from the
  48501. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48502. */
  48503. protected _specularIntensity: number;
  48504. /**
  48505. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48506. */
  48507. private _lightingInfos;
  48508. /**
  48509. * Debug Control allowing disabling the bump map on this material.
  48510. */
  48511. protected _disableBumpMap: boolean;
  48512. /**
  48513. * AKA Diffuse Texture in standard nomenclature.
  48514. */
  48515. protected _albedoTexture: Nullable<BaseTexture>;
  48516. /**
  48517. * AKA Occlusion Texture in other nomenclature.
  48518. */
  48519. protected _ambientTexture: Nullable<BaseTexture>;
  48520. /**
  48521. * AKA Occlusion Texture Intensity in other nomenclature.
  48522. */
  48523. protected _ambientTextureStrength: number;
  48524. /**
  48525. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48526. * 1 means it completely occludes it
  48527. * 0 mean it has no impact
  48528. */
  48529. protected _ambientTextureImpactOnAnalyticalLights: number;
  48530. /**
  48531. * Stores the alpha values in a texture.
  48532. */
  48533. protected _opacityTexture: Nullable<BaseTexture>;
  48534. /**
  48535. * Stores the reflection values in a texture.
  48536. */
  48537. protected _reflectionTexture: Nullable<BaseTexture>;
  48538. /**
  48539. * Stores the emissive values in a texture.
  48540. */
  48541. protected _emissiveTexture: Nullable<BaseTexture>;
  48542. /**
  48543. * AKA Specular texture in other nomenclature.
  48544. */
  48545. protected _reflectivityTexture: Nullable<BaseTexture>;
  48546. /**
  48547. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48548. */
  48549. protected _metallicTexture: Nullable<BaseTexture>;
  48550. /**
  48551. * Specifies the metallic scalar of the metallic/roughness workflow.
  48552. * Can also be used to scale the metalness values of the metallic texture.
  48553. */
  48554. protected _metallic: Nullable<number>;
  48555. /**
  48556. * Specifies the roughness scalar of the metallic/roughness workflow.
  48557. * Can also be used to scale the roughness values of the metallic texture.
  48558. */
  48559. protected _roughness: Nullable<number>;
  48560. /**
  48561. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48562. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48563. */
  48564. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48565. /**
  48566. * Stores surface normal data used to displace a mesh in a texture.
  48567. */
  48568. protected _bumpTexture: Nullable<BaseTexture>;
  48569. /**
  48570. * Stores the pre-calculated light information of a mesh in a texture.
  48571. */
  48572. protected _lightmapTexture: Nullable<BaseTexture>;
  48573. /**
  48574. * The color of a material in ambient lighting.
  48575. */
  48576. protected _ambientColor: Color3;
  48577. /**
  48578. * AKA Diffuse Color in other nomenclature.
  48579. */
  48580. protected _albedoColor: Color3;
  48581. /**
  48582. * AKA Specular Color in other nomenclature.
  48583. */
  48584. protected _reflectivityColor: Color3;
  48585. /**
  48586. * The color applied when light is reflected from a material.
  48587. */
  48588. protected _reflectionColor: Color3;
  48589. /**
  48590. * The color applied when light is emitted from a material.
  48591. */
  48592. protected _emissiveColor: Color3;
  48593. /**
  48594. * AKA Glossiness in other nomenclature.
  48595. */
  48596. protected _microSurface: number;
  48597. /**
  48598. * Specifies that the material will use the light map as a show map.
  48599. */
  48600. protected _useLightmapAsShadowmap: boolean;
  48601. /**
  48602. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48603. * makes the reflect vector face the model (under horizon).
  48604. */
  48605. protected _useHorizonOcclusion: boolean;
  48606. /**
  48607. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48608. * too much the area relying on ambient texture to define their ambient occlusion.
  48609. */
  48610. protected _useRadianceOcclusion: boolean;
  48611. /**
  48612. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48613. */
  48614. protected _useAlphaFromAlbedoTexture: boolean;
  48615. /**
  48616. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48617. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48618. */
  48619. protected _useSpecularOverAlpha: boolean;
  48620. /**
  48621. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48622. */
  48623. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48624. /**
  48625. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48626. */
  48627. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48628. /**
  48629. * Specifies if the metallic texture contains the roughness information in its green channel.
  48630. */
  48631. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48632. /**
  48633. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48634. */
  48635. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48636. /**
  48637. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48638. */
  48639. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48640. /**
  48641. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48642. */
  48643. protected _useAmbientInGrayScale: boolean;
  48644. /**
  48645. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48646. * The material will try to infer what glossiness each pixel should be.
  48647. */
  48648. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48649. /**
  48650. * Defines the falloff type used in this material.
  48651. * It by default is Physical.
  48652. */
  48653. protected _lightFalloff: number;
  48654. /**
  48655. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48656. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48657. */
  48658. protected _useRadianceOverAlpha: boolean;
  48659. /**
  48660. * Allows using an object space normal map (instead of tangent space).
  48661. */
  48662. protected _useObjectSpaceNormalMap: boolean;
  48663. /**
  48664. * Allows using the bump map in parallax mode.
  48665. */
  48666. protected _useParallax: boolean;
  48667. /**
  48668. * Allows using the bump map in parallax occlusion mode.
  48669. */
  48670. protected _useParallaxOcclusion: boolean;
  48671. /**
  48672. * Controls the scale bias of the parallax mode.
  48673. */
  48674. protected _parallaxScaleBias: number;
  48675. /**
  48676. * If sets to true, disables all the lights affecting the material.
  48677. */
  48678. protected _disableLighting: boolean;
  48679. /**
  48680. * Number of Simultaneous lights allowed on the material.
  48681. */
  48682. protected _maxSimultaneousLights: number;
  48683. /**
  48684. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48685. */
  48686. protected _invertNormalMapX: boolean;
  48687. /**
  48688. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48689. */
  48690. protected _invertNormalMapY: boolean;
  48691. /**
  48692. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48693. */
  48694. protected _twoSidedLighting: boolean;
  48695. /**
  48696. * Defines the alpha limits in alpha test mode.
  48697. */
  48698. protected _alphaCutOff: number;
  48699. /**
  48700. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48701. */
  48702. protected _forceAlphaTest: boolean;
  48703. /**
  48704. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48705. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48706. */
  48707. protected _useAlphaFresnel: boolean;
  48708. /**
  48709. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48710. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48711. */
  48712. protected _useLinearAlphaFresnel: boolean;
  48713. /**
  48714. * The transparency mode of the material.
  48715. */
  48716. protected _transparencyMode: Nullable<number>;
  48717. /**
  48718. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48719. * from cos thetav and roughness:
  48720. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48721. */
  48722. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48723. /**
  48724. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48725. */
  48726. protected _forceIrradianceInFragment: boolean;
  48727. /**
  48728. * Force normal to face away from face.
  48729. */
  48730. protected _forceNormalForward: boolean;
  48731. /**
  48732. * Enables specular anti aliasing in the PBR shader.
  48733. * It will both interacts on the Geometry for analytical and IBL lighting.
  48734. * It also prefilter the roughness map based on the bump values.
  48735. */
  48736. protected _enableSpecularAntiAliasing: boolean;
  48737. /**
  48738. * Default configuration related to image processing available in the PBR Material.
  48739. */
  48740. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48741. /**
  48742. * Keep track of the image processing observer to allow dispose and replace.
  48743. */
  48744. private _imageProcessingObserver;
  48745. /**
  48746. * Attaches a new image processing configuration to the PBR Material.
  48747. * @param configuration
  48748. */
  48749. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48750. /**
  48751. * Stores the available render targets.
  48752. */
  48753. private _renderTargets;
  48754. /**
  48755. * Sets the global ambient color for the material used in lighting calculations.
  48756. */
  48757. private _globalAmbientColor;
  48758. /**
  48759. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48760. */
  48761. private _useLogarithmicDepth;
  48762. /**
  48763. * If set to true, no lighting calculations will be applied.
  48764. */
  48765. private _unlit;
  48766. private _debugMode;
  48767. /**
  48768. * @hidden
  48769. * This is reserved for the inspector.
  48770. * Defines the material debug mode.
  48771. * It helps seeing only some components of the material while troubleshooting.
  48772. */
  48773. debugMode: number;
  48774. /**
  48775. * @hidden
  48776. * This is reserved for the inspector.
  48777. * Specify from where on screen the debug mode should start.
  48778. * The value goes from -1 (full screen) to 1 (not visible)
  48779. * It helps with side by side comparison against the final render
  48780. * This defaults to -1
  48781. */
  48782. private debugLimit;
  48783. /**
  48784. * @hidden
  48785. * This is reserved for the inspector.
  48786. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48787. * You can use the factor to better multiply the final value.
  48788. */
  48789. private debugFactor;
  48790. /**
  48791. * Defines the clear coat layer parameters for the material.
  48792. */
  48793. readonly clearCoat: PBRClearCoatConfiguration;
  48794. /**
  48795. * Defines the anisotropic parameters for the material.
  48796. */
  48797. readonly anisotropy: PBRAnisotropicConfiguration;
  48798. /**
  48799. * Defines the BRDF parameters for the material.
  48800. */
  48801. readonly brdf: PBRBRDFConfiguration;
  48802. /**
  48803. * Defines the Sheen parameters for the material.
  48804. */
  48805. readonly sheen: PBRSheenConfiguration;
  48806. /**
  48807. * Defines the SubSurface parameters for the material.
  48808. */
  48809. readonly subSurface: PBRSubSurfaceConfiguration;
  48810. /**
  48811. * Custom callback helping to override the default shader used in the material.
  48812. */
  48813. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48814. /**
  48815. * Instantiates a new PBRMaterial instance.
  48816. *
  48817. * @param name The material name
  48818. * @param scene The scene the material will be use in.
  48819. */
  48820. constructor(name: string, scene: Scene);
  48821. /**
  48822. * Gets a boolean indicating that current material needs to register RTT
  48823. */
  48824. readonly hasRenderTargetTextures: boolean;
  48825. /**
  48826. * Gets the name of the material class.
  48827. */
  48828. getClassName(): string;
  48829. /**
  48830. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48831. */
  48832. /**
  48833. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48834. */
  48835. useLogarithmicDepth: boolean;
  48836. /**
  48837. * Gets the current transparency mode.
  48838. */
  48839. /**
  48840. * Sets the transparency mode of the material.
  48841. *
  48842. * | Value | Type | Description |
  48843. * | ----- | ----------------------------------- | ----------- |
  48844. * | 0 | OPAQUE | |
  48845. * | 1 | ALPHATEST | |
  48846. * | 2 | ALPHABLEND | |
  48847. * | 3 | ALPHATESTANDBLEND | |
  48848. *
  48849. */
  48850. transparencyMode: Nullable<number>;
  48851. /**
  48852. * Returns true if alpha blending should be disabled.
  48853. */
  48854. private readonly _disableAlphaBlending;
  48855. /**
  48856. * Specifies whether or not this material should be rendered in alpha blend mode.
  48857. */
  48858. needAlphaBlending(): boolean;
  48859. /**
  48860. * Specifies if the mesh will require alpha blending.
  48861. * @param mesh - BJS mesh.
  48862. */
  48863. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48864. /**
  48865. * Specifies whether or not this material should be rendered in alpha test mode.
  48866. */
  48867. needAlphaTesting(): boolean;
  48868. /**
  48869. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48870. */
  48871. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48872. /**
  48873. * Gets the texture used for the alpha test.
  48874. */
  48875. getAlphaTestTexture(): Nullable<BaseTexture>;
  48876. /**
  48877. * Specifies that the submesh is ready to be used.
  48878. * @param mesh - BJS mesh.
  48879. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48880. * @param useInstances - Specifies that instances should be used.
  48881. * @returns - boolean indicating that the submesh is ready or not.
  48882. */
  48883. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48884. /**
  48885. * Specifies if the material uses metallic roughness workflow.
  48886. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48887. */
  48888. isMetallicWorkflow(): boolean;
  48889. private _prepareEffect;
  48890. private _prepareDefines;
  48891. /**
  48892. * Force shader compilation
  48893. */
  48894. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48895. clipPlane: boolean;
  48896. }>): void;
  48897. /**
  48898. * Initializes the uniform buffer layout for the shader.
  48899. */
  48900. buildUniformLayout(): void;
  48901. /**
  48902. * Unbinds the material from the mesh
  48903. */
  48904. unbind(): void;
  48905. /**
  48906. * Binds the submesh data.
  48907. * @param world - The world matrix.
  48908. * @param mesh - The BJS mesh.
  48909. * @param subMesh - A submesh of the BJS mesh.
  48910. */
  48911. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48912. /**
  48913. * Returns the animatable textures.
  48914. * @returns - Array of animatable textures.
  48915. */
  48916. getAnimatables(): IAnimatable[];
  48917. /**
  48918. * Returns the texture used for reflections.
  48919. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48920. */
  48921. private _getReflectionTexture;
  48922. /**
  48923. * Returns an array of the actively used textures.
  48924. * @returns - Array of BaseTextures
  48925. */
  48926. getActiveTextures(): BaseTexture[];
  48927. /**
  48928. * Checks to see if a texture is used in the material.
  48929. * @param texture - Base texture to use.
  48930. * @returns - Boolean specifying if a texture is used in the material.
  48931. */
  48932. hasTexture(texture: BaseTexture): boolean;
  48933. /**
  48934. * Disposes the resources of the material.
  48935. * @param forceDisposeEffect - Forces the disposal of effects.
  48936. * @param forceDisposeTextures - Forces the disposal of all textures.
  48937. */
  48938. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48939. }
  48940. }
  48941. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48942. import { Nullable } from "babylonjs/types";
  48943. import { Scene } from "babylonjs/scene";
  48944. import { Color3 } from "babylonjs/Maths/math.color";
  48945. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48946. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48947. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48948. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48949. /**
  48950. * The Physically based material of BJS.
  48951. *
  48952. * This offers the main features of a standard PBR material.
  48953. * For more information, please refer to the documentation :
  48954. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48955. */
  48956. export class PBRMaterial extends PBRBaseMaterial {
  48957. /**
  48958. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48959. */
  48960. static readonly PBRMATERIAL_OPAQUE: number;
  48961. /**
  48962. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48963. */
  48964. static readonly PBRMATERIAL_ALPHATEST: number;
  48965. /**
  48966. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48967. */
  48968. static readonly PBRMATERIAL_ALPHABLEND: number;
  48969. /**
  48970. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48971. * They are also discarded below the alpha cutoff threshold to improve performances.
  48972. */
  48973. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48974. /**
  48975. * Defines the default value of how much AO map is occluding the analytical lights
  48976. * (point spot...).
  48977. */
  48978. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48979. /**
  48980. * Intensity of the direct lights e.g. the four lights available in your scene.
  48981. * This impacts both the direct diffuse and specular highlights.
  48982. */
  48983. directIntensity: number;
  48984. /**
  48985. * Intensity of the emissive part of the material.
  48986. * This helps controlling the emissive effect without modifying the emissive color.
  48987. */
  48988. emissiveIntensity: number;
  48989. /**
  48990. * Intensity of the environment e.g. how much the environment will light the object
  48991. * either through harmonics for rough material or through the refelction for shiny ones.
  48992. */
  48993. environmentIntensity: number;
  48994. /**
  48995. * This is a special control allowing the reduction of the specular highlights coming from the
  48996. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48997. */
  48998. specularIntensity: number;
  48999. /**
  49000. * Debug Control allowing disabling the bump map on this material.
  49001. */
  49002. disableBumpMap: boolean;
  49003. /**
  49004. * AKA Diffuse Texture in standard nomenclature.
  49005. */
  49006. albedoTexture: BaseTexture;
  49007. /**
  49008. * AKA Occlusion Texture in other nomenclature.
  49009. */
  49010. ambientTexture: BaseTexture;
  49011. /**
  49012. * AKA Occlusion Texture Intensity in other nomenclature.
  49013. */
  49014. ambientTextureStrength: number;
  49015. /**
  49016. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49017. * 1 means it completely occludes it
  49018. * 0 mean it has no impact
  49019. */
  49020. ambientTextureImpactOnAnalyticalLights: number;
  49021. /**
  49022. * Stores the alpha values in a texture.
  49023. */
  49024. opacityTexture: BaseTexture;
  49025. /**
  49026. * Stores the reflection values in a texture.
  49027. */
  49028. reflectionTexture: Nullable<BaseTexture>;
  49029. /**
  49030. * Stores the emissive values in a texture.
  49031. */
  49032. emissiveTexture: BaseTexture;
  49033. /**
  49034. * AKA Specular texture in other nomenclature.
  49035. */
  49036. reflectivityTexture: BaseTexture;
  49037. /**
  49038. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49039. */
  49040. metallicTexture: BaseTexture;
  49041. /**
  49042. * Specifies the metallic scalar of the metallic/roughness workflow.
  49043. * Can also be used to scale the metalness values of the metallic texture.
  49044. */
  49045. metallic: Nullable<number>;
  49046. /**
  49047. * Specifies the roughness scalar of the metallic/roughness workflow.
  49048. * Can also be used to scale the roughness values of the metallic texture.
  49049. */
  49050. roughness: Nullable<number>;
  49051. /**
  49052. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49053. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49054. */
  49055. microSurfaceTexture: BaseTexture;
  49056. /**
  49057. * Stores surface normal data used to displace a mesh in a texture.
  49058. */
  49059. bumpTexture: BaseTexture;
  49060. /**
  49061. * Stores the pre-calculated light information of a mesh in a texture.
  49062. */
  49063. lightmapTexture: BaseTexture;
  49064. /**
  49065. * Stores the refracted light information in a texture.
  49066. */
  49067. refractionTexture: Nullable<BaseTexture>;
  49068. /**
  49069. * The color of a material in ambient lighting.
  49070. */
  49071. ambientColor: Color3;
  49072. /**
  49073. * AKA Diffuse Color in other nomenclature.
  49074. */
  49075. albedoColor: Color3;
  49076. /**
  49077. * AKA Specular Color in other nomenclature.
  49078. */
  49079. reflectivityColor: Color3;
  49080. /**
  49081. * The color reflected from the material.
  49082. */
  49083. reflectionColor: Color3;
  49084. /**
  49085. * The color emitted from the material.
  49086. */
  49087. emissiveColor: Color3;
  49088. /**
  49089. * AKA Glossiness in other nomenclature.
  49090. */
  49091. microSurface: number;
  49092. /**
  49093. * source material index of refraction (IOR)' / 'destination material IOR.
  49094. */
  49095. indexOfRefraction: number;
  49096. /**
  49097. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49098. */
  49099. invertRefractionY: boolean;
  49100. /**
  49101. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49102. * Materials half opaque for instance using refraction could benefit from this control.
  49103. */
  49104. linkRefractionWithTransparency: boolean;
  49105. /**
  49106. * If true, the light map contains occlusion information instead of lighting info.
  49107. */
  49108. useLightmapAsShadowmap: boolean;
  49109. /**
  49110. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49111. */
  49112. useAlphaFromAlbedoTexture: boolean;
  49113. /**
  49114. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49115. */
  49116. forceAlphaTest: boolean;
  49117. /**
  49118. * Defines the alpha limits in alpha test mode.
  49119. */
  49120. alphaCutOff: number;
  49121. /**
  49122. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49123. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49124. */
  49125. useSpecularOverAlpha: boolean;
  49126. /**
  49127. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49128. */
  49129. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49130. /**
  49131. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49132. */
  49133. useRoughnessFromMetallicTextureAlpha: boolean;
  49134. /**
  49135. * Specifies if the metallic texture contains the roughness information in its green channel.
  49136. */
  49137. useRoughnessFromMetallicTextureGreen: boolean;
  49138. /**
  49139. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49140. */
  49141. useMetallnessFromMetallicTextureBlue: boolean;
  49142. /**
  49143. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49144. */
  49145. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49146. /**
  49147. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49148. */
  49149. useAmbientInGrayScale: boolean;
  49150. /**
  49151. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49152. * The material will try to infer what glossiness each pixel should be.
  49153. */
  49154. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49155. /**
  49156. * BJS is using an harcoded light falloff based on a manually sets up range.
  49157. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49158. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49159. */
  49160. /**
  49161. * BJS is using an harcoded light falloff based on a manually sets up range.
  49162. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49163. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49164. */
  49165. usePhysicalLightFalloff: boolean;
  49166. /**
  49167. * In order to support the falloff compatibility with gltf, a special mode has been added
  49168. * to reproduce the gltf light falloff.
  49169. */
  49170. /**
  49171. * In order to support the falloff compatibility with gltf, a special mode has been added
  49172. * to reproduce the gltf light falloff.
  49173. */
  49174. useGLTFLightFalloff: boolean;
  49175. /**
  49176. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49177. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49178. */
  49179. useRadianceOverAlpha: boolean;
  49180. /**
  49181. * Allows using an object space normal map (instead of tangent space).
  49182. */
  49183. useObjectSpaceNormalMap: boolean;
  49184. /**
  49185. * Allows using the bump map in parallax mode.
  49186. */
  49187. useParallax: boolean;
  49188. /**
  49189. * Allows using the bump map in parallax occlusion mode.
  49190. */
  49191. useParallaxOcclusion: boolean;
  49192. /**
  49193. * Controls the scale bias of the parallax mode.
  49194. */
  49195. parallaxScaleBias: number;
  49196. /**
  49197. * If sets to true, disables all the lights affecting the material.
  49198. */
  49199. disableLighting: boolean;
  49200. /**
  49201. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49202. */
  49203. forceIrradianceInFragment: boolean;
  49204. /**
  49205. * Number of Simultaneous lights allowed on the material.
  49206. */
  49207. maxSimultaneousLights: number;
  49208. /**
  49209. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49210. */
  49211. invertNormalMapX: boolean;
  49212. /**
  49213. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49214. */
  49215. invertNormalMapY: boolean;
  49216. /**
  49217. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49218. */
  49219. twoSidedLighting: boolean;
  49220. /**
  49221. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49222. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49223. */
  49224. useAlphaFresnel: boolean;
  49225. /**
  49226. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49227. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49228. */
  49229. useLinearAlphaFresnel: boolean;
  49230. /**
  49231. * Let user defines the brdf lookup texture used for IBL.
  49232. * A default 8bit version is embedded but you could point at :
  49233. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49234. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49235. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49236. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49237. */
  49238. environmentBRDFTexture: Nullable<BaseTexture>;
  49239. /**
  49240. * Force normal to face away from face.
  49241. */
  49242. forceNormalForward: boolean;
  49243. /**
  49244. * Enables specular anti aliasing in the PBR shader.
  49245. * It will both interacts on the Geometry for analytical and IBL lighting.
  49246. * It also prefilter the roughness map based on the bump values.
  49247. */
  49248. enableSpecularAntiAliasing: boolean;
  49249. /**
  49250. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49251. * makes the reflect vector face the model (under horizon).
  49252. */
  49253. useHorizonOcclusion: boolean;
  49254. /**
  49255. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49256. * too much the area relying on ambient texture to define their ambient occlusion.
  49257. */
  49258. useRadianceOcclusion: boolean;
  49259. /**
  49260. * If set to true, no lighting calculations will be applied.
  49261. */
  49262. unlit: boolean;
  49263. /**
  49264. * Gets the image processing configuration used either in this material.
  49265. */
  49266. /**
  49267. * Sets the Default image processing configuration used either in the this material.
  49268. *
  49269. * If sets to null, the scene one is in use.
  49270. */
  49271. imageProcessingConfiguration: ImageProcessingConfiguration;
  49272. /**
  49273. * Gets wether the color curves effect is enabled.
  49274. */
  49275. /**
  49276. * Sets wether the color curves effect is enabled.
  49277. */
  49278. cameraColorCurvesEnabled: boolean;
  49279. /**
  49280. * Gets wether the color grading effect is enabled.
  49281. */
  49282. /**
  49283. * Gets wether the color grading effect is enabled.
  49284. */
  49285. cameraColorGradingEnabled: boolean;
  49286. /**
  49287. * Gets wether tonemapping is enabled or not.
  49288. */
  49289. /**
  49290. * Sets wether tonemapping is enabled or not
  49291. */
  49292. cameraToneMappingEnabled: boolean;
  49293. /**
  49294. * The camera exposure used on this material.
  49295. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49296. * This corresponds to a photographic exposure.
  49297. */
  49298. /**
  49299. * The camera exposure used on this material.
  49300. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49301. * This corresponds to a photographic exposure.
  49302. */
  49303. cameraExposure: number;
  49304. /**
  49305. * Gets The camera contrast used on this material.
  49306. */
  49307. /**
  49308. * Sets The camera contrast used on this material.
  49309. */
  49310. cameraContrast: number;
  49311. /**
  49312. * Gets the Color Grading 2D Lookup Texture.
  49313. */
  49314. /**
  49315. * Sets the Color Grading 2D Lookup Texture.
  49316. */
  49317. cameraColorGradingTexture: Nullable<BaseTexture>;
  49318. /**
  49319. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49320. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49321. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49322. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49323. */
  49324. /**
  49325. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49326. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49327. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49328. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49329. */
  49330. cameraColorCurves: Nullable<ColorCurves>;
  49331. /**
  49332. * Instantiates a new PBRMaterial instance.
  49333. *
  49334. * @param name The material name
  49335. * @param scene The scene the material will be use in.
  49336. */
  49337. constructor(name: string, scene: Scene);
  49338. /**
  49339. * Returns the name of this material class.
  49340. */
  49341. getClassName(): string;
  49342. /**
  49343. * Makes a duplicate of the current material.
  49344. * @param name - name to use for the new material.
  49345. */
  49346. clone(name: string): PBRMaterial;
  49347. /**
  49348. * Serializes this PBR Material.
  49349. * @returns - An object with the serialized material.
  49350. */
  49351. serialize(): any;
  49352. /**
  49353. * Parses a PBR Material from a serialized object.
  49354. * @param source - Serialized object.
  49355. * @param scene - BJS scene instance.
  49356. * @param rootUrl - url for the scene object
  49357. * @returns - PBRMaterial
  49358. */
  49359. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49360. }
  49361. }
  49362. declare module "babylonjs/Misc/dds" {
  49363. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49364. import { Engine } from "babylonjs/Engines/engine";
  49365. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49366. import { Nullable } from "babylonjs/types";
  49367. import { Scene } from "babylonjs/scene";
  49368. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49369. /**
  49370. * Direct draw surface info
  49371. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49372. */
  49373. export interface DDSInfo {
  49374. /**
  49375. * Width of the texture
  49376. */
  49377. width: number;
  49378. /**
  49379. * Width of the texture
  49380. */
  49381. height: number;
  49382. /**
  49383. * Number of Mipmaps for the texture
  49384. * @see https://en.wikipedia.org/wiki/Mipmap
  49385. */
  49386. mipmapCount: number;
  49387. /**
  49388. * If the textures format is a known fourCC format
  49389. * @see https://www.fourcc.org/
  49390. */
  49391. isFourCC: boolean;
  49392. /**
  49393. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49394. */
  49395. isRGB: boolean;
  49396. /**
  49397. * If the texture is a lumincance format
  49398. */
  49399. isLuminance: boolean;
  49400. /**
  49401. * If this is a cube texture
  49402. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49403. */
  49404. isCube: boolean;
  49405. /**
  49406. * If the texture is a compressed format eg. FOURCC_DXT1
  49407. */
  49408. isCompressed: boolean;
  49409. /**
  49410. * The dxgiFormat of the texture
  49411. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49412. */
  49413. dxgiFormat: number;
  49414. /**
  49415. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49416. */
  49417. textureType: number;
  49418. /**
  49419. * Sphericle polynomial created for the dds texture
  49420. */
  49421. sphericalPolynomial?: SphericalPolynomial;
  49422. }
  49423. /**
  49424. * Class used to provide DDS decompression tools
  49425. */
  49426. export class DDSTools {
  49427. /**
  49428. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49429. */
  49430. static StoreLODInAlphaChannel: boolean;
  49431. /**
  49432. * Gets DDS information from an array buffer
  49433. * @param arrayBuffer defines the array buffer to read data from
  49434. * @returns the DDS information
  49435. */
  49436. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49437. private static _FloatView;
  49438. private static _Int32View;
  49439. private static _ToHalfFloat;
  49440. private static _FromHalfFloat;
  49441. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49442. private static _GetHalfFloatRGBAArrayBuffer;
  49443. private static _GetFloatRGBAArrayBuffer;
  49444. private static _GetFloatAsUIntRGBAArrayBuffer;
  49445. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49446. private static _GetRGBAArrayBuffer;
  49447. private static _ExtractLongWordOrder;
  49448. private static _GetRGBArrayBuffer;
  49449. private static _GetLuminanceArrayBuffer;
  49450. /**
  49451. * Uploads DDS Levels to a Babylon Texture
  49452. * @hidden
  49453. */
  49454. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49455. }
  49456. module "babylonjs/Engines/engine" {
  49457. interface Engine {
  49458. /**
  49459. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49460. * @param rootUrl defines the url where the file to load is located
  49461. * @param scene defines the current scene
  49462. * @param lodScale defines scale to apply to the mip map selection
  49463. * @param lodOffset defines offset to apply to the mip map selection
  49464. * @param onLoad defines an optional callback raised when the texture is loaded
  49465. * @param onError defines an optional callback raised if there is an issue to load the texture
  49466. * @param format defines the format of the data
  49467. * @param forcedExtension defines the extension to use to pick the right loader
  49468. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49469. * @returns the cube texture as an InternalTexture
  49470. */
  49471. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  49472. }
  49473. }
  49474. }
  49475. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49476. import { Nullable } from "babylonjs/types";
  49477. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49478. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49479. /**
  49480. * Implementation of the DDS Texture Loader.
  49481. * @hidden
  49482. */
  49483. export class _DDSTextureLoader implements IInternalTextureLoader {
  49484. /**
  49485. * Defines wether the loader supports cascade loading the different faces.
  49486. */
  49487. readonly supportCascades: boolean;
  49488. /**
  49489. * This returns if the loader support the current file information.
  49490. * @param extension defines the file extension of the file being loaded
  49491. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49492. * @param fallback defines the fallback internal texture if any
  49493. * @param isBase64 defines whether the texture is encoded as a base64
  49494. * @param isBuffer defines whether the texture data are stored as a buffer
  49495. * @returns true if the loader can load the specified file
  49496. */
  49497. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49498. /**
  49499. * Transform the url before loading if required.
  49500. * @param rootUrl the url of the texture
  49501. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49502. * @returns the transformed texture
  49503. */
  49504. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49505. /**
  49506. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49507. * @param rootUrl the url of the texture
  49508. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49509. * @returns the fallback texture
  49510. */
  49511. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49512. /**
  49513. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49514. * @param data contains the texture data
  49515. * @param texture defines the BabylonJS internal texture
  49516. * @param createPolynomials will be true if polynomials have been requested
  49517. * @param onLoad defines the callback to trigger once the texture is ready
  49518. * @param onError defines the callback to trigger in case of error
  49519. */
  49520. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49521. /**
  49522. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49523. * @param data contains the texture data
  49524. * @param texture defines the BabylonJS internal texture
  49525. * @param callback defines the method to call once ready to upload
  49526. */
  49527. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49528. }
  49529. }
  49530. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49531. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49532. /** @hidden */
  49533. export var rgbdEncodePixelShader: {
  49534. name: string;
  49535. shader: string;
  49536. };
  49537. }
  49538. declare module "babylonjs/Misc/environmentTextureTools" {
  49539. import { Nullable } from "babylonjs/types";
  49540. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49541. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49542. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49543. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49544. import "babylonjs/Shaders/rgbdEncode.fragment";
  49545. import "babylonjs/Shaders/rgbdDecode.fragment";
  49546. /**
  49547. * Raw texture data and descriptor sufficient for WebGL texture upload
  49548. */
  49549. export interface EnvironmentTextureInfo {
  49550. /**
  49551. * Version of the environment map
  49552. */
  49553. version: number;
  49554. /**
  49555. * Width of image
  49556. */
  49557. width: number;
  49558. /**
  49559. * Irradiance information stored in the file.
  49560. */
  49561. irradiance: any;
  49562. /**
  49563. * Specular information stored in the file.
  49564. */
  49565. specular: any;
  49566. }
  49567. /**
  49568. * Sets of helpers addressing the serialization and deserialization of environment texture
  49569. * stored in a BabylonJS env file.
  49570. * Those files are usually stored as .env files.
  49571. */
  49572. export class EnvironmentTextureTools {
  49573. /**
  49574. * Magic number identifying the env file.
  49575. */
  49576. private static _MagicBytes;
  49577. /**
  49578. * Gets the environment info from an env file.
  49579. * @param data The array buffer containing the .env bytes.
  49580. * @returns the environment file info (the json header) if successfully parsed.
  49581. */
  49582. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49583. /**
  49584. * Creates an environment texture from a loaded cube texture.
  49585. * @param texture defines the cube texture to convert in env file
  49586. * @return a promise containing the environment data if succesfull.
  49587. */
  49588. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49589. /**
  49590. * Creates a JSON representation of the spherical data.
  49591. * @param texture defines the texture containing the polynomials
  49592. * @return the JSON representation of the spherical info
  49593. */
  49594. private static _CreateEnvTextureIrradiance;
  49595. /**
  49596. * Uploads the texture info contained in the env file to the GPU.
  49597. * @param texture defines the internal texture to upload to
  49598. * @param arrayBuffer defines the buffer cotaining the data to load
  49599. * @param info defines the texture info retrieved through the GetEnvInfo method
  49600. * @returns a promise
  49601. */
  49602. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49603. /**
  49604. * Uploads the levels of image data to the GPU.
  49605. * @param texture defines the internal texture to upload to
  49606. * @param imageData defines the array buffer views of image data [mipmap][face]
  49607. * @returns a promise
  49608. */
  49609. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49610. /**
  49611. * Uploads spherical polynomials information to the texture.
  49612. * @param texture defines the texture we are trying to upload the information to
  49613. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49614. */
  49615. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49616. /** @hidden */
  49617. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49618. }
  49619. }
  49620. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49621. import { Nullable } from "babylonjs/types";
  49622. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49623. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49624. /**
  49625. * Implementation of the ENV Texture Loader.
  49626. * @hidden
  49627. */
  49628. export class _ENVTextureLoader implements IInternalTextureLoader {
  49629. /**
  49630. * Defines wether the loader supports cascade loading the different faces.
  49631. */
  49632. readonly supportCascades: boolean;
  49633. /**
  49634. * This returns if the loader support the current file information.
  49635. * @param extension defines the file extension of the file being loaded
  49636. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49637. * @param fallback defines the fallback internal texture if any
  49638. * @param isBase64 defines whether the texture is encoded as a base64
  49639. * @param isBuffer defines whether the texture data are stored as a buffer
  49640. * @returns true if the loader can load the specified file
  49641. */
  49642. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49643. /**
  49644. * Transform the url before loading if required.
  49645. * @param rootUrl the url of the texture
  49646. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49647. * @returns the transformed texture
  49648. */
  49649. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49650. /**
  49651. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49652. * @param rootUrl the url of the texture
  49653. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49654. * @returns the fallback texture
  49655. */
  49656. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49657. /**
  49658. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49659. * @param data contains the texture data
  49660. * @param texture defines the BabylonJS internal texture
  49661. * @param createPolynomials will be true if polynomials have been requested
  49662. * @param onLoad defines the callback to trigger once the texture is ready
  49663. * @param onError defines the callback to trigger in case of error
  49664. */
  49665. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49666. /**
  49667. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49668. * @param data contains the texture data
  49669. * @param texture defines the BabylonJS internal texture
  49670. * @param callback defines the method to call once ready to upload
  49671. */
  49672. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49673. }
  49674. }
  49675. declare module "babylonjs/Misc/khronosTextureContainer" {
  49676. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49677. /**
  49678. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49679. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49680. */
  49681. export class KhronosTextureContainer {
  49682. /** contents of the KTX container file */
  49683. arrayBuffer: any;
  49684. private static HEADER_LEN;
  49685. private static COMPRESSED_2D;
  49686. private static COMPRESSED_3D;
  49687. private static TEX_2D;
  49688. private static TEX_3D;
  49689. /**
  49690. * Gets the openGL type
  49691. */
  49692. glType: number;
  49693. /**
  49694. * Gets the openGL type size
  49695. */
  49696. glTypeSize: number;
  49697. /**
  49698. * Gets the openGL format
  49699. */
  49700. glFormat: number;
  49701. /**
  49702. * Gets the openGL internal format
  49703. */
  49704. glInternalFormat: number;
  49705. /**
  49706. * Gets the base internal format
  49707. */
  49708. glBaseInternalFormat: number;
  49709. /**
  49710. * Gets image width in pixel
  49711. */
  49712. pixelWidth: number;
  49713. /**
  49714. * Gets image height in pixel
  49715. */
  49716. pixelHeight: number;
  49717. /**
  49718. * Gets image depth in pixels
  49719. */
  49720. pixelDepth: number;
  49721. /**
  49722. * Gets the number of array elements
  49723. */
  49724. numberOfArrayElements: number;
  49725. /**
  49726. * Gets the number of faces
  49727. */
  49728. numberOfFaces: number;
  49729. /**
  49730. * Gets the number of mipmap levels
  49731. */
  49732. numberOfMipmapLevels: number;
  49733. /**
  49734. * Gets the bytes of key value data
  49735. */
  49736. bytesOfKeyValueData: number;
  49737. /**
  49738. * Gets the load type
  49739. */
  49740. loadType: number;
  49741. /**
  49742. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49743. */
  49744. isInvalid: boolean;
  49745. /**
  49746. * Creates a new KhronosTextureContainer
  49747. * @param arrayBuffer contents of the KTX container file
  49748. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49749. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49750. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49751. */
  49752. constructor(
  49753. /** contents of the KTX container file */
  49754. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49755. /**
  49756. * Uploads KTX content to a Babylon Texture.
  49757. * It is assumed that the texture has already been created & is currently bound
  49758. * @hidden
  49759. */
  49760. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49761. private _upload2DCompressedLevels;
  49762. }
  49763. }
  49764. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49765. import { Nullable } from "babylonjs/types";
  49766. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49767. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49768. /**
  49769. * Implementation of the KTX Texture Loader.
  49770. * @hidden
  49771. */
  49772. export class _KTXTextureLoader implements IInternalTextureLoader {
  49773. /**
  49774. * Defines wether the loader supports cascade loading the different faces.
  49775. */
  49776. readonly supportCascades: boolean;
  49777. /**
  49778. * This returns if the loader support the current file information.
  49779. * @param extension defines the file extension of the file being loaded
  49780. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49781. * @param fallback defines the fallback internal texture if any
  49782. * @param isBase64 defines whether the texture is encoded as a base64
  49783. * @param isBuffer defines whether the texture data are stored as a buffer
  49784. * @returns true if the loader can load the specified file
  49785. */
  49786. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49787. /**
  49788. * Transform the url before loading if required.
  49789. * @param rootUrl the url of the texture
  49790. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49791. * @returns the transformed texture
  49792. */
  49793. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49794. /**
  49795. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49796. * @param rootUrl the url of the texture
  49797. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49798. * @returns the fallback texture
  49799. */
  49800. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49801. /**
  49802. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49803. * @param data contains the texture data
  49804. * @param texture defines the BabylonJS internal texture
  49805. * @param createPolynomials will be true if polynomials have been requested
  49806. * @param onLoad defines the callback to trigger once the texture is ready
  49807. * @param onError defines the callback to trigger in case of error
  49808. */
  49809. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49810. /**
  49811. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49812. * @param data contains the texture data
  49813. * @param texture defines the BabylonJS internal texture
  49814. * @param callback defines the method to call once ready to upload
  49815. */
  49816. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49817. }
  49818. }
  49819. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49820. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49821. import { Scene } from "babylonjs/scene";
  49822. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49823. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49824. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49825. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49826. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49827. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49828. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49829. /**
  49830. * Options for the default xr helper
  49831. */
  49832. export class WebXRDefaultExperienceOptions {
  49833. /**
  49834. * Floor meshes that should be used for teleporting
  49835. */
  49836. floorMeshes: Array<AbstractMesh>;
  49837. }
  49838. /**
  49839. * Default experience which provides a similar setup to the previous webVRExperience
  49840. */
  49841. export class WebXRDefaultExperience {
  49842. /**
  49843. * Base experience
  49844. */
  49845. baseExperience: WebXRExperienceHelper;
  49846. /**
  49847. * Input experience extension
  49848. */
  49849. input: WebXRInput;
  49850. /**
  49851. * Loads the controller models
  49852. */
  49853. controllerModelLoader: WebXRControllerModelLoader;
  49854. /**
  49855. * Enables laser pointer and selection
  49856. */
  49857. pointerSelection: WebXRControllerPointerSelection;
  49858. /**
  49859. * Enables teleportation
  49860. */
  49861. teleportation: WebXRControllerTeleportation;
  49862. /**
  49863. * Enables ui for enetering/exiting xr
  49864. */
  49865. enterExitUI: WebXREnterExitUI;
  49866. /**
  49867. * Default output canvas xr should render to
  49868. */
  49869. outputCanvas: WebXRManagedOutputCanvas;
  49870. /**
  49871. * Creates the default xr experience
  49872. * @param scene scene
  49873. * @param options options for basic configuration
  49874. * @returns resulting WebXRDefaultExperience
  49875. */
  49876. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49877. private constructor();
  49878. /**
  49879. * DIsposes of the experience helper
  49880. */
  49881. dispose(): void;
  49882. }
  49883. }
  49884. declare module "babylonjs/Helpers/sceneHelpers" {
  49885. import { Nullable } from "babylonjs/types";
  49886. import { Mesh } from "babylonjs/Meshes/mesh";
  49887. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49888. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49889. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49890. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49891. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49892. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49893. import "babylonjs/Meshes/Builders/boxBuilder";
  49894. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49895. /** @hidden */
  49896. export var _forceSceneHelpersToBundle: boolean;
  49897. module "babylonjs/scene" {
  49898. interface Scene {
  49899. /**
  49900. * Creates a default light for the scene.
  49901. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49902. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49903. */
  49904. createDefaultLight(replace?: boolean): void;
  49905. /**
  49906. * Creates a default camera for the scene.
  49907. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49908. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49909. * @param replace has default false, when true replaces the active camera in the scene
  49910. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49911. */
  49912. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49913. /**
  49914. * Creates a default camera and a default light.
  49915. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49916. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49917. * @param replace has the default false, when true replaces the active camera/light in the scene
  49918. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49919. */
  49920. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49921. /**
  49922. * Creates a new sky box
  49923. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49924. * @param environmentTexture defines the texture to use as environment texture
  49925. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49926. * @param scale defines the overall scale of the skybox
  49927. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49928. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49929. * @returns a new mesh holding the sky box
  49930. */
  49931. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49932. /**
  49933. * Creates a new environment
  49934. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49935. * @param options defines the options you can use to configure the environment
  49936. * @returns the new EnvironmentHelper
  49937. */
  49938. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49939. /**
  49940. * Creates a new VREXperienceHelper
  49941. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49942. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49943. * @returns a new VREXperienceHelper
  49944. */
  49945. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49946. /**
  49947. * Creates a new WebXRDefaultExperience
  49948. * @see http://doc.babylonjs.com/how_to/webxr
  49949. * @param options experience options
  49950. * @returns a promise for a new WebXRDefaultExperience
  49951. */
  49952. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49953. }
  49954. }
  49955. }
  49956. declare module "babylonjs/Maths/math.vertexFormat" {
  49957. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  49958. /**
  49959. * Contains position and normal vectors for a vertex
  49960. */
  49961. export class PositionNormalVertex {
  49962. /** the position of the vertex (defaut: 0,0,0) */
  49963. position: Vector3;
  49964. /** the normal of the vertex (defaut: 0,1,0) */
  49965. normal: Vector3;
  49966. /**
  49967. * Creates a PositionNormalVertex
  49968. * @param position the position of the vertex (defaut: 0,0,0)
  49969. * @param normal the normal of the vertex (defaut: 0,1,0)
  49970. */
  49971. constructor(
  49972. /** the position of the vertex (defaut: 0,0,0) */
  49973. position?: Vector3,
  49974. /** the normal of the vertex (defaut: 0,1,0) */
  49975. normal?: Vector3);
  49976. /**
  49977. * Clones the PositionNormalVertex
  49978. * @returns the cloned PositionNormalVertex
  49979. */
  49980. clone(): PositionNormalVertex;
  49981. }
  49982. /**
  49983. * Contains position, normal and uv vectors for a vertex
  49984. */
  49985. export class PositionNormalTextureVertex {
  49986. /** the position of the vertex (defaut: 0,0,0) */
  49987. position: Vector3;
  49988. /** the normal of the vertex (defaut: 0,1,0) */
  49989. normal: Vector3;
  49990. /** the uv of the vertex (default: 0,0) */
  49991. uv: Vector2;
  49992. /**
  49993. * Creates a PositionNormalTextureVertex
  49994. * @param position the position of the vertex (defaut: 0,0,0)
  49995. * @param normal the normal of the vertex (defaut: 0,1,0)
  49996. * @param uv the uv of the vertex (default: 0,0)
  49997. */
  49998. constructor(
  49999. /** the position of the vertex (defaut: 0,0,0) */
  50000. position?: Vector3,
  50001. /** the normal of the vertex (defaut: 0,1,0) */
  50002. normal?: Vector3,
  50003. /** the uv of the vertex (default: 0,0) */
  50004. uv?: Vector2);
  50005. /**
  50006. * Clones the PositionNormalTextureVertex
  50007. * @returns the cloned PositionNormalTextureVertex
  50008. */
  50009. clone(): PositionNormalTextureVertex;
  50010. }
  50011. }
  50012. declare module "babylonjs/Maths/math" {
  50013. export * from "babylonjs/Maths/math.axis";
  50014. export * from "babylonjs/Maths/math.color";
  50015. export * from "babylonjs/Maths/math.constants";
  50016. export * from "babylonjs/Maths/math.frustum";
  50017. export * from "babylonjs/Maths/math.path";
  50018. export * from "babylonjs/Maths/math.plane";
  50019. export * from "babylonjs/Maths/math.size";
  50020. export * from "babylonjs/Maths/math.vector";
  50021. export * from "babylonjs/Maths/math.vertexFormat";
  50022. export * from "babylonjs/Maths/math.viewport";
  50023. }
  50024. declare module "babylonjs/Helpers/videoDome" {
  50025. import { Scene } from "babylonjs/scene";
  50026. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50027. import { Mesh } from "babylonjs/Meshes/mesh";
  50028. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50029. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50030. import "babylonjs/Meshes/Builders/sphereBuilder";
  50031. /**
  50032. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50033. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50034. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50035. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50036. */
  50037. export class VideoDome extends TransformNode {
  50038. /**
  50039. * Define the video source as a Monoscopic panoramic 360 video.
  50040. */
  50041. static readonly MODE_MONOSCOPIC: number;
  50042. /**
  50043. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50044. */
  50045. static readonly MODE_TOPBOTTOM: number;
  50046. /**
  50047. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50048. */
  50049. static readonly MODE_SIDEBYSIDE: number;
  50050. private _halfDome;
  50051. private _useDirectMapping;
  50052. /**
  50053. * The video texture being displayed on the sphere
  50054. */
  50055. protected _videoTexture: VideoTexture;
  50056. /**
  50057. * Gets the video texture being displayed on the sphere
  50058. */
  50059. readonly videoTexture: VideoTexture;
  50060. /**
  50061. * The skybox material
  50062. */
  50063. protected _material: BackgroundMaterial;
  50064. /**
  50065. * The surface used for the skybox
  50066. */
  50067. protected _mesh: Mesh;
  50068. /**
  50069. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50070. */
  50071. private _halfDomeMask;
  50072. /**
  50073. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50074. * Also see the options.resolution property.
  50075. */
  50076. fovMultiplier: number;
  50077. private _videoMode;
  50078. /**
  50079. * Gets or set the current video mode for the video. It can be:
  50080. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50081. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50082. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50083. */
  50084. videoMode: number;
  50085. /**
  50086. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50087. *
  50088. */
  50089. /**
  50090. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50091. */
  50092. halfDome: boolean;
  50093. /**
  50094. * Oberserver used in Stereoscopic VR Mode.
  50095. */
  50096. private _onBeforeCameraRenderObserver;
  50097. /**
  50098. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50099. * @param name Element's name, child elements will append suffixes for their own names.
  50100. * @param urlsOrVideo defines the url(s) or the video element to use
  50101. * @param options An object containing optional or exposed sub element properties
  50102. */
  50103. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50104. resolution?: number;
  50105. clickToPlay?: boolean;
  50106. autoPlay?: boolean;
  50107. loop?: boolean;
  50108. size?: number;
  50109. poster?: string;
  50110. faceForward?: boolean;
  50111. useDirectMapping?: boolean;
  50112. halfDomeMode?: boolean;
  50113. }, scene: Scene);
  50114. private _changeVideoMode;
  50115. /**
  50116. * Releases resources associated with this node.
  50117. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50118. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50119. */
  50120. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50121. }
  50122. }
  50123. declare module "babylonjs/Helpers/index" {
  50124. export * from "babylonjs/Helpers/environmentHelper";
  50125. export * from "babylonjs/Helpers/photoDome";
  50126. export * from "babylonjs/Helpers/sceneHelpers";
  50127. export * from "babylonjs/Helpers/videoDome";
  50128. }
  50129. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50130. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50131. import { IDisposable } from "babylonjs/scene";
  50132. import { Engine } from "babylonjs/Engines/engine";
  50133. /**
  50134. * This class can be used to get instrumentation data from a Babylon engine
  50135. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50136. */
  50137. export class EngineInstrumentation implements IDisposable {
  50138. /**
  50139. * Define the instrumented engine.
  50140. */
  50141. engine: Engine;
  50142. private _captureGPUFrameTime;
  50143. private _gpuFrameTimeToken;
  50144. private _gpuFrameTime;
  50145. private _captureShaderCompilationTime;
  50146. private _shaderCompilationTime;
  50147. private _onBeginFrameObserver;
  50148. private _onEndFrameObserver;
  50149. private _onBeforeShaderCompilationObserver;
  50150. private _onAfterShaderCompilationObserver;
  50151. /**
  50152. * Gets the perf counter used for GPU frame time
  50153. */
  50154. readonly gpuFrameTimeCounter: PerfCounter;
  50155. /**
  50156. * Gets the GPU frame time capture status
  50157. */
  50158. /**
  50159. * Enable or disable the GPU frame time capture
  50160. */
  50161. captureGPUFrameTime: boolean;
  50162. /**
  50163. * Gets the perf counter used for shader compilation time
  50164. */
  50165. readonly shaderCompilationTimeCounter: PerfCounter;
  50166. /**
  50167. * Gets the shader compilation time capture status
  50168. */
  50169. /**
  50170. * Enable or disable the shader compilation time capture
  50171. */
  50172. captureShaderCompilationTime: boolean;
  50173. /**
  50174. * Instantiates a new engine instrumentation.
  50175. * This class can be used to get instrumentation data from a Babylon engine
  50176. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50177. * @param engine Defines the engine to instrument
  50178. */
  50179. constructor(
  50180. /**
  50181. * Define the instrumented engine.
  50182. */
  50183. engine: Engine);
  50184. /**
  50185. * Dispose and release associated resources.
  50186. */
  50187. dispose(): void;
  50188. }
  50189. }
  50190. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50191. import { Scene, IDisposable } from "babylonjs/scene";
  50192. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50193. /**
  50194. * This class can be used to get instrumentation data from a Babylon engine
  50195. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50196. */
  50197. export class SceneInstrumentation implements IDisposable {
  50198. /**
  50199. * Defines the scene to instrument
  50200. */
  50201. scene: Scene;
  50202. private _captureActiveMeshesEvaluationTime;
  50203. private _activeMeshesEvaluationTime;
  50204. private _captureRenderTargetsRenderTime;
  50205. private _renderTargetsRenderTime;
  50206. private _captureFrameTime;
  50207. private _frameTime;
  50208. private _captureRenderTime;
  50209. private _renderTime;
  50210. private _captureInterFrameTime;
  50211. private _interFrameTime;
  50212. private _captureParticlesRenderTime;
  50213. private _particlesRenderTime;
  50214. private _captureSpritesRenderTime;
  50215. private _spritesRenderTime;
  50216. private _capturePhysicsTime;
  50217. private _physicsTime;
  50218. private _captureAnimationsTime;
  50219. private _animationsTime;
  50220. private _captureCameraRenderTime;
  50221. private _cameraRenderTime;
  50222. private _onBeforeActiveMeshesEvaluationObserver;
  50223. private _onAfterActiveMeshesEvaluationObserver;
  50224. private _onBeforeRenderTargetsRenderObserver;
  50225. private _onAfterRenderTargetsRenderObserver;
  50226. private _onAfterRenderObserver;
  50227. private _onBeforeDrawPhaseObserver;
  50228. private _onAfterDrawPhaseObserver;
  50229. private _onBeforeAnimationsObserver;
  50230. private _onBeforeParticlesRenderingObserver;
  50231. private _onAfterParticlesRenderingObserver;
  50232. private _onBeforeSpritesRenderingObserver;
  50233. private _onAfterSpritesRenderingObserver;
  50234. private _onBeforePhysicsObserver;
  50235. private _onAfterPhysicsObserver;
  50236. private _onAfterAnimationsObserver;
  50237. private _onBeforeCameraRenderObserver;
  50238. private _onAfterCameraRenderObserver;
  50239. /**
  50240. * Gets the perf counter used for active meshes evaluation time
  50241. */
  50242. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50243. /**
  50244. * Gets the active meshes evaluation time capture status
  50245. */
  50246. /**
  50247. * Enable or disable the active meshes evaluation time capture
  50248. */
  50249. captureActiveMeshesEvaluationTime: boolean;
  50250. /**
  50251. * Gets the perf counter used for render targets render time
  50252. */
  50253. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50254. /**
  50255. * Gets the render targets render time capture status
  50256. */
  50257. /**
  50258. * Enable or disable the render targets render time capture
  50259. */
  50260. captureRenderTargetsRenderTime: boolean;
  50261. /**
  50262. * Gets the perf counter used for particles render time
  50263. */
  50264. readonly particlesRenderTimeCounter: PerfCounter;
  50265. /**
  50266. * Gets the particles render time capture status
  50267. */
  50268. /**
  50269. * Enable or disable the particles render time capture
  50270. */
  50271. captureParticlesRenderTime: boolean;
  50272. /**
  50273. * Gets the perf counter used for sprites render time
  50274. */
  50275. readonly spritesRenderTimeCounter: PerfCounter;
  50276. /**
  50277. * Gets the sprites render time capture status
  50278. */
  50279. /**
  50280. * Enable or disable the sprites render time capture
  50281. */
  50282. captureSpritesRenderTime: boolean;
  50283. /**
  50284. * Gets the perf counter used for physics time
  50285. */
  50286. readonly physicsTimeCounter: PerfCounter;
  50287. /**
  50288. * Gets the physics time capture status
  50289. */
  50290. /**
  50291. * Enable or disable the physics time capture
  50292. */
  50293. capturePhysicsTime: boolean;
  50294. /**
  50295. * Gets the perf counter used for animations time
  50296. */
  50297. readonly animationsTimeCounter: PerfCounter;
  50298. /**
  50299. * Gets the animations time capture status
  50300. */
  50301. /**
  50302. * Enable or disable the animations time capture
  50303. */
  50304. captureAnimationsTime: boolean;
  50305. /**
  50306. * Gets the perf counter used for frame time capture
  50307. */
  50308. readonly frameTimeCounter: PerfCounter;
  50309. /**
  50310. * Gets the frame time capture status
  50311. */
  50312. /**
  50313. * Enable or disable the frame time capture
  50314. */
  50315. captureFrameTime: boolean;
  50316. /**
  50317. * Gets the perf counter used for inter-frames time capture
  50318. */
  50319. readonly interFrameTimeCounter: PerfCounter;
  50320. /**
  50321. * Gets the inter-frames time capture status
  50322. */
  50323. /**
  50324. * Enable or disable the inter-frames time capture
  50325. */
  50326. captureInterFrameTime: boolean;
  50327. /**
  50328. * Gets the perf counter used for render time capture
  50329. */
  50330. readonly renderTimeCounter: PerfCounter;
  50331. /**
  50332. * Gets the render time capture status
  50333. */
  50334. /**
  50335. * Enable or disable the render time capture
  50336. */
  50337. captureRenderTime: boolean;
  50338. /**
  50339. * Gets the perf counter used for camera render time capture
  50340. */
  50341. readonly cameraRenderTimeCounter: PerfCounter;
  50342. /**
  50343. * Gets the camera render time capture status
  50344. */
  50345. /**
  50346. * Enable or disable the camera render time capture
  50347. */
  50348. captureCameraRenderTime: boolean;
  50349. /**
  50350. * Gets the perf counter used for draw calls
  50351. */
  50352. readonly drawCallsCounter: PerfCounter;
  50353. /**
  50354. * Instantiates a new scene instrumentation.
  50355. * This class can be used to get instrumentation data from a Babylon engine
  50356. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50357. * @param scene Defines the scene to instrument
  50358. */
  50359. constructor(
  50360. /**
  50361. * Defines the scene to instrument
  50362. */
  50363. scene: Scene);
  50364. /**
  50365. * Dispose and release associated resources.
  50366. */
  50367. dispose(): void;
  50368. }
  50369. }
  50370. declare module "babylonjs/Instrumentation/index" {
  50371. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50372. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50373. export * from "babylonjs/Instrumentation/timeToken";
  50374. }
  50375. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50376. /** @hidden */
  50377. export var glowMapGenerationPixelShader: {
  50378. name: string;
  50379. shader: string;
  50380. };
  50381. }
  50382. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50383. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50384. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50385. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50386. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50387. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50388. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50389. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50390. /** @hidden */
  50391. export var glowMapGenerationVertexShader: {
  50392. name: string;
  50393. shader: string;
  50394. };
  50395. }
  50396. declare module "babylonjs/Layers/effectLayer" {
  50397. import { Observable } from "babylonjs/Misc/observable";
  50398. import { Nullable } from "babylonjs/types";
  50399. import { Camera } from "babylonjs/Cameras/camera";
  50400. import { Scene } from "babylonjs/scene";
  50401. import { ISize } from "babylonjs/Maths/math.size";
  50402. import { Color4 } from "babylonjs/Maths/math.color";
  50403. import { Engine } from "babylonjs/Engines/engine";
  50404. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50406. import { Mesh } from "babylonjs/Meshes/mesh";
  50407. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50408. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50409. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50410. import { Effect } from "babylonjs/Materials/effect";
  50411. import { Material } from "babylonjs/Materials/material";
  50412. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50413. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50414. /**
  50415. * Effect layer options. This helps customizing the behaviour
  50416. * of the effect layer.
  50417. */
  50418. export interface IEffectLayerOptions {
  50419. /**
  50420. * Multiplication factor apply to the canvas size to compute the render target size
  50421. * used to generated the objects (the smaller the faster).
  50422. */
  50423. mainTextureRatio: number;
  50424. /**
  50425. * Enforces a fixed size texture to ensure effect stability across devices.
  50426. */
  50427. mainTextureFixedSize?: number;
  50428. /**
  50429. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50430. */
  50431. alphaBlendingMode: number;
  50432. /**
  50433. * The camera attached to the layer.
  50434. */
  50435. camera: Nullable<Camera>;
  50436. /**
  50437. * The rendering group to draw the layer in.
  50438. */
  50439. renderingGroupId: number;
  50440. }
  50441. /**
  50442. * The effect layer Helps adding post process effect blended with the main pass.
  50443. *
  50444. * This can be for instance use to generate glow or higlight effects on the scene.
  50445. *
  50446. * The effect layer class can not be used directly and is intented to inherited from to be
  50447. * customized per effects.
  50448. */
  50449. export abstract class EffectLayer {
  50450. private _vertexBuffers;
  50451. private _indexBuffer;
  50452. private _cachedDefines;
  50453. private _effectLayerMapGenerationEffect;
  50454. private _effectLayerOptions;
  50455. private _mergeEffect;
  50456. protected _scene: Scene;
  50457. protected _engine: Engine;
  50458. protected _maxSize: number;
  50459. protected _mainTextureDesiredSize: ISize;
  50460. protected _mainTexture: RenderTargetTexture;
  50461. protected _shouldRender: boolean;
  50462. protected _postProcesses: PostProcess[];
  50463. protected _textures: BaseTexture[];
  50464. protected _emissiveTextureAndColor: {
  50465. texture: Nullable<BaseTexture>;
  50466. color: Color4;
  50467. };
  50468. /**
  50469. * The name of the layer
  50470. */
  50471. name: string;
  50472. /**
  50473. * The clear color of the texture used to generate the glow map.
  50474. */
  50475. neutralColor: Color4;
  50476. /**
  50477. * Specifies wether the highlight layer is enabled or not.
  50478. */
  50479. isEnabled: boolean;
  50480. /**
  50481. * Gets the camera attached to the layer.
  50482. */
  50483. readonly camera: Nullable<Camera>;
  50484. /**
  50485. * Gets the rendering group id the layer should render in.
  50486. */
  50487. renderingGroupId: number;
  50488. /**
  50489. * An event triggered when the effect layer has been disposed.
  50490. */
  50491. onDisposeObservable: Observable<EffectLayer>;
  50492. /**
  50493. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50494. */
  50495. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50496. /**
  50497. * An event triggered when the generated texture is being merged in the scene.
  50498. */
  50499. onBeforeComposeObservable: Observable<EffectLayer>;
  50500. /**
  50501. * An event triggered when the generated texture has been merged in the scene.
  50502. */
  50503. onAfterComposeObservable: Observable<EffectLayer>;
  50504. /**
  50505. * An event triggered when the efffect layer changes its size.
  50506. */
  50507. onSizeChangedObservable: Observable<EffectLayer>;
  50508. /** @hidden */
  50509. static _SceneComponentInitialization: (scene: Scene) => void;
  50510. /**
  50511. * Instantiates a new effect Layer and references it in the scene.
  50512. * @param name The name of the layer
  50513. * @param scene The scene to use the layer in
  50514. */
  50515. constructor(
  50516. /** The Friendly of the effect in the scene */
  50517. name: string, scene: Scene);
  50518. /**
  50519. * Get the effect name of the layer.
  50520. * @return The effect name
  50521. */
  50522. abstract getEffectName(): string;
  50523. /**
  50524. * Checks for the readiness of the element composing the layer.
  50525. * @param subMesh the mesh to check for
  50526. * @param useInstances specify wether or not to use instances to render the mesh
  50527. * @return true if ready otherwise, false
  50528. */
  50529. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50530. /**
  50531. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50532. * @returns true if the effect requires stencil during the main canvas render pass.
  50533. */
  50534. abstract needStencil(): boolean;
  50535. /**
  50536. * Create the merge effect. This is the shader use to blit the information back
  50537. * to the main canvas at the end of the scene rendering.
  50538. * @returns The effect containing the shader used to merge the effect on the main canvas
  50539. */
  50540. protected abstract _createMergeEffect(): Effect;
  50541. /**
  50542. * Creates the render target textures and post processes used in the effect layer.
  50543. */
  50544. protected abstract _createTextureAndPostProcesses(): void;
  50545. /**
  50546. * Implementation specific of rendering the generating effect on the main canvas.
  50547. * @param effect The effect used to render through
  50548. */
  50549. protected abstract _internalRender(effect: Effect): void;
  50550. /**
  50551. * Sets the required values for both the emissive texture and and the main color.
  50552. */
  50553. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50554. /**
  50555. * Free any resources and references associated to a mesh.
  50556. * Internal use
  50557. * @param mesh The mesh to free.
  50558. */
  50559. abstract _disposeMesh(mesh: Mesh): void;
  50560. /**
  50561. * Serializes this layer (Glow or Highlight for example)
  50562. * @returns a serialized layer object
  50563. */
  50564. abstract serialize?(): any;
  50565. /**
  50566. * Initializes the effect layer with the required options.
  50567. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50568. */
  50569. protected _init(options: Partial<IEffectLayerOptions>): void;
  50570. /**
  50571. * Generates the index buffer of the full screen quad blending to the main canvas.
  50572. */
  50573. private _generateIndexBuffer;
  50574. /**
  50575. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50576. */
  50577. private _generateVertexBuffer;
  50578. /**
  50579. * Sets the main texture desired size which is the closest power of two
  50580. * of the engine canvas size.
  50581. */
  50582. private _setMainTextureSize;
  50583. /**
  50584. * Creates the main texture for the effect layer.
  50585. */
  50586. protected _createMainTexture(): void;
  50587. /**
  50588. * Adds specific effects defines.
  50589. * @param defines The defines to add specifics to.
  50590. */
  50591. protected _addCustomEffectDefines(defines: string[]): void;
  50592. /**
  50593. * Checks for the readiness of the element composing the layer.
  50594. * @param subMesh the mesh to check for
  50595. * @param useInstances specify wether or not to use instances to render the mesh
  50596. * @param emissiveTexture the associated emissive texture used to generate the glow
  50597. * @return true if ready otherwise, false
  50598. */
  50599. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50600. /**
  50601. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50602. */
  50603. render(): void;
  50604. /**
  50605. * Determine if a given mesh will be used in the current effect.
  50606. * @param mesh mesh to test
  50607. * @returns true if the mesh will be used
  50608. */
  50609. hasMesh(mesh: AbstractMesh): boolean;
  50610. /**
  50611. * Returns true if the layer contains information to display, otherwise false.
  50612. * @returns true if the glow layer should be rendered
  50613. */
  50614. shouldRender(): boolean;
  50615. /**
  50616. * Returns true if the mesh should render, otherwise false.
  50617. * @param mesh The mesh to render
  50618. * @returns true if it should render otherwise false
  50619. */
  50620. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50621. /**
  50622. * Returns true if the mesh can be rendered, otherwise false.
  50623. * @param mesh The mesh to render
  50624. * @param material The material used on the mesh
  50625. * @returns true if it can be rendered otherwise false
  50626. */
  50627. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50628. /**
  50629. * Returns true if the mesh should render, otherwise false.
  50630. * @param mesh The mesh to render
  50631. * @returns true if it should render otherwise false
  50632. */
  50633. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50634. /**
  50635. * Renders the submesh passed in parameter to the generation map.
  50636. */
  50637. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50638. /**
  50639. * Rebuild the required buffers.
  50640. * @hidden Internal use only.
  50641. */
  50642. _rebuild(): void;
  50643. /**
  50644. * Dispose only the render target textures and post process.
  50645. */
  50646. private _disposeTextureAndPostProcesses;
  50647. /**
  50648. * Dispose the highlight layer and free resources.
  50649. */
  50650. dispose(): void;
  50651. /**
  50652. * Gets the class name of the effect layer
  50653. * @returns the string with the class name of the effect layer
  50654. */
  50655. getClassName(): string;
  50656. /**
  50657. * Creates an effect layer from parsed effect layer data
  50658. * @param parsedEffectLayer defines effect layer data
  50659. * @param scene defines the current scene
  50660. * @param rootUrl defines the root URL containing the effect layer information
  50661. * @returns a parsed effect Layer
  50662. */
  50663. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50664. }
  50665. }
  50666. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50667. import { Scene } from "babylonjs/scene";
  50668. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50669. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50670. import { AbstractScene } from "babylonjs/abstractScene";
  50671. module "babylonjs/abstractScene" {
  50672. interface AbstractScene {
  50673. /**
  50674. * The list of effect layers (highlights/glow) added to the scene
  50675. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50676. * @see http://doc.babylonjs.com/how_to/glow_layer
  50677. */
  50678. effectLayers: Array<EffectLayer>;
  50679. /**
  50680. * Removes the given effect layer from this scene.
  50681. * @param toRemove defines the effect layer to remove
  50682. * @returns the index of the removed effect layer
  50683. */
  50684. removeEffectLayer(toRemove: EffectLayer): number;
  50685. /**
  50686. * Adds the given effect layer to this scene
  50687. * @param newEffectLayer defines the effect layer to add
  50688. */
  50689. addEffectLayer(newEffectLayer: EffectLayer): void;
  50690. }
  50691. }
  50692. /**
  50693. * Defines the layer scene component responsible to manage any effect layers
  50694. * in a given scene.
  50695. */
  50696. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50697. /**
  50698. * The component name helpfull to identify the component in the list of scene components.
  50699. */
  50700. readonly name: string;
  50701. /**
  50702. * The scene the component belongs to.
  50703. */
  50704. scene: Scene;
  50705. private _engine;
  50706. private _renderEffects;
  50707. private _needStencil;
  50708. private _previousStencilState;
  50709. /**
  50710. * Creates a new instance of the component for the given scene
  50711. * @param scene Defines the scene to register the component in
  50712. */
  50713. constructor(scene: Scene);
  50714. /**
  50715. * Registers the component in a given scene
  50716. */
  50717. register(): void;
  50718. /**
  50719. * Rebuilds the elements related to this component in case of
  50720. * context lost for instance.
  50721. */
  50722. rebuild(): void;
  50723. /**
  50724. * Serializes the component data to the specified json object
  50725. * @param serializationObject The object to serialize to
  50726. */
  50727. serialize(serializationObject: any): void;
  50728. /**
  50729. * Adds all the elements from the container to the scene
  50730. * @param container the container holding the elements
  50731. */
  50732. addFromContainer(container: AbstractScene): void;
  50733. /**
  50734. * Removes all the elements in the container from the scene
  50735. * @param container contains the elements to remove
  50736. * @param dispose if the removed element should be disposed (default: false)
  50737. */
  50738. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50739. /**
  50740. * Disposes the component and the associated ressources.
  50741. */
  50742. dispose(): void;
  50743. private _isReadyForMesh;
  50744. private _renderMainTexture;
  50745. private _setStencil;
  50746. private _setStencilBack;
  50747. private _draw;
  50748. private _drawCamera;
  50749. private _drawRenderingGroup;
  50750. }
  50751. }
  50752. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50753. /** @hidden */
  50754. export var glowMapMergePixelShader: {
  50755. name: string;
  50756. shader: string;
  50757. };
  50758. }
  50759. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50760. /** @hidden */
  50761. export var glowMapMergeVertexShader: {
  50762. name: string;
  50763. shader: string;
  50764. };
  50765. }
  50766. declare module "babylonjs/Layers/glowLayer" {
  50767. import { Nullable } from "babylonjs/types";
  50768. import { Camera } from "babylonjs/Cameras/camera";
  50769. import { Scene } from "babylonjs/scene";
  50770. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50771. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50772. import { Mesh } from "babylonjs/Meshes/mesh";
  50773. import { Texture } from "babylonjs/Materials/Textures/texture";
  50774. import { Effect } from "babylonjs/Materials/effect";
  50775. import { Material } from "babylonjs/Materials/material";
  50776. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50777. import { Color4 } from "babylonjs/Maths/math.color";
  50778. import "babylonjs/Shaders/glowMapMerge.fragment";
  50779. import "babylonjs/Shaders/glowMapMerge.vertex";
  50780. import "babylonjs/Layers/effectLayerSceneComponent";
  50781. module "babylonjs/abstractScene" {
  50782. interface AbstractScene {
  50783. /**
  50784. * Return a the first highlight layer of the scene with a given name.
  50785. * @param name The name of the highlight layer to look for.
  50786. * @return The highlight layer if found otherwise null.
  50787. */
  50788. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50789. }
  50790. }
  50791. /**
  50792. * Glow layer options. This helps customizing the behaviour
  50793. * of the glow layer.
  50794. */
  50795. export interface IGlowLayerOptions {
  50796. /**
  50797. * Multiplication factor apply to the canvas size to compute the render target size
  50798. * used to generated the glowing objects (the smaller the faster).
  50799. */
  50800. mainTextureRatio: number;
  50801. /**
  50802. * Enforces a fixed size texture to ensure resize independant blur.
  50803. */
  50804. mainTextureFixedSize?: number;
  50805. /**
  50806. * How big is the kernel of the blur texture.
  50807. */
  50808. blurKernelSize: number;
  50809. /**
  50810. * The camera attached to the layer.
  50811. */
  50812. camera: Nullable<Camera>;
  50813. /**
  50814. * Enable MSAA by chosing the number of samples.
  50815. */
  50816. mainTextureSamples?: number;
  50817. /**
  50818. * The rendering group to draw the layer in.
  50819. */
  50820. renderingGroupId: number;
  50821. }
  50822. /**
  50823. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50824. *
  50825. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50826. * glowy meshes to your scene.
  50827. *
  50828. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50829. */
  50830. export class GlowLayer extends EffectLayer {
  50831. /**
  50832. * Effect Name of the layer.
  50833. */
  50834. static readonly EffectName: string;
  50835. /**
  50836. * The default blur kernel size used for the glow.
  50837. */
  50838. static DefaultBlurKernelSize: number;
  50839. /**
  50840. * The default texture size ratio used for the glow.
  50841. */
  50842. static DefaultTextureRatio: number;
  50843. /**
  50844. * Sets the kernel size of the blur.
  50845. */
  50846. /**
  50847. * Gets the kernel size of the blur.
  50848. */
  50849. blurKernelSize: number;
  50850. /**
  50851. * Sets the glow intensity.
  50852. */
  50853. /**
  50854. * Gets the glow intensity.
  50855. */
  50856. intensity: number;
  50857. private _options;
  50858. private _intensity;
  50859. private _horizontalBlurPostprocess1;
  50860. private _verticalBlurPostprocess1;
  50861. private _horizontalBlurPostprocess2;
  50862. private _verticalBlurPostprocess2;
  50863. private _blurTexture1;
  50864. private _blurTexture2;
  50865. private _postProcesses1;
  50866. private _postProcesses2;
  50867. private _includedOnlyMeshes;
  50868. private _excludedMeshes;
  50869. /**
  50870. * Callback used to let the user override the color selection on a per mesh basis
  50871. */
  50872. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50873. /**
  50874. * Callback used to let the user override the texture selection on a per mesh basis
  50875. */
  50876. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50877. /**
  50878. * Instantiates a new glow Layer and references it to the scene.
  50879. * @param name The name of the layer
  50880. * @param scene The scene to use the layer in
  50881. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50882. */
  50883. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50884. /**
  50885. * Get the effect name of the layer.
  50886. * @return The effect name
  50887. */
  50888. getEffectName(): string;
  50889. /**
  50890. * Create the merge effect. This is the shader use to blit the information back
  50891. * to the main canvas at the end of the scene rendering.
  50892. */
  50893. protected _createMergeEffect(): Effect;
  50894. /**
  50895. * Creates the render target textures and post processes used in the glow layer.
  50896. */
  50897. protected _createTextureAndPostProcesses(): void;
  50898. /**
  50899. * Checks for the readiness of the element composing the layer.
  50900. * @param subMesh the mesh to check for
  50901. * @param useInstances specify wether or not to use instances to render the mesh
  50902. * @param emissiveTexture the associated emissive texture used to generate the glow
  50903. * @return true if ready otherwise, false
  50904. */
  50905. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50906. /**
  50907. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50908. */
  50909. needStencil(): boolean;
  50910. /**
  50911. * Returns true if the mesh can be rendered, otherwise false.
  50912. * @param mesh The mesh to render
  50913. * @param material The material used on the mesh
  50914. * @returns true if it can be rendered otherwise false
  50915. */
  50916. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50917. /**
  50918. * Implementation specific of rendering the generating effect on the main canvas.
  50919. * @param effect The effect used to render through
  50920. */
  50921. protected _internalRender(effect: Effect): void;
  50922. /**
  50923. * Sets the required values for both the emissive texture and and the main color.
  50924. */
  50925. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50926. /**
  50927. * Returns true if the mesh should render, otherwise false.
  50928. * @param mesh The mesh to render
  50929. * @returns true if it should render otherwise false
  50930. */
  50931. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50932. /**
  50933. * Adds specific effects defines.
  50934. * @param defines The defines to add specifics to.
  50935. */
  50936. protected _addCustomEffectDefines(defines: string[]): void;
  50937. /**
  50938. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50939. * @param mesh The mesh to exclude from the glow layer
  50940. */
  50941. addExcludedMesh(mesh: Mesh): void;
  50942. /**
  50943. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50944. * @param mesh The mesh to remove
  50945. */
  50946. removeExcludedMesh(mesh: Mesh): void;
  50947. /**
  50948. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50949. * @param mesh The mesh to include in the glow layer
  50950. */
  50951. addIncludedOnlyMesh(mesh: Mesh): void;
  50952. /**
  50953. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50954. * @param mesh The mesh to remove
  50955. */
  50956. removeIncludedOnlyMesh(mesh: Mesh): void;
  50957. /**
  50958. * Determine if a given mesh will be used in the glow layer
  50959. * @param mesh The mesh to test
  50960. * @returns true if the mesh will be highlighted by the current glow layer
  50961. */
  50962. hasMesh(mesh: AbstractMesh): boolean;
  50963. /**
  50964. * Free any resources and references associated to a mesh.
  50965. * Internal use
  50966. * @param mesh The mesh to free.
  50967. * @hidden
  50968. */
  50969. _disposeMesh(mesh: Mesh): void;
  50970. /**
  50971. * Gets the class name of the effect layer
  50972. * @returns the string with the class name of the effect layer
  50973. */
  50974. getClassName(): string;
  50975. /**
  50976. * Serializes this glow layer
  50977. * @returns a serialized glow layer object
  50978. */
  50979. serialize(): any;
  50980. /**
  50981. * Creates a Glow Layer from parsed glow layer data
  50982. * @param parsedGlowLayer defines glow layer data
  50983. * @param scene defines the current scene
  50984. * @param rootUrl defines the root URL containing the glow layer information
  50985. * @returns a parsed Glow Layer
  50986. */
  50987. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50988. }
  50989. }
  50990. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50991. /** @hidden */
  50992. export var glowBlurPostProcessPixelShader: {
  50993. name: string;
  50994. shader: string;
  50995. };
  50996. }
  50997. declare module "babylonjs/Layers/highlightLayer" {
  50998. import { Observable } from "babylonjs/Misc/observable";
  50999. import { Nullable } from "babylonjs/types";
  51000. import { Camera } from "babylonjs/Cameras/camera";
  51001. import { Scene } from "babylonjs/scene";
  51002. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51004. import { Mesh } from "babylonjs/Meshes/mesh";
  51005. import { Effect } from "babylonjs/Materials/effect";
  51006. import { Material } from "babylonjs/Materials/material";
  51007. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51008. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51009. import "babylonjs/Shaders/glowMapMerge.fragment";
  51010. import "babylonjs/Shaders/glowMapMerge.vertex";
  51011. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51012. module "babylonjs/abstractScene" {
  51013. interface AbstractScene {
  51014. /**
  51015. * Return a the first highlight layer of the scene with a given name.
  51016. * @param name The name of the highlight layer to look for.
  51017. * @return The highlight layer if found otherwise null.
  51018. */
  51019. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51020. }
  51021. }
  51022. /**
  51023. * Highlight layer options. This helps customizing the behaviour
  51024. * of the highlight layer.
  51025. */
  51026. export interface IHighlightLayerOptions {
  51027. /**
  51028. * Multiplication factor apply to the canvas size to compute the render target size
  51029. * used to generated the glowing objects (the smaller the faster).
  51030. */
  51031. mainTextureRatio: number;
  51032. /**
  51033. * Enforces a fixed size texture to ensure resize independant blur.
  51034. */
  51035. mainTextureFixedSize?: number;
  51036. /**
  51037. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51038. * of the picture to blur (the smaller the faster).
  51039. */
  51040. blurTextureSizeRatio: number;
  51041. /**
  51042. * How big in texel of the blur texture is the vertical blur.
  51043. */
  51044. blurVerticalSize: number;
  51045. /**
  51046. * How big in texel of the blur texture is the horizontal blur.
  51047. */
  51048. blurHorizontalSize: number;
  51049. /**
  51050. * Alpha blending mode used to apply the blur. Default is combine.
  51051. */
  51052. alphaBlendingMode: number;
  51053. /**
  51054. * The camera attached to the layer.
  51055. */
  51056. camera: Nullable<Camera>;
  51057. /**
  51058. * Should we display highlight as a solid stroke?
  51059. */
  51060. isStroke?: boolean;
  51061. /**
  51062. * The rendering group to draw the layer in.
  51063. */
  51064. renderingGroupId: number;
  51065. }
  51066. /**
  51067. * The highlight layer Helps adding a glow effect around a mesh.
  51068. *
  51069. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51070. * glowy meshes to your scene.
  51071. *
  51072. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51073. */
  51074. export class HighlightLayer extends EffectLayer {
  51075. name: string;
  51076. /**
  51077. * Effect Name of the highlight layer.
  51078. */
  51079. static readonly EffectName: string;
  51080. /**
  51081. * The neutral color used during the preparation of the glow effect.
  51082. * This is black by default as the blend operation is a blend operation.
  51083. */
  51084. static NeutralColor: Color4;
  51085. /**
  51086. * Stencil value used for glowing meshes.
  51087. */
  51088. static GlowingMeshStencilReference: number;
  51089. /**
  51090. * Stencil value used for the other meshes in the scene.
  51091. */
  51092. static NormalMeshStencilReference: number;
  51093. /**
  51094. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51095. */
  51096. innerGlow: boolean;
  51097. /**
  51098. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51099. */
  51100. outerGlow: boolean;
  51101. /**
  51102. * Specifies the horizontal size of the blur.
  51103. */
  51104. /**
  51105. * Gets the horizontal size of the blur.
  51106. */
  51107. blurHorizontalSize: number;
  51108. /**
  51109. * Specifies the vertical size of the blur.
  51110. */
  51111. /**
  51112. * Gets the vertical size of the blur.
  51113. */
  51114. blurVerticalSize: number;
  51115. /**
  51116. * An event triggered when the highlight layer is being blurred.
  51117. */
  51118. onBeforeBlurObservable: Observable<HighlightLayer>;
  51119. /**
  51120. * An event triggered when the highlight layer has been blurred.
  51121. */
  51122. onAfterBlurObservable: Observable<HighlightLayer>;
  51123. private _instanceGlowingMeshStencilReference;
  51124. private _options;
  51125. private _downSamplePostprocess;
  51126. private _horizontalBlurPostprocess;
  51127. private _verticalBlurPostprocess;
  51128. private _blurTexture;
  51129. private _meshes;
  51130. private _excludedMeshes;
  51131. /**
  51132. * Instantiates a new highlight Layer and references it to the scene..
  51133. * @param name The name of the layer
  51134. * @param scene The scene to use the layer in
  51135. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51136. */
  51137. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51138. /**
  51139. * Get the effect name of the layer.
  51140. * @return The effect name
  51141. */
  51142. getEffectName(): string;
  51143. /**
  51144. * Create the merge effect. This is the shader use to blit the information back
  51145. * to the main canvas at the end of the scene rendering.
  51146. */
  51147. protected _createMergeEffect(): Effect;
  51148. /**
  51149. * Creates the render target textures and post processes used in the highlight layer.
  51150. */
  51151. protected _createTextureAndPostProcesses(): void;
  51152. /**
  51153. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51154. */
  51155. needStencil(): boolean;
  51156. /**
  51157. * Checks for the readiness of the element composing the layer.
  51158. * @param subMesh the mesh to check for
  51159. * @param useInstances specify wether or not to use instances to render the mesh
  51160. * @param emissiveTexture the associated emissive texture used to generate the glow
  51161. * @return true if ready otherwise, false
  51162. */
  51163. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51164. /**
  51165. * Implementation specific of rendering the generating effect on the main canvas.
  51166. * @param effect The effect used to render through
  51167. */
  51168. protected _internalRender(effect: Effect): void;
  51169. /**
  51170. * Returns true if the layer contains information to display, otherwise false.
  51171. */
  51172. shouldRender(): boolean;
  51173. /**
  51174. * Returns true if the mesh should render, otherwise false.
  51175. * @param mesh The mesh to render
  51176. * @returns true if it should render otherwise false
  51177. */
  51178. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51179. /**
  51180. * Sets the required values for both the emissive texture and and the main color.
  51181. */
  51182. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51183. /**
  51184. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51185. * @param mesh The mesh to exclude from the highlight layer
  51186. */
  51187. addExcludedMesh(mesh: Mesh): void;
  51188. /**
  51189. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51190. * @param mesh The mesh to highlight
  51191. */
  51192. removeExcludedMesh(mesh: Mesh): void;
  51193. /**
  51194. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51195. * @param mesh mesh to test
  51196. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51197. */
  51198. hasMesh(mesh: AbstractMesh): boolean;
  51199. /**
  51200. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51201. * @param mesh The mesh to highlight
  51202. * @param color The color of the highlight
  51203. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51204. */
  51205. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51206. /**
  51207. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51208. * @param mesh The mesh to highlight
  51209. */
  51210. removeMesh(mesh: Mesh): void;
  51211. /**
  51212. * Force the stencil to the normal expected value for none glowing parts
  51213. */
  51214. private _defaultStencilReference;
  51215. /**
  51216. * Free any resources and references associated to a mesh.
  51217. * Internal use
  51218. * @param mesh The mesh to free.
  51219. * @hidden
  51220. */
  51221. _disposeMesh(mesh: Mesh): void;
  51222. /**
  51223. * Dispose the highlight layer and free resources.
  51224. */
  51225. dispose(): void;
  51226. /**
  51227. * Gets the class name of the effect layer
  51228. * @returns the string with the class name of the effect layer
  51229. */
  51230. getClassName(): string;
  51231. /**
  51232. * Serializes this Highlight layer
  51233. * @returns a serialized Highlight layer object
  51234. */
  51235. serialize(): any;
  51236. /**
  51237. * Creates a Highlight layer from parsed Highlight layer data
  51238. * @param parsedHightlightLayer defines the Highlight layer data
  51239. * @param scene defines the current scene
  51240. * @param rootUrl defines the root URL containing the Highlight layer information
  51241. * @returns a parsed Highlight layer
  51242. */
  51243. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51244. }
  51245. }
  51246. declare module "babylonjs/Layers/layerSceneComponent" {
  51247. import { Scene } from "babylonjs/scene";
  51248. import { ISceneComponent } from "babylonjs/sceneComponent";
  51249. import { Layer } from "babylonjs/Layers/layer";
  51250. import { AbstractScene } from "babylonjs/abstractScene";
  51251. module "babylonjs/abstractScene" {
  51252. interface AbstractScene {
  51253. /**
  51254. * The list of layers (background and foreground) of the scene
  51255. */
  51256. layers: Array<Layer>;
  51257. }
  51258. }
  51259. /**
  51260. * Defines the layer scene component responsible to manage any layers
  51261. * in a given scene.
  51262. */
  51263. export class LayerSceneComponent implements ISceneComponent {
  51264. /**
  51265. * The component name helpfull to identify the component in the list of scene components.
  51266. */
  51267. readonly name: string;
  51268. /**
  51269. * The scene the component belongs to.
  51270. */
  51271. scene: Scene;
  51272. private _engine;
  51273. /**
  51274. * Creates a new instance of the component for the given scene
  51275. * @param scene Defines the scene to register the component in
  51276. */
  51277. constructor(scene: Scene);
  51278. /**
  51279. * Registers the component in a given scene
  51280. */
  51281. register(): void;
  51282. /**
  51283. * Rebuilds the elements related to this component in case of
  51284. * context lost for instance.
  51285. */
  51286. rebuild(): void;
  51287. /**
  51288. * Disposes the component and the associated ressources.
  51289. */
  51290. dispose(): void;
  51291. private _draw;
  51292. private _drawCameraPredicate;
  51293. private _drawCameraBackground;
  51294. private _drawCameraForeground;
  51295. private _drawRenderTargetPredicate;
  51296. private _drawRenderTargetBackground;
  51297. private _drawRenderTargetForeground;
  51298. /**
  51299. * Adds all the elements from the container to the scene
  51300. * @param container the container holding the elements
  51301. */
  51302. addFromContainer(container: AbstractScene): void;
  51303. /**
  51304. * Removes all the elements in the container from the scene
  51305. * @param container contains the elements to remove
  51306. * @param dispose if the removed element should be disposed (default: false)
  51307. */
  51308. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51309. }
  51310. }
  51311. declare module "babylonjs/Shaders/layer.fragment" {
  51312. /** @hidden */
  51313. export var layerPixelShader: {
  51314. name: string;
  51315. shader: string;
  51316. };
  51317. }
  51318. declare module "babylonjs/Shaders/layer.vertex" {
  51319. /** @hidden */
  51320. export var layerVertexShader: {
  51321. name: string;
  51322. shader: string;
  51323. };
  51324. }
  51325. declare module "babylonjs/Layers/layer" {
  51326. import { Observable } from "babylonjs/Misc/observable";
  51327. import { Nullable } from "babylonjs/types";
  51328. import { Scene } from "babylonjs/scene";
  51329. import { Vector2 } from "babylonjs/Maths/math.vector";
  51330. import { Color4 } from "babylonjs/Maths/math.color";
  51331. import { Texture } from "babylonjs/Materials/Textures/texture";
  51332. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51333. import "babylonjs/Shaders/layer.fragment";
  51334. import "babylonjs/Shaders/layer.vertex";
  51335. /**
  51336. * This represents a full screen 2d layer.
  51337. * This can be useful to display a picture in the background of your scene for instance.
  51338. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51339. */
  51340. export class Layer {
  51341. /**
  51342. * Define the name of the layer.
  51343. */
  51344. name: string;
  51345. /**
  51346. * Define the texture the layer should display.
  51347. */
  51348. texture: Nullable<Texture>;
  51349. /**
  51350. * Is the layer in background or foreground.
  51351. */
  51352. isBackground: boolean;
  51353. /**
  51354. * Define the color of the layer (instead of texture).
  51355. */
  51356. color: Color4;
  51357. /**
  51358. * Define the scale of the layer in order to zoom in out of the texture.
  51359. */
  51360. scale: Vector2;
  51361. /**
  51362. * Define an offset for the layer in order to shift the texture.
  51363. */
  51364. offset: Vector2;
  51365. /**
  51366. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51367. */
  51368. alphaBlendingMode: number;
  51369. /**
  51370. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51371. * Alpha test will not mix with the background color in case of transparency.
  51372. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51373. */
  51374. alphaTest: boolean;
  51375. /**
  51376. * Define a mask to restrict the layer to only some of the scene cameras.
  51377. */
  51378. layerMask: number;
  51379. /**
  51380. * Define the list of render target the layer is visible into.
  51381. */
  51382. renderTargetTextures: RenderTargetTexture[];
  51383. /**
  51384. * Define if the layer is only used in renderTarget or if it also
  51385. * renders in the main frame buffer of the canvas.
  51386. */
  51387. renderOnlyInRenderTargetTextures: boolean;
  51388. private _scene;
  51389. private _vertexBuffers;
  51390. private _indexBuffer;
  51391. private _effect;
  51392. private _alphaTestEffect;
  51393. /**
  51394. * An event triggered when the layer is disposed.
  51395. */
  51396. onDisposeObservable: Observable<Layer>;
  51397. private _onDisposeObserver;
  51398. /**
  51399. * Back compatibility with callback before the onDisposeObservable existed.
  51400. * The set callback will be triggered when the layer has been disposed.
  51401. */
  51402. onDispose: () => void;
  51403. /**
  51404. * An event triggered before rendering the scene
  51405. */
  51406. onBeforeRenderObservable: Observable<Layer>;
  51407. private _onBeforeRenderObserver;
  51408. /**
  51409. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51410. * The set callback will be triggered just before rendering the layer.
  51411. */
  51412. onBeforeRender: () => void;
  51413. /**
  51414. * An event triggered after rendering the scene
  51415. */
  51416. onAfterRenderObservable: Observable<Layer>;
  51417. private _onAfterRenderObserver;
  51418. /**
  51419. * Back compatibility with callback before the onAfterRenderObservable existed.
  51420. * The set callback will be triggered just after rendering the layer.
  51421. */
  51422. onAfterRender: () => void;
  51423. /**
  51424. * Instantiates a new layer.
  51425. * This represents a full screen 2d layer.
  51426. * This can be useful to display a picture in the background of your scene for instance.
  51427. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51428. * @param name Define the name of the layer in the scene
  51429. * @param imgUrl Define the url of the texture to display in the layer
  51430. * @param scene Define the scene the layer belongs to
  51431. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51432. * @param color Defines a color for the layer
  51433. */
  51434. constructor(
  51435. /**
  51436. * Define the name of the layer.
  51437. */
  51438. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51439. private _createIndexBuffer;
  51440. /** @hidden */
  51441. _rebuild(): void;
  51442. /**
  51443. * Renders the layer in the scene.
  51444. */
  51445. render(): void;
  51446. /**
  51447. * Disposes and releases the associated ressources.
  51448. */
  51449. dispose(): void;
  51450. }
  51451. }
  51452. declare module "babylonjs/Layers/index" {
  51453. export * from "babylonjs/Layers/effectLayer";
  51454. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51455. export * from "babylonjs/Layers/glowLayer";
  51456. export * from "babylonjs/Layers/highlightLayer";
  51457. export * from "babylonjs/Layers/layer";
  51458. export * from "babylonjs/Layers/layerSceneComponent";
  51459. }
  51460. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51461. /** @hidden */
  51462. export var lensFlarePixelShader: {
  51463. name: string;
  51464. shader: string;
  51465. };
  51466. }
  51467. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51468. /** @hidden */
  51469. export var lensFlareVertexShader: {
  51470. name: string;
  51471. shader: string;
  51472. };
  51473. }
  51474. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51475. import { Scene } from "babylonjs/scene";
  51476. import { Vector3 } from "babylonjs/Maths/math.vector";
  51477. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51478. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51479. import "babylonjs/Shaders/lensFlare.fragment";
  51480. import "babylonjs/Shaders/lensFlare.vertex";
  51481. import { Viewport } from "babylonjs/Maths/math.viewport";
  51482. /**
  51483. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51484. * It is usually composed of several `lensFlare`.
  51485. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51486. */
  51487. export class LensFlareSystem {
  51488. /**
  51489. * Define the name of the lens flare system
  51490. */
  51491. name: string;
  51492. /**
  51493. * List of lens flares used in this system.
  51494. */
  51495. lensFlares: LensFlare[];
  51496. /**
  51497. * Define a limit from the border the lens flare can be visible.
  51498. */
  51499. borderLimit: number;
  51500. /**
  51501. * Define a viewport border we do not want to see the lens flare in.
  51502. */
  51503. viewportBorder: number;
  51504. /**
  51505. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51506. */
  51507. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51508. /**
  51509. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51510. */
  51511. layerMask: number;
  51512. /**
  51513. * Define the id of the lens flare system in the scene.
  51514. * (equal to name by default)
  51515. */
  51516. id: string;
  51517. private _scene;
  51518. private _emitter;
  51519. private _vertexBuffers;
  51520. private _indexBuffer;
  51521. private _effect;
  51522. private _positionX;
  51523. private _positionY;
  51524. private _isEnabled;
  51525. /** @hidden */
  51526. static _SceneComponentInitialization: (scene: Scene) => void;
  51527. /**
  51528. * Instantiates a lens flare system.
  51529. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51530. * It is usually composed of several `lensFlare`.
  51531. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51532. * @param name Define the name of the lens flare system in the scene
  51533. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51534. * @param scene Define the scene the lens flare system belongs to
  51535. */
  51536. constructor(
  51537. /**
  51538. * Define the name of the lens flare system
  51539. */
  51540. name: string, emitter: any, scene: Scene);
  51541. /**
  51542. * Define if the lens flare system is enabled.
  51543. */
  51544. isEnabled: boolean;
  51545. /**
  51546. * Get the scene the effects belongs to.
  51547. * @returns the scene holding the lens flare system
  51548. */
  51549. getScene(): Scene;
  51550. /**
  51551. * Get the emitter of the lens flare system.
  51552. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51553. * @returns the emitter of the lens flare system
  51554. */
  51555. getEmitter(): any;
  51556. /**
  51557. * Set the emitter of the lens flare system.
  51558. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51559. * @param newEmitter Define the new emitter of the system
  51560. */
  51561. setEmitter(newEmitter: any): void;
  51562. /**
  51563. * Get the lens flare system emitter position.
  51564. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51565. * @returns the position
  51566. */
  51567. getEmitterPosition(): Vector3;
  51568. /**
  51569. * @hidden
  51570. */
  51571. computeEffectivePosition(globalViewport: Viewport): boolean;
  51572. /** @hidden */
  51573. _isVisible(): boolean;
  51574. /**
  51575. * @hidden
  51576. */
  51577. render(): boolean;
  51578. /**
  51579. * Dispose and release the lens flare with its associated resources.
  51580. */
  51581. dispose(): void;
  51582. /**
  51583. * Parse a lens flare system from a JSON repressentation
  51584. * @param parsedLensFlareSystem Define the JSON to parse
  51585. * @param scene Define the scene the parsed system should be instantiated in
  51586. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51587. * @returns the parsed system
  51588. */
  51589. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51590. /**
  51591. * Serialize the current Lens Flare System into a JSON representation.
  51592. * @returns the serialized JSON
  51593. */
  51594. serialize(): any;
  51595. }
  51596. }
  51597. declare module "babylonjs/LensFlares/lensFlare" {
  51598. import { Nullable } from "babylonjs/types";
  51599. import { Color3 } from "babylonjs/Maths/math.color";
  51600. import { Texture } from "babylonjs/Materials/Textures/texture";
  51601. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51602. /**
  51603. * This represents one of the lens effect in a `lensFlareSystem`.
  51604. * It controls one of the indiviual texture used in the effect.
  51605. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51606. */
  51607. export class LensFlare {
  51608. /**
  51609. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51610. */
  51611. size: number;
  51612. /**
  51613. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51614. */
  51615. position: number;
  51616. /**
  51617. * Define the lens color.
  51618. */
  51619. color: Color3;
  51620. /**
  51621. * Define the lens texture.
  51622. */
  51623. texture: Nullable<Texture>;
  51624. /**
  51625. * Define the alpha mode to render this particular lens.
  51626. */
  51627. alphaMode: number;
  51628. private _system;
  51629. /**
  51630. * Creates a new Lens Flare.
  51631. * This represents one of the lens effect in a `lensFlareSystem`.
  51632. * It controls one of the indiviual texture used in the effect.
  51633. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51634. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51635. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51636. * @param color Define the lens color
  51637. * @param imgUrl Define the lens texture url
  51638. * @param system Define the `lensFlareSystem` this flare is part of
  51639. * @returns The newly created Lens Flare
  51640. */
  51641. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51642. /**
  51643. * Instantiates a new Lens Flare.
  51644. * This represents one of the lens effect in a `lensFlareSystem`.
  51645. * It controls one of the indiviual texture used in the effect.
  51646. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51647. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51648. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51649. * @param color Define the lens color
  51650. * @param imgUrl Define the lens texture url
  51651. * @param system Define the `lensFlareSystem` this flare is part of
  51652. */
  51653. constructor(
  51654. /**
  51655. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51656. */
  51657. size: number,
  51658. /**
  51659. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51660. */
  51661. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51662. /**
  51663. * Dispose and release the lens flare with its associated resources.
  51664. */
  51665. dispose(): void;
  51666. }
  51667. }
  51668. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51669. import { Nullable } from "babylonjs/types";
  51670. import { Scene } from "babylonjs/scene";
  51671. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51672. import { AbstractScene } from "babylonjs/abstractScene";
  51673. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51674. module "babylonjs/abstractScene" {
  51675. interface AbstractScene {
  51676. /**
  51677. * The list of lens flare system added to the scene
  51678. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51679. */
  51680. lensFlareSystems: Array<LensFlareSystem>;
  51681. /**
  51682. * Removes the given lens flare system from this scene.
  51683. * @param toRemove The lens flare system to remove
  51684. * @returns The index of the removed lens flare system
  51685. */
  51686. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51687. /**
  51688. * Adds the given lens flare system to this scene
  51689. * @param newLensFlareSystem The lens flare system to add
  51690. */
  51691. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51692. /**
  51693. * Gets a lens flare system using its name
  51694. * @param name defines the name to look for
  51695. * @returns the lens flare system or null if not found
  51696. */
  51697. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51698. /**
  51699. * Gets a lens flare system using its id
  51700. * @param id defines the id to look for
  51701. * @returns the lens flare system or null if not found
  51702. */
  51703. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51704. }
  51705. }
  51706. /**
  51707. * Defines the lens flare scene component responsible to manage any lens flares
  51708. * in a given scene.
  51709. */
  51710. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51711. /**
  51712. * The component name helpfull to identify the component in the list of scene components.
  51713. */
  51714. readonly name: string;
  51715. /**
  51716. * The scene the component belongs to.
  51717. */
  51718. scene: Scene;
  51719. /**
  51720. * Creates a new instance of the component for the given scene
  51721. * @param scene Defines the scene to register the component in
  51722. */
  51723. constructor(scene: Scene);
  51724. /**
  51725. * Registers the component in a given scene
  51726. */
  51727. register(): void;
  51728. /**
  51729. * Rebuilds the elements related to this component in case of
  51730. * context lost for instance.
  51731. */
  51732. rebuild(): void;
  51733. /**
  51734. * Adds all the elements from the container to the scene
  51735. * @param container the container holding the elements
  51736. */
  51737. addFromContainer(container: AbstractScene): void;
  51738. /**
  51739. * Removes all the elements in the container from the scene
  51740. * @param container contains the elements to remove
  51741. * @param dispose if the removed element should be disposed (default: false)
  51742. */
  51743. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51744. /**
  51745. * Serializes the component data to the specified json object
  51746. * @param serializationObject The object to serialize to
  51747. */
  51748. serialize(serializationObject: any): void;
  51749. /**
  51750. * Disposes the component and the associated ressources.
  51751. */
  51752. dispose(): void;
  51753. private _draw;
  51754. }
  51755. }
  51756. declare module "babylonjs/LensFlares/index" {
  51757. export * from "babylonjs/LensFlares/lensFlare";
  51758. export * from "babylonjs/LensFlares/lensFlareSystem";
  51759. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51760. }
  51761. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51762. import { Scene } from "babylonjs/scene";
  51763. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51764. import { AbstractScene } from "babylonjs/abstractScene";
  51765. /**
  51766. * Defines the shadow generator component responsible to manage any shadow generators
  51767. * in a given scene.
  51768. */
  51769. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51770. /**
  51771. * The component name helpfull to identify the component in the list of scene components.
  51772. */
  51773. readonly name: string;
  51774. /**
  51775. * The scene the component belongs to.
  51776. */
  51777. scene: Scene;
  51778. /**
  51779. * Creates a new instance of the component for the given scene
  51780. * @param scene Defines the scene to register the component in
  51781. */
  51782. constructor(scene: Scene);
  51783. /**
  51784. * Registers the component in a given scene
  51785. */
  51786. register(): void;
  51787. /**
  51788. * Rebuilds the elements related to this component in case of
  51789. * context lost for instance.
  51790. */
  51791. rebuild(): void;
  51792. /**
  51793. * Serializes the component data to the specified json object
  51794. * @param serializationObject The object to serialize to
  51795. */
  51796. serialize(serializationObject: any): void;
  51797. /**
  51798. * Adds all the elements from the container to the scene
  51799. * @param container the container holding the elements
  51800. */
  51801. addFromContainer(container: AbstractScene): void;
  51802. /**
  51803. * Removes all the elements in the container from the scene
  51804. * @param container contains the elements to remove
  51805. * @param dispose if the removed element should be disposed (default: false)
  51806. */
  51807. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51808. /**
  51809. * Rebuilds the elements related to this component in case of
  51810. * context lost for instance.
  51811. */
  51812. dispose(): void;
  51813. private _gatherRenderTargets;
  51814. }
  51815. }
  51816. declare module "babylonjs/Lights/Shadows/index" {
  51817. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51818. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51819. }
  51820. declare module "babylonjs/Lights/pointLight" {
  51821. import { Scene } from "babylonjs/scene";
  51822. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51823. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51824. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51825. import { Effect } from "babylonjs/Materials/effect";
  51826. /**
  51827. * A point light is a light defined by an unique point in world space.
  51828. * The light is emitted in every direction from this point.
  51829. * A good example of a point light is a standard light bulb.
  51830. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51831. */
  51832. export class PointLight extends ShadowLight {
  51833. private _shadowAngle;
  51834. /**
  51835. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51836. * This specifies what angle the shadow will use to be created.
  51837. *
  51838. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51839. */
  51840. /**
  51841. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51842. * This specifies what angle the shadow will use to be created.
  51843. *
  51844. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51845. */
  51846. shadowAngle: number;
  51847. /**
  51848. * Gets the direction if it has been set.
  51849. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51850. */
  51851. /**
  51852. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51853. */
  51854. direction: Vector3;
  51855. /**
  51856. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51857. * A PointLight emits the light in every direction.
  51858. * It can cast shadows.
  51859. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51860. * ```javascript
  51861. * var pointLight = new PointLight("pl", camera.position, scene);
  51862. * ```
  51863. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51864. * @param name The light friendly name
  51865. * @param position The position of the point light in the scene
  51866. * @param scene The scene the lights belongs to
  51867. */
  51868. constructor(name: string, position: Vector3, scene: Scene);
  51869. /**
  51870. * Returns the string "PointLight"
  51871. * @returns the class name
  51872. */
  51873. getClassName(): string;
  51874. /**
  51875. * Returns the integer 0.
  51876. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51877. */
  51878. getTypeID(): number;
  51879. /**
  51880. * Specifies wether or not the shadowmap should be a cube texture.
  51881. * @returns true if the shadowmap needs to be a cube texture.
  51882. */
  51883. needCube(): boolean;
  51884. /**
  51885. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51886. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51887. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51888. */
  51889. getShadowDirection(faceIndex?: number): Vector3;
  51890. /**
  51891. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51892. * - fov = PI / 2
  51893. * - aspect ratio : 1.0
  51894. * - z-near and far equal to the active camera minZ and maxZ.
  51895. * Returns the PointLight.
  51896. */
  51897. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51898. protected _buildUniformLayout(): void;
  51899. /**
  51900. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51901. * @param effect The effect to update
  51902. * @param lightIndex The index of the light in the effect to update
  51903. * @returns The point light
  51904. */
  51905. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51906. /**
  51907. * Prepares the list of defines specific to the light type.
  51908. * @param defines the list of defines
  51909. * @param lightIndex defines the index of the light for the effect
  51910. */
  51911. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51912. }
  51913. }
  51914. declare module "babylonjs/Lights/index" {
  51915. export * from "babylonjs/Lights/light";
  51916. export * from "babylonjs/Lights/shadowLight";
  51917. export * from "babylonjs/Lights/Shadows/index";
  51918. export * from "babylonjs/Lights/directionalLight";
  51919. export * from "babylonjs/Lights/hemisphericLight";
  51920. export * from "babylonjs/Lights/pointLight";
  51921. export * from "babylonjs/Lights/spotLight";
  51922. }
  51923. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51924. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51925. /**
  51926. * Header information of HDR texture files.
  51927. */
  51928. export interface HDRInfo {
  51929. /**
  51930. * The height of the texture in pixels.
  51931. */
  51932. height: number;
  51933. /**
  51934. * The width of the texture in pixels.
  51935. */
  51936. width: number;
  51937. /**
  51938. * The index of the beginning of the data in the binary file.
  51939. */
  51940. dataPosition: number;
  51941. }
  51942. /**
  51943. * This groups tools to convert HDR texture to native colors array.
  51944. */
  51945. export class HDRTools {
  51946. private static Ldexp;
  51947. private static Rgbe2float;
  51948. private static readStringLine;
  51949. /**
  51950. * Reads header information from an RGBE texture stored in a native array.
  51951. * More information on this format are available here:
  51952. * https://en.wikipedia.org/wiki/RGBE_image_format
  51953. *
  51954. * @param uint8array The binary file stored in native array.
  51955. * @return The header information.
  51956. */
  51957. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51958. /**
  51959. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51960. * This RGBE texture needs to store the information as a panorama.
  51961. *
  51962. * More information on this format are available here:
  51963. * https://en.wikipedia.org/wiki/RGBE_image_format
  51964. *
  51965. * @param buffer The binary file stored in an array buffer.
  51966. * @param size The expected size of the extracted cubemap.
  51967. * @return The Cube Map information.
  51968. */
  51969. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51970. /**
  51971. * Returns the pixels data extracted from an RGBE texture.
  51972. * This pixels will be stored left to right up to down in the R G B order in one array.
  51973. *
  51974. * More information on this format are available here:
  51975. * https://en.wikipedia.org/wiki/RGBE_image_format
  51976. *
  51977. * @param uint8array The binary file stored in an array buffer.
  51978. * @param hdrInfo The header information of the file.
  51979. * @return The pixels data in RGB right to left up to down order.
  51980. */
  51981. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51982. private static RGBE_ReadPixels_RLE;
  51983. }
  51984. }
  51985. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51986. import { Nullable } from "babylonjs/types";
  51987. import { Scene } from "babylonjs/scene";
  51988. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51989. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51990. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51991. /**
  51992. * This represents a texture coming from an HDR input.
  51993. *
  51994. * The only supported format is currently panorama picture stored in RGBE format.
  51995. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51996. */
  51997. export class HDRCubeTexture extends BaseTexture {
  51998. private static _facesMapping;
  51999. private _generateHarmonics;
  52000. private _noMipmap;
  52001. private _textureMatrix;
  52002. private _size;
  52003. private _onLoad;
  52004. private _onError;
  52005. /**
  52006. * The texture URL.
  52007. */
  52008. url: string;
  52009. /**
  52010. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52011. */
  52012. coordinatesMode: number;
  52013. protected _isBlocking: boolean;
  52014. /**
  52015. * Sets wether or not the texture is blocking during loading.
  52016. */
  52017. /**
  52018. * Gets wether or not the texture is blocking during loading.
  52019. */
  52020. isBlocking: boolean;
  52021. protected _rotationY: number;
  52022. /**
  52023. * Sets texture matrix rotation angle around Y axis in radians.
  52024. */
  52025. /**
  52026. * Gets texture matrix rotation angle around Y axis radians.
  52027. */
  52028. rotationY: number;
  52029. /**
  52030. * Gets or sets the center of the bounding box associated with the cube texture
  52031. * It must define where the camera used to render the texture was set
  52032. */
  52033. boundingBoxPosition: Vector3;
  52034. private _boundingBoxSize;
  52035. /**
  52036. * Gets or sets the size of the bounding box associated with the cube texture
  52037. * When defined, the cubemap will switch to local mode
  52038. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52039. * @example https://www.babylonjs-playground.com/#RNASML
  52040. */
  52041. boundingBoxSize: Vector3;
  52042. /**
  52043. * Instantiates an HDRTexture from the following parameters.
  52044. *
  52045. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52046. * @param scene The scene the texture will be used in
  52047. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52048. * @param noMipmap Forces to not generate the mipmap if true
  52049. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52050. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  52051. * @param reserved Reserved flag for internal use.
  52052. */
  52053. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52054. /**
  52055. * Get the current class name of the texture useful for serialization or dynamic coding.
  52056. * @returns "HDRCubeTexture"
  52057. */
  52058. getClassName(): string;
  52059. /**
  52060. * Occurs when the file is raw .hdr file.
  52061. */
  52062. private loadTexture;
  52063. clone(): HDRCubeTexture;
  52064. delayLoad(): void;
  52065. /**
  52066. * Get the texture reflection matrix used to rotate/transform the reflection.
  52067. * @returns the reflection matrix
  52068. */
  52069. getReflectionTextureMatrix(): Matrix;
  52070. /**
  52071. * Set the texture reflection matrix used to rotate/transform the reflection.
  52072. * @param value Define the reflection matrix to set
  52073. */
  52074. setReflectionTextureMatrix(value: Matrix): void;
  52075. /**
  52076. * Parses a JSON representation of an HDR Texture in order to create the texture
  52077. * @param parsedTexture Define the JSON representation
  52078. * @param scene Define the scene the texture should be created in
  52079. * @param rootUrl Define the root url in case we need to load relative dependencies
  52080. * @returns the newly created texture after parsing
  52081. */
  52082. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52083. serialize(): any;
  52084. }
  52085. }
  52086. declare module "babylonjs/Physics/physicsEngine" {
  52087. import { Nullable } from "babylonjs/types";
  52088. import { Vector3 } from "babylonjs/Maths/math.vector";
  52089. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52090. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52091. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52092. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52093. /**
  52094. * Class used to control physics engine
  52095. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52096. */
  52097. export class PhysicsEngine implements IPhysicsEngine {
  52098. private _physicsPlugin;
  52099. /**
  52100. * Global value used to control the smallest number supported by the simulation
  52101. */
  52102. static Epsilon: number;
  52103. private _impostors;
  52104. private _joints;
  52105. /**
  52106. * Gets the gravity vector used by the simulation
  52107. */
  52108. gravity: Vector3;
  52109. /**
  52110. * Factory used to create the default physics plugin.
  52111. * @returns The default physics plugin
  52112. */
  52113. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52114. /**
  52115. * Creates a new Physics Engine
  52116. * @param gravity defines the gravity vector used by the simulation
  52117. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52118. */
  52119. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52120. /**
  52121. * Sets the gravity vector used by the simulation
  52122. * @param gravity defines the gravity vector to use
  52123. */
  52124. setGravity(gravity: Vector3): void;
  52125. /**
  52126. * Set the time step of the physics engine.
  52127. * Default is 1/60.
  52128. * To slow it down, enter 1/600 for example.
  52129. * To speed it up, 1/30
  52130. * @param newTimeStep defines the new timestep to apply to this world.
  52131. */
  52132. setTimeStep(newTimeStep?: number): void;
  52133. /**
  52134. * Get the time step of the physics engine.
  52135. * @returns the current time step
  52136. */
  52137. getTimeStep(): number;
  52138. /**
  52139. * Release all resources
  52140. */
  52141. dispose(): void;
  52142. /**
  52143. * Gets the name of the current physics plugin
  52144. * @returns the name of the plugin
  52145. */
  52146. getPhysicsPluginName(): string;
  52147. /**
  52148. * Adding a new impostor for the impostor tracking.
  52149. * This will be done by the impostor itself.
  52150. * @param impostor the impostor to add
  52151. */
  52152. addImpostor(impostor: PhysicsImpostor): void;
  52153. /**
  52154. * Remove an impostor from the engine.
  52155. * This impostor and its mesh will not longer be updated by the physics engine.
  52156. * @param impostor the impostor to remove
  52157. */
  52158. removeImpostor(impostor: PhysicsImpostor): void;
  52159. /**
  52160. * Add a joint to the physics engine
  52161. * @param mainImpostor defines the main impostor to which the joint is added.
  52162. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52163. * @param joint defines the joint that will connect both impostors.
  52164. */
  52165. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52166. /**
  52167. * Removes a joint from the simulation
  52168. * @param mainImpostor defines the impostor used with the joint
  52169. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52170. * @param joint defines the joint to remove
  52171. */
  52172. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52173. /**
  52174. * Called by the scene. No need to call it.
  52175. * @param delta defines the timespam between frames
  52176. */
  52177. _step(delta: number): void;
  52178. /**
  52179. * Gets the current plugin used to run the simulation
  52180. * @returns current plugin
  52181. */
  52182. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52183. /**
  52184. * Gets the list of physic impostors
  52185. * @returns an array of PhysicsImpostor
  52186. */
  52187. getImpostors(): Array<PhysicsImpostor>;
  52188. /**
  52189. * Gets the impostor for a physics enabled object
  52190. * @param object defines the object impersonated by the impostor
  52191. * @returns the PhysicsImpostor or null if not found
  52192. */
  52193. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52194. /**
  52195. * Gets the impostor for a physics body object
  52196. * @param body defines physics body used by the impostor
  52197. * @returns the PhysicsImpostor or null if not found
  52198. */
  52199. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52200. /**
  52201. * Does a raycast in the physics world
  52202. * @param from when should the ray start?
  52203. * @param to when should the ray end?
  52204. * @returns PhysicsRaycastResult
  52205. */
  52206. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52207. }
  52208. }
  52209. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52210. import { Nullable } from "babylonjs/types";
  52211. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52213. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52214. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52215. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52216. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52217. /** @hidden */
  52218. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52219. private _useDeltaForWorldStep;
  52220. world: any;
  52221. name: string;
  52222. private _physicsMaterials;
  52223. private _fixedTimeStep;
  52224. private _cannonRaycastResult;
  52225. private _raycastResult;
  52226. private _physicsBodysToRemoveAfterStep;
  52227. BJSCANNON: any;
  52228. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52229. setGravity(gravity: Vector3): void;
  52230. setTimeStep(timeStep: number): void;
  52231. getTimeStep(): number;
  52232. executeStep(delta: number): void;
  52233. private _removeMarkedPhysicsBodiesFromWorld;
  52234. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52235. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52236. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52237. private _processChildMeshes;
  52238. removePhysicsBody(impostor: PhysicsImpostor): void;
  52239. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52240. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52241. private _addMaterial;
  52242. private _checkWithEpsilon;
  52243. private _createShape;
  52244. private _createHeightmap;
  52245. private _minus90X;
  52246. private _plus90X;
  52247. private _tmpPosition;
  52248. private _tmpDeltaPosition;
  52249. private _tmpUnityRotation;
  52250. private _updatePhysicsBodyTransformation;
  52251. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52252. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52253. isSupported(): boolean;
  52254. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52255. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52256. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52257. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52258. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52259. getBodyMass(impostor: PhysicsImpostor): number;
  52260. getBodyFriction(impostor: PhysicsImpostor): number;
  52261. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52262. getBodyRestitution(impostor: PhysicsImpostor): number;
  52263. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52264. sleepBody(impostor: PhysicsImpostor): void;
  52265. wakeUpBody(impostor: PhysicsImpostor): void;
  52266. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52267. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52268. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52269. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52270. getRadius(impostor: PhysicsImpostor): number;
  52271. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52272. dispose(): void;
  52273. private _extendNamespace;
  52274. /**
  52275. * Does a raycast in the physics world
  52276. * @param from when should the ray start?
  52277. * @param to when should the ray end?
  52278. * @returns PhysicsRaycastResult
  52279. */
  52280. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52281. }
  52282. }
  52283. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52284. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52285. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52286. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52287. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52288. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52289. import { Nullable } from "babylonjs/types";
  52290. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52291. /** @hidden */
  52292. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52293. world: any;
  52294. name: string;
  52295. BJSOIMO: any;
  52296. private _raycastResult;
  52297. constructor(iterations?: number, oimoInjection?: any);
  52298. setGravity(gravity: Vector3): void;
  52299. setTimeStep(timeStep: number): void;
  52300. getTimeStep(): number;
  52301. private _tmpImpostorsArray;
  52302. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52303. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52304. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52305. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52306. private _tmpPositionVector;
  52307. removePhysicsBody(impostor: PhysicsImpostor): void;
  52308. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52309. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52310. isSupported(): boolean;
  52311. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52312. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52313. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52314. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52315. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52316. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52317. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52318. getBodyMass(impostor: PhysicsImpostor): number;
  52319. getBodyFriction(impostor: PhysicsImpostor): number;
  52320. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52321. getBodyRestitution(impostor: PhysicsImpostor): number;
  52322. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52323. sleepBody(impostor: PhysicsImpostor): void;
  52324. wakeUpBody(impostor: PhysicsImpostor): void;
  52325. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52326. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52327. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52328. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52329. getRadius(impostor: PhysicsImpostor): number;
  52330. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52331. dispose(): void;
  52332. /**
  52333. * Does a raycast in the physics world
  52334. * @param from when should the ray start?
  52335. * @param to when should the ray end?
  52336. * @returns PhysicsRaycastResult
  52337. */
  52338. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52339. }
  52340. }
  52341. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52342. import { Nullable } from "babylonjs/types";
  52343. import { Scene } from "babylonjs/scene";
  52344. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52345. import { Color4 } from "babylonjs/Maths/math.color";
  52346. import { Mesh } from "babylonjs/Meshes/mesh";
  52347. /**
  52348. * Class containing static functions to help procedurally build meshes
  52349. */
  52350. export class RibbonBuilder {
  52351. /**
  52352. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52353. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52354. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52355. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52356. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  52357. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  52358. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  52359. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52360. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52361. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52362. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  52363. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52364. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  52365. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52366. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52367. * @param name defines the name of the mesh
  52368. * @param options defines the options used to create the mesh
  52369. * @param scene defines the hosting scene
  52370. * @returns the ribbon mesh
  52371. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52372. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52373. */
  52374. static CreateRibbon(name: string, options: {
  52375. pathArray: Vector3[][];
  52376. closeArray?: boolean;
  52377. closePath?: boolean;
  52378. offset?: number;
  52379. updatable?: boolean;
  52380. sideOrientation?: number;
  52381. frontUVs?: Vector4;
  52382. backUVs?: Vector4;
  52383. instance?: Mesh;
  52384. invertUV?: boolean;
  52385. uvs?: Vector2[];
  52386. colors?: Color4[];
  52387. }, scene?: Nullable<Scene>): Mesh;
  52388. }
  52389. }
  52390. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52391. import { Nullable } from "babylonjs/types";
  52392. import { Scene } from "babylonjs/scene";
  52393. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52394. import { Mesh } from "babylonjs/Meshes/mesh";
  52395. /**
  52396. * Class containing static functions to help procedurally build meshes
  52397. */
  52398. export class ShapeBuilder {
  52399. /**
  52400. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52401. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52402. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52403. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  52404. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52405. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52406. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52407. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52408. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52409. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52410. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52411. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52412. * @param name defines the name of the mesh
  52413. * @param options defines the options used to create the mesh
  52414. * @param scene defines the hosting scene
  52415. * @returns the extruded shape mesh
  52416. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52417. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52418. */
  52419. static ExtrudeShape(name: string, options: {
  52420. shape: Vector3[];
  52421. path: Vector3[];
  52422. scale?: number;
  52423. rotation?: number;
  52424. cap?: number;
  52425. updatable?: boolean;
  52426. sideOrientation?: number;
  52427. frontUVs?: Vector4;
  52428. backUVs?: Vector4;
  52429. instance?: Mesh;
  52430. invertUV?: boolean;
  52431. }, scene?: Nullable<Scene>): Mesh;
  52432. /**
  52433. * Creates an custom extruded shape mesh.
  52434. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52435. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52436. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52437. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52438. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52439. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52440. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52441. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52442. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52443. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52444. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52445. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52446. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52447. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52448. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52449. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52450. * @param name defines the name of the mesh
  52451. * @param options defines the options used to create the mesh
  52452. * @param scene defines the hosting scene
  52453. * @returns the custom extruded shape mesh
  52454. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52455. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52456. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52457. */
  52458. static ExtrudeShapeCustom(name: string, options: {
  52459. shape: Vector3[];
  52460. path: Vector3[];
  52461. scaleFunction?: any;
  52462. rotationFunction?: any;
  52463. ribbonCloseArray?: boolean;
  52464. ribbonClosePath?: boolean;
  52465. cap?: number;
  52466. updatable?: boolean;
  52467. sideOrientation?: number;
  52468. frontUVs?: Vector4;
  52469. backUVs?: Vector4;
  52470. instance?: Mesh;
  52471. invertUV?: boolean;
  52472. }, scene?: Nullable<Scene>): Mesh;
  52473. private static _ExtrudeShapeGeneric;
  52474. }
  52475. }
  52476. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52477. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52478. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52479. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52480. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52481. import { Nullable } from "babylonjs/types";
  52482. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52483. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52484. /**
  52485. * AmmoJS Physics plugin
  52486. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52487. * @see https://github.com/kripken/ammo.js/
  52488. */
  52489. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52490. private _useDeltaForWorldStep;
  52491. /**
  52492. * Reference to the Ammo library
  52493. */
  52494. bjsAMMO: any;
  52495. /**
  52496. * Created ammoJS world which physics bodies are added to
  52497. */
  52498. world: any;
  52499. /**
  52500. * Name of the plugin
  52501. */
  52502. name: string;
  52503. private _timeStep;
  52504. private _fixedTimeStep;
  52505. private _maxSteps;
  52506. private _tmpQuaternion;
  52507. private _tmpAmmoTransform;
  52508. private _tmpAmmoQuaternion;
  52509. private _tmpAmmoConcreteContactResultCallback;
  52510. private _collisionConfiguration;
  52511. private _dispatcher;
  52512. private _overlappingPairCache;
  52513. private _solver;
  52514. private _softBodySolver;
  52515. private _tmpAmmoVectorA;
  52516. private _tmpAmmoVectorB;
  52517. private _tmpAmmoVectorC;
  52518. private _tmpAmmoVectorD;
  52519. private _tmpContactCallbackResult;
  52520. private _tmpAmmoVectorRCA;
  52521. private _tmpAmmoVectorRCB;
  52522. private _raycastResult;
  52523. private static readonly DISABLE_COLLISION_FLAG;
  52524. private static readonly KINEMATIC_FLAG;
  52525. private static readonly DISABLE_DEACTIVATION_FLAG;
  52526. /**
  52527. * Initializes the ammoJS plugin
  52528. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52529. * @param ammoInjection can be used to inject your own ammo reference
  52530. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52531. */
  52532. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52533. /**
  52534. * Sets the gravity of the physics world (m/(s^2))
  52535. * @param gravity Gravity to set
  52536. */
  52537. setGravity(gravity: Vector3): void;
  52538. /**
  52539. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52540. * @param timeStep timestep to use in seconds
  52541. */
  52542. setTimeStep(timeStep: number): void;
  52543. /**
  52544. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  52545. * @param fixedTimeStep fixedTimeStep to use in seconds
  52546. */
  52547. setFixedTimeStep(fixedTimeStep: number): void;
  52548. /**
  52549. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52550. * @param maxSteps the maximum number of steps by the physics engine per frame
  52551. */
  52552. setMaxSteps(maxSteps: number): void;
  52553. /**
  52554. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52555. * @returns the current timestep in seconds
  52556. */
  52557. getTimeStep(): number;
  52558. private _isImpostorInContact;
  52559. private _isImpostorPairInContact;
  52560. private _stepSimulation;
  52561. /**
  52562. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52563. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52564. * After the step the babylon meshes are set to the position of the physics imposters
  52565. * @param delta amount of time to step forward
  52566. * @param impostors array of imposters to update before/after the step
  52567. */
  52568. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52569. /**
  52570. * Update babylon mesh to match physics world object
  52571. * @param impostor imposter to match
  52572. */
  52573. private _afterSoftStep;
  52574. /**
  52575. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52576. * @param impostor imposter to match
  52577. */
  52578. private _ropeStep;
  52579. /**
  52580. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52581. * @param impostor imposter to match
  52582. */
  52583. private _softbodyOrClothStep;
  52584. private _tmpVector;
  52585. private _tmpMatrix;
  52586. /**
  52587. * Applies an impulse on the imposter
  52588. * @param impostor imposter to apply impulse to
  52589. * @param force amount of force to be applied to the imposter
  52590. * @param contactPoint the location to apply the impulse on the imposter
  52591. */
  52592. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52593. /**
  52594. * Applies a force on the imposter
  52595. * @param impostor imposter to apply force
  52596. * @param force amount of force to be applied to the imposter
  52597. * @param contactPoint the location to apply the force on the imposter
  52598. */
  52599. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52600. /**
  52601. * Creates a physics body using the plugin
  52602. * @param impostor the imposter to create the physics body on
  52603. */
  52604. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52605. /**
  52606. * Removes the physics body from the imposter and disposes of the body's memory
  52607. * @param impostor imposter to remove the physics body from
  52608. */
  52609. removePhysicsBody(impostor: PhysicsImpostor): void;
  52610. /**
  52611. * Generates a joint
  52612. * @param impostorJoint the imposter joint to create the joint with
  52613. */
  52614. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52615. /**
  52616. * Removes a joint
  52617. * @param impostorJoint the imposter joint to remove the joint from
  52618. */
  52619. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52620. private _addMeshVerts;
  52621. /**
  52622. * Initialise the soft body vertices to match its object's (mesh) vertices
  52623. * Softbody vertices (nodes) are in world space and to match this
  52624. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52625. * @param impostor to create the softbody for
  52626. */
  52627. private _softVertexData;
  52628. /**
  52629. * Create an impostor's soft body
  52630. * @param impostor to create the softbody for
  52631. */
  52632. private _createSoftbody;
  52633. /**
  52634. * Create cloth for an impostor
  52635. * @param impostor to create the softbody for
  52636. */
  52637. private _createCloth;
  52638. /**
  52639. * Create rope for an impostor
  52640. * @param impostor to create the softbody for
  52641. */
  52642. private _createRope;
  52643. private _addHullVerts;
  52644. private _createShape;
  52645. /**
  52646. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52647. * @param impostor imposter containing the physics body and babylon object
  52648. */
  52649. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52650. /**
  52651. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52652. * @param impostor imposter containing the physics body and babylon object
  52653. * @param newPosition new position
  52654. * @param newRotation new rotation
  52655. */
  52656. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52657. /**
  52658. * If this plugin is supported
  52659. * @returns true if its supported
  52660. */
  52661. isSupported(): boolean;
  52662. /**
  52663. * Sets the linear velocity of the physics body
  52664. * @param impostor imposter to set the velocity on
  52665. * @param velocity velocity to set
  52666. */
  52667. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52668. /**
  52669. * Sets the angular velocity of the physics body
  52670. * @param impostor imposter to set the velocity on
  52671. * @param velocity velocity to set
  52672. */
  52673. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52674. /**
  52675. * gets the linear velocity
  52676. * @param impostor imposter to get linear velocity from
  52677. * @returns linear velocity
  52678. */
  52679. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52680. /**
  52681. * gets the angular velocity
  52682. * @param impostor imposter to get angular velocity from
  52683. * @returns angular velocity
  52684. */
  52685. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52686. /**
  52687. * Sets the mass of physics body
  52688. * @param impostor imposter to set the mass on
  52689. * @param mass mass to set
  52690. */
  52691. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52692. /**
  52693. * Gets the mass of the physics body
  52694. * @param impostor imposter to get the mass from
  52695. * @returns mass
  52696. */
  52697. getBodyMass(impostor: PhysicsImpostor): number;
  52698. /**
  52699. * Gets friction of the impostor
  52700. * @param impostor impostor to get friction from
  52701. * @returns friction value
  52702. */
  52703. getBodyFriction(impostor: PhysicsImpostor): number;
  52704. /**
  52705. * Sets friction of the impostor
  52706. * @param impostor impostor to set friction on
  52707. * @param friction friction value
  52708. */
  52709. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52710. /**
  52711. * Gets restitution of the impostor
  52712. * @param impostor impostor to get restitution from
  52713. * @returns restitution value
  52714. */
  52715. getBodyRestitution(impostor: PhysicsImpostor): number;
  52716. /**
  52717. * Sets resitution of the impostor
  52718. * @param impostor impostor to set resitution on
  52719. * @param restitution resitution value
  52720. */
  52721. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52722. /**
  52723. * Gets pressure inside the impostor
  52724. * @param impostor impostor to get pressure from
  52725. * @returns pressure value
  52726. */
  52727. getBodyPressure(impostor: PhysicsImpostor): number;
  52728. /**
  52729. * Sets pressure inside a soft body impostor
  52730. * Cloth and rope must remain 0 pressure
  52731. * @param impostor impostor to set pressure on
  52732. * @param pressure pressure value
  52733. */
  52734. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52735. /**
  52736. * Gets stiffness of the impostor
  52737. * @param impostor impostor to get stiffness from
  52738. * @returns pressure value
  52739. */
  52740. getBodyStiffness(impostor: PhysicsImpostor): number;
  52741. /**
  52742. * Sets stiffness of the impostor
  52743. * @param impostor impostor to set stiffness on
  52744. * @param stiffness stiffness value from 0 to 1
  52745. */
  52746. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52747. /**
  52748. * Gets velocityIterations of the impostor
  52749. * @param impostor impostor to get velocity iterations from
  52750. * @returns velocityIterations value
  52751. */
  52752. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52753. /**
  52754. * Sets velocityIterations of the impostor
  52755. * @param impostor impostor to set velocity iterations on
  52756. * @param velocityIterations velocityIterations value
  52757. */
  52758. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52759. /**
  52760. * Gets positionIterations of the impostor
  52761. * @param impostor impostor to get position iterations from
  52762. * @returns positionIterations value
  52763. */
  52764. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52765. /**
  52766. * Sets positionIterations of the impostor
  52767. * @param impostor impostor to set position on
  52768. * @param positionIterations positionIterations value
  52769. */
  52770. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52771. /**
  52772. * Append an anchor to a cloth object
  52773. * @param impostor is the cloth impostor to add anchor to
  52774. * @param otherImpostor is the rigid impostor to anchor to
  52775. * @param width ratio across width from 0 to 1
  52776. * @param height ratio up height from 0 to 1
  52777. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52778. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52779. */
  52780. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52781. /**
  52782. * Append an hook to a rope object
  52783. * @param impostor is the rope impostor to add hook to
  52784. * @param otherImpostor is the rigid impostor to hook to
  52785. * @param length ratio along the rope from 0 to 1
  52786. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52787. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52788. */
  52789. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52790. /**
  52791. * Sleeps the physics body and stops it from being active
  52792. * @param impostor impostor to sleep
  52793. */
  52794. sleepBody(impostor: PhysicsImpostor): void;
  52795. /**
  52796. * Activates the physics body
  52797. * @param impostor impostor to activate
  52798. */
  52799. wakeUpBody(impostor: PhysicsImpostor): void;
  52800. /**
  52801. * Updates the distance parameters of the joint
  52802. * @param joint joint to update
  52803. * @param maxDistance maximum distance of the joint
  52804. * @param minDistance minimum distance of the joint
  52805. */
  52806. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52807. /**
  52808. * Sets a motor on the joint
  52809. * @param joint joint to set motor on
  52810. * @param speed speed of the motor
  52811. * @param maxForce maximum force of the motor
  52812. * @param motorIndex index of the motor
  52813. */
  52814. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52815. /**
  52816. * Sets the motors limit
  52817. * @param joint joint to set limit on
  52818. * @param upperLimit upper limit
  52819. * @param lowerLimit lower limit
  52820. */
  52821. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52822. /**
  52823. * Syncs the position and rotation of a mesh with the impostor
  52824. * @param mesh mesh to sync
  52825. * @param impostor impostor to update the mesh with
  52826. */
  52827. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52828. /**
  52829. * Gets the radius of the impostor
  52830. * @param impostor impostor to get radius from
  52831. * @returns the radius
  52832. */
  52833. getRadius(impostor: PhysicsImpostor): number;
  52834. /**
  52835. * Gets the box size of the impostor
  52836. * @param impostor impostor to get box size from
  52837. * @param result the resulting box size
  52838. */
  52839. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52840. /**
  52841. * Disposes of the impostor
  52842. */
  52843. dispose(): void;
  52844. /**
  52845. * Does a raycast in the physics world
  52846. * @param from when should the ray start?
  52847. * @param to when should the ray end?
  52848. * @returns PhysicsRaycastResult
  52849. */
  52850. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52851. }
  52852. }
  52853. declare module "babylonjs/Probes/reflectionProbe" {
  52854. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52855. import { Vector3 } from "babylonjs/Maths/math.vector";
  52856. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52857. import { Nullable } from "babylonjs/types";
  52858. import { Scene } from "babylonjs/scene";
  52859. module "babylonjs/abstractScene" {
  52860. interface AbstractScene {
  52861. /**
  52862. * The list of reflection probes added to the scene
  52863. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52864. */
  52865. reflectionProbes: Array<ReflectionProbe>;
  52866. /**
  52867. * Removes the given reflection probe from this scene.
  52868. * @param toRemove The reflection probe to remove
  52869. * @returns The index of the removed reflection probe
  52870. */
  52871. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52872. /**
  52873. * Adds the given reflection probe to this scene.
  52874. * @param newReflectionProbe The reflection probe to add
  52875. */
  52876. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52877. }
  52878. }
  52879. /**
  52880. * Class used to generate realtime reflection / refraction cube textures
  52881. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52882. */
  52883. export class ReflectionProbe {
  52884. /** defines the name of the probe */
  52885. name: string;
  52886. private _scene;
  52887. private _renderTargetTexture;
  52888. private _projectionMatrix;
  52889. private _viewMatrix;
  52890. private _target;
  52891. private _add;
  52892. private _attachedMesh;
  52893. private _invertYAxis;
  52894. /** Gets or sets probe position (center of the cube map) */
  52895. position: Vector3;
  52896. /**
  52897. * Creates a new reflection probe
  52898. * @param name defines the name of the probe
  52899. * @param size defines the texture resolution (for each face)
  52900. * @param scene defines the hosting scene
  52901. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52902. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52903. */
  52904. constructor(
  52905. /** defines the name of the probe */
  52906. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52907. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52908. samples: number;
  52909. /** Gets or sets the refresh rate to use (on every frame by default) */
  52910. refreshRate: number;
  52911. /**
  52912. * Gets the hosting scene
  52913. * @returns a Scene
  52914. */
  52915. getScene(): Scene;
  52916. /** Gets the internal CubeTexture used to render to */
  52917. readonly cubeTexture: RenderTargetTexture;
  52918. /** Gets the list of meshes to render */
  52919. readonly renderList: Nullable<AbstractMesh[]>;
  52920. /**
  52921. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52922. * @param mesh defines the mesh to attach to
  52923. */
  52924. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52925. /**
  52926. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52927. * @param renderingGroupId The rendering group id corresponding to its index
  52928. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52929. */
  52930. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52931. /**
  52932. * Clean all associated resources
  52933. */
  52934. dispose(): void;
  52935. /**
  52936. * Converts the reflection probe information to a readable string for debug purpose.
  52937. * @param fullDetails Supports for multiple levels of logging within scene loading
  52938. * @returns the human readable reflection probe info
  52939. */
  52940. toString(fullDetails?: boolean): string;
  52941. /**
  52942. * Get the class name of the relfection probe.
  52943. * @returns "ReflectionProbe"
  52944. */
  52945. getClassName(): string;
  52946. /**
  52947. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52948. * @returns The JSON representation of the texture
  52949. */
  52950. serialize(): any;
  52951. /**
  52952. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52953. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52954. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52955. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52956. * @returns The parsed reflection probe if successful
  52957. */
  52958. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52959. }
  52960. }
  52961. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52962. /** @hidden */
  52963. export var _BabylonLoaderRegistered: boolean;
  52964. }
  52965. declare module "babylonjs/Loading/Plugins/index" {
  52966. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52967. }
  52968. declare module "babylonjs/Loading/index" {
  52969. export * from "babylonjs/Loading/loadingScreen";
  52970. export * from "babylonjs/Loading/Plugins/index";
  52971. export * from "babylonjs/Loading/sceneLoader";
  52972. export * from "babylonjs/Loading/sceneLoaderFlags";
  52973. }
  52974. declare module "babylonjs/Materials/Background/index" {
  52975. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52976. }
  52977. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52978. import { Scene } from "babylonjs/scene";
  52979. import { Color3 } from "babylonjs/Maths/math.color";
  52980. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52981. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52982. /**
  52983. * The Physically based simple base material of BJS.
  52984. *
  52985. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52986. * It is used as the base class for both the specGloss and metalRough conventions.
  52987. */
  52988. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52989. /**
  52990. * Number of Simultaneous lights allowed on the material.
  52991. */
  52992. maxSimultaneousLights: number;
  52993. /**
  52994. * If sets to true, disables all the lights affecting the material.
  52995. */
  52996. disableLighting: boolean;
  52997. /**
  52998. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52999. */
  53000. environmentTexture: BaseTexture;
  53001. /**
  53002. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53003. */
  53004. invertNormalMapX: boolean;
  53005. /**
  53006. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53007. */
  53008. invertNormalMapY: boolean;
  53009. /**
  53010. * Normal map used in the model.
  53011. */
  53012. normalTexture: BaseTexture;
  53013. /**
  53014. * Emissivie color used to self-illuminate the model.
  53015. */
  53016. emissiveColor: Color3;
  53017. /**
  53018. * Emissivie texture used to self-illuminate the model.
  53019. */
  53020. emissiveTexture: BaseTexture;
  53021. /**
  53022. * Occlusion Channel Strenght.
  53023. */
  53024. occlusionStrength: number;
  53025. /**
  53026. * Occlusion Texture of the material (adding extra occlusion effects).
  53027. */
  53028. occlusionTexture: BaseTexture;
  53029. /**
  53030. * Defines the alpha limits in alpha test mode.
  53031. */
  53032. alphaCutOff: number;
  53033. /**
  53034. * Gets the current double sided mode.
  53035. */
  53036. /**
  53037. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53038. */
  53039. doubleSided: boolean;
  53040. /**
  53041. * Stores the pre-calculated light information of a mesh in a texture.
  53042. */
  53043. lightmapTexture: BaseTexture;
  53044. /**
  53045. * If true, the light map contains occlusion information instead of lighting info.
  53046. */
  53047. useLightmapAsShadowmap: boolean;
  53048. /**
  53049. * Instantiates a new PBRMaterial instance.
  53050. *
  53051. * @param name The material name
  53052. * @param scene The scene the material will be use in.
  53053. */
  53054. constructor(name: string, scene: Scene);
  53055. getClassName(): string;
  53056. }
  53057. }
  53058. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53059. import { Scene } from "babylonjs/scene";
  53060. import { Color3 } from "babylonjs/Maths/math.color";
  53061. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53062. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53063. /**
  53064. * The PBR material of BJS following the metal roughness convention.
  53065. *
  53066. * This fits to the PBR convention in the GLTF definition:
  53067. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53068. */
  53069. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53070. /**
  53071. * The base color has two different interpretations depending on the value of metalness.
  53072. * When the material is a metal, the base color is the specific measured reflectance value
  53073. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53074. * of the material.
  53075. */
  53076. baseColor: Color3;
  53077. /**
  53078. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53079. * well as opacity information in the alpha channel.
  53080. */
  53081. baseTexture: BaseTexture;
  53082. /**
  53083. * Specifies the metallic scalar value of the material.
  53084. * Can also be used to scale the metalness values of the metallic texture.
  53085. */
  53086. metallic: number;
  53087. /**
  53088. * Specifies the roughness scalar value of the material.
  53089. * Can also be used to scale the roughness values of the metallic texture.
  53090. */
  53091. roughness: number;
  53092. /**
  53093. * Texture containing both the metallic value in the B channel and the
  53094. * roughness value in the G channel to keep better precision.
  53095. */
  53096. metallicRoughnessTexture: BaseTexture;
  53097. /**
  53098. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53099. *
  53100. * @param name The material name
  53101. * @param scene The scene the material will be use in.
  53102. */
  53103. constructor(name: string, scene: Scene);
  53104. /**
  53105. * Return the currrent class name of the material.
  53106. */
  53107. getClassName(): string;
  53108. /**
  53109. * Makes a duplicate of the current material.
  53110. * @param name - name to use for the new material.
  53111. */
  53112. clone(name: string): PBRMetallicRoughnessMaterial;
  53113. /**
  53114. * Serialize the material to a parsable JSON object.
  53115. */
  53116. serialize(): any;
  53117. /**
  53118. * Parses a JSON object correponding to the serialize function.
  53119. */
  53120. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53121. }
  53122. }
  53123. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53124. import { Scene } from "babylonjs/scene";
  53125. import { Color3 } from "babylonjs/Maths/math.color";
  53126. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53127. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53128. /**
  53129. * The PBR material of BJS following the specular glossiness convention.
  53130. *
  53131. * This fits to the PBR convention in the GLTF definition:
  53132. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53133. */
  53134. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53135. /**
  53136. * Specifies the diffuse color of the material.
  53137. */
  53138. diffuseColor: Color3;
  53139. /**
  53140. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53141. * channel.
  53142. */
  53143. diffuseTexture: BaseTexture;
  53144. /**
  53145. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53146. */
  53147. specularColor: Color3;
  53148. /**
  53149. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53150. */
  53151. glossiness: number;
  53152. /**
  53153. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53154. */
  53155. specularGlossinessTexture: BaseTexture;
  53156. /**
  53157. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53158. *
  53159. * @param name The material name
  53160. * @param scene The scene the material will be use in.
  53161. */
  53162. constructor(name: string, scene: Scene);
  53163. /**
  53164. * Return the currrent class name of the material.
  53165. */
  53166. getClassName(): string;
  53167. /**
  53168. * Makes a duplicate of the current material.
  53169. * @param name - name to use for the new material.
  53170. */
  53171. clone(name: string): PBRSpecularGlossinessMaterial;
  53172. /**
  53173. * Serialize the material to a parsable JSON object.
  53174. */
  53175. serialize(): any;
  53176. /**
  53177. * Parses a JSON object correponding to the serialize function.
  53178. */
  53179. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53180. }
  53181. }
  53182. declare module "babylonjs/Materials/PBR/index" {
  53183. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53184. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53185. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53186. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53187. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53188. }
  53189. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53190. import { Nullable } from "babylonjs/types";
  53191. import { Scene } from "babylonjs/scene";
  53192. import { Matrix } from "babylonjs/Maths/math.vector";
  53193. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53194. /**
  53195. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53196. * It can help converting any input color in a desired output one. This can then be used to create effects
  53197. * from sepia, black and white to sixties or futuristic rendering...
  53198. *
  53199. * The only supported format is currently 3dl.
  53200. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53201. */
  53202. export class ColorGradingTexture extends BaseTexture {
  53203. /**
  53204. * The current texture matrix. (will always be identity in color grading texture)
  53205. */
  53206. private _textureMatrix;
  53207. /**
  53208. * The texture URL.
  53209. */
  53210. url: string;
  53211. /**
  53212. * Empty line regex stored for GC.
  53213. */
  53214. private static _noneEmptyLineRegex;
  53215. private _engine;
  53216. /**
  53217. * Instantiates a ColorGradingTexture from the following parameters.
  53218. *
  53219. * @param url The location of the color gradind data (currently only supporting 3dl)
  53220. * @param scene The scene the texture will be used in
  53221. */
  53222. constructor(url: string, scene: Scene);
  53223. /**
  53224. * Returns the texture matrix used in most of the material.
  53225. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53226. */
  53227. getTextureMatrix(): Matrix;
  53228. /**
  53229. * Occurs when the file being loaded is a .3dl LUT file.
  53230. */
  53231. private load3dlTexture;
  53232. /**
  53233. * Starts the loading process of the texture.
  53234. */
  53235. private loadTexture;
  53236. /**
  53237. * Clones the color gradind texture.
  53238. */
  53239. clone(): ColorGradingTexture;
  53240. /**
  53241. * Called during delayed load for textures.
  53242. */
  53243. delayLoad(): void;
  53244. /**
  53245. * Parses a color grading texture serialized by Babylon.
  53246. * @param parsedTexture The texture information being parsedTexture
  53247. * @param scene The scene to load the texture in
  53248. * @param rootUrl The root url of the data assets to load
  53249. * @return A color gradind texture
  53250. */
  53251. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53252. /**
  53253. * Serializes the LUT texture to json format.
  53254. */
  53255. serialize(): any;
  53256. }
  53257. }
  53258. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53259. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53260. import { Scene } from "babylonjs/scene";
  53261. import { Nullable } from "babylonjs/types";
  53262. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53263. /**
  53264. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53265. */
  53266. export class EquiRectangularCubeTexture extends BaseTexture {
  53267. /** The six faces of the cube. */
  53268. private static _FacesMapping;
  53269. private _noMipmap;
  53270. private _onLoad;
  53271. private _onError;
  53272. /** The size of the cubemap. */
  53273. private _size;
  53274. /** The buffer of the image. */
  53275. private _buffer;
  53276. /** The width of the input image. */
  53277. private _width;
  53278. /** The height of the input image. */
  53279. private _height;
  53280. /** The URL to the image. */
  53281. url: string;
  53282. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53283. coordinatesMode: number;
  53284. /**
  53285. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53286. * @param url The location of the image
  53287. * @param scene The scene the texture will be used in
  53288. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53289. * @param noMipmap Forces to not generate the mipmap if true
  53290. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53291. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53292. * @param onLoad — defines a callback called when texture is loaded
  53293. * @param onError — defines a callback called if there is an error
  53294. */
  53295. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53296. /**
  53297. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53298. */
  53299. private loadImage;
  53300. /**
  53301. * Convert the image buffer into a cubemap and create a CubeTexture.
  53302. */
  53303. private loadTexture;
  53304. /**
  53305. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53306. * @param buffer The ArrayBuffer that should be converted.
  53307. * @returns The buffer as Float32Array.
  53308. */
  53309. private getFloat32ArrayFromArrayBuffer;
  53310. /**
  53311. * Get the current class name of the texture useful for serialization or dynamic coding.
  53312. * @returns "EquiRectangularCubeTexture"
  53313. */
  53314. getClassName(): string;
  53315. /**
  53316. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53317. * @returns A clone of the current EquiRectangularCubeTexture.
  53318. */
  53319. clone(): EquiRectangularCubeTexture;
  53320. }
  53321. }
  53322. declare module "babylonjs/Misc/tga" {
  53323. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53324. /**
  53325. * Based on jsTGALoader - Javascript loader for TGA file
  53326. * By Vincent Thibault
  53327. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53328. */
  53329. export class TGATools {
  53330. private static _TYPE_INDEXED;
  53331. private static _TYPE_RGB;
  53332. private static _TYPE_GREY;
  53333. private static _TYPE_RLE_INDEXED;
  53334. private static _TYPE_RLE_RGB;
  53335. private static _TYPE_RLE_GREY;
  53336. private static _ORIGIN_MASK;
  53337. private static _ORIGIN_SHIFT;
  53338. private static _ORIGIN_BL;
  53339. private static _ORIGIN_BR;
  53340. private static _ORIGIN_UL;
  53341. private static _ORIGIN_UR;
  53342. /**
  53343. * Gets the header of a TGA file
  53344. * @param data defines the TGA data
  53345. * @returns the header
  53346. */
  53347. static GetTGAHeader(data: Uint8Array): any;
  53348. /**
  53349. * Uploads TGA content to a Babylon Texture
  53350. * @hidden
  53351. */
  53352. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53353. /** @hidden */
  53354. static _getImageData8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53355. /** @hidden */
  53356. static _getImageData16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53357. /** @hidden */
  53358. static _getImageData24bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53359. /** @hidden */
  53360. static _getImageData32bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53361. /** @hidden */
  53362. static _getImageDataGrey8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53363. /** @hidden */
  53364. static _getImageDataGrey16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53365. }
  53366. }
  53367. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53368. import { Nullable } from "babylonjs/types";
  53369. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53370. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53371. /**
  53372. * Implementation of the TGA Texture Loader.
  53373. * @hidden
  53374. */
  53375. export class _TGATextureLoader implements IInternalTextureLoader {
  53376. /**
  53377. * Defines wether the loader supports cascade loading the different faces.
  53378. */
  53379. readonly supportCascades: boolean;
  53380. /**
  53381. * This returns if the loader support the current file information.
  53382. * @param extension defines the file extension of the file being loaded
  53383. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53384. * @param fallback defines the fallback internal texture if any
  53385. * @param isBase64 defines whether the texture is encoded as a base64
  53386. * @param isBuffer defines whether the texture data are stored as a buffer
  53387. * @returns true if the loader can load the specified file
  53388. */
  53389. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53390. /**
  53391. * Transform the url before loading if required.
  53392. * @param rootUrl the url of the texture
  53393. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53394. * @returns the transformed texture
  53395. */
  53396. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53397. /**
  53398. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53399. * @param rootUrl the url of the texture
  53400. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53401. * @returns the fallback texture
  53402. */
  53403. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53404. /**
  53405. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53406. * @param data contains the texture data
  53407. * @param texture defines the BabylonJS internal texture
  53408. * @param createPolynomials will be true if polynomials have been requested
  53409. * @param onLoad defines the callback to trigger once the texture is ready
  53410. * @param onError defines the callback to trigger in case of error
  53411. */
  53412. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53413. /**
  53414. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53415. * @param data contains the texture data
  53416. * @param texture defines the BabylonJS internal texture
  53417. * @param callback defines the method to call once ready to upload
  53418. */
  53419. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53420. }
  53421. }
  53422. declare module "babylonjs/Misc/basis" {
  53423. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53424. /**
  53425. * Info about the .basis files
  53426. */
  53427. class BasisFileInfo {
  53428. /**
  53429. * If the file has alpha
  53430. */
  53431. hasAlpha: boolean;
  53432. /**
  53433. * Info about each image of the basis file
  53434. */
  53435. images: Array<{
  53436. levels: Array<{
  53437. width: number;
  53438. height: number;
  53439. transcodedPixels: ArrayBufferView;
  53440. }>;
  53441. }>;
  53442. }
  53443. /**
  53444. * Result of transcoding a basis file
  53445. */
  53446. class TranscodeResult {
  53447. /**
  53448. * Info about the .basis file
  53449. */
  53450. fileInfo: BasisFileInfo;
  53451. /**
  53452. * Format to use when loading the file
  53453. */
  53454. format: number;
  53455. }
  53456. /**
  53457. * Configuration options for the Basis transcoder
  53458. */
  53459. export class BasisTranscodeConfiguration {
  53460. /**
  53461. * Supported compression formats used to determine the supported output format of the transcoder
  53462. */
  53463. supportedCompressionFormats?: {
  53464. /**
  53465. * etc1 compression format
  53466. */
  53467. etc1?: boolean;
  53468. /**
  53469. * s3tc compression format
  53470. */
  53471. s3tc?: boolean;
  53472. /**
  53473. * pvrtc compression format
  53474. */
  53475. pvrtc?: boolean;
  53476. /**
  53477. * etc2 compression format
  53478. */
  53479. etc2?: boolean;
  53480. };
  53481. /**
  53482. * If mipmap levels should be loaded for transcoded images (Default: true)
  53483. */
  53484. loadMipmapLevels?: boolean;
  53485. /**
  53486. * Index of a single image to load (Default: all images)
  53487. */
  53488. loadSingleImage?: number;
  53489. }
  53490. /**
  53491. * Used to load .Basis files
  53492. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53493. */
  53494. export class BasisTools {
  53495. private static _IgnoreSupportedFormats;
  53496. /**
  53497. * URL to use when loading the basis transcoder
  53498. */
  53499. static JSModuleURL: string;
  53500. /**
  53501. * URL to use when loading the wasm module for the transcoder
  53502. */
  53503. static WasmModuleURL: string;
  53504. /**
  53505. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53506. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53507. * @returns internal format corresponding to the Basis format
  53508. */
  53509. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53510. private static _WorkerPromise;
  53511. private static _Worker;
  53512. private static _actionId;
  53513. private static _CreateWorkerAsync;
  53514. /**
  53515. * Transcodes a loaded image file to compressed pixel data
  53516. * @param imageData image data to transcode
  53517. * @param config configuration options for the transcoding
  53518. * @returns a promise resulting in the transcoded image
  53519. */
  53520. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53521. /**
  53522. * Loads a texture from the transcode result
  53523. * @param texture texture load to
  53524. * @param transcodeResult the result of transcoding the basis file to load from
  53525. */
  53526. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53527. }
  53528. }
  53529. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53530. import { Nullable } from "babylonjs/types";
  53531. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53532. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53533. /**
  53534. * Loader for .basis file format
  53535. */
  53536. export class _BasisTextureLoader implements IInternalTextureLoader {
  53537. /**
  53538. * Defines whether the loader supports cascade loading the different faces.
  53539. */
  53540. readonly supportCascades: boolean;
  53541. /**
  53542. * This returns if the loader support the current file information.
  53543. * @param extension defines the file extension of the file being loaded
  53544. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53545. * @param fallback defines the fallback internal texture if any
  53546. * @param isBase64 defines whether the texture is encoded as a base64
  53547. * @param isBuffer defines whether the texture data are stored as a buffer
  53548. * @returns true if the loader can load the specified file
  53549. */
  53550. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53551. /**
  53552. * Transform the url before loading if required.
  53553. * @param rootUrl the url of the texture
  53554. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53555. * @returns the transformed texture
  53556. */
  53557. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53558. /**
  53559. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53560. * @param rootUrl the url of the texture
  53561. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53562. * @returns the fallback texture
  53563. */
  53564. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53565. /**
  53566. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53567. * @param data contains the texture data
  53568. * @param texture defines the BabylonJS internal texture
  53569. * @param createPolynomials will be true if polynomials have been requested
  53570. * @param onLoad defines the callback to trigger once the texture is ready
  53571. * @param onError defines the callback to trigger in case of error
  53572. */
  53573. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53574. /**
  53575. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53576. * @param data contains the texture data
  53577. * @param texture defines the BabylonJS internal texture
  53578. * @param callback defines the method to call once ready to upload
  53579. */
  53580. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53581. }
  53582. }
  53583. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53584. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53585. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53586. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53587. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53588. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53589. }
  53590. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53591. import { Scene } from "babylonjs/scene";
  53592. import { Texture } from "babylonjs/Materials/Textures/texture";
  53593. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53594. /**
  53595. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  53596. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53597. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53598. */
  53599. export class CustomProceduralTexture extends ProceduralTexture {
  53600. private _animate;
  53601. private _time;
  53602. private _config;
  53603. private _texturePath;
  53604. /**
  53605. * Instantiates a new Custom Procedural Texture.
  53606. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  53607. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53608. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53609. * @param name Define the name of the texture
  53610. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53611. * @param size Define the size of the texture to create
  53612. * @param scene Define the scene the texture belongs to
  53613. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53614. * @param generateMipMaps Define if the texture should creates mip maps or not
  53615. */
  53616. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53617. private _loadJson;
  53618. /**
  53619. * Is the texture ready to be used ? (rendered at least once)
  53620. * @returns true if ready, otherwise, false.
  53621. */
  53622. isReady(): boolean;
  53623. /**
  53624. * Render the texture to its associated render target.
  53625. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53626. */
  53627. render(useCameraPostProcess?: boolean): void;
  53628. /**
  53629. * Update the list of dependant textures samplers in the shader.
  53630. */
  53631. updateTextures(): void;
  53632. /**
  53633. * Update the uniform values of the procedural texture in the shader.
  53634. */
  53635. updateShaderUniforms(): void;
  53636. /**
  53637. * Define if the texture animates or not.
  53638. */
  53639. animate: boolean;
  53640. }
  53641. }
  53642. declare module "babylonjs/Shaders/noise.fragment" {
  53643. /** @hidden */
  53644. export var noisePixelShader: {
  53645. name: string;
  53646. shader: string;
  53647. };
  53648. }
  53649. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53650. import { Nullable } from "babylonjs/types";
  53651. import { Scene } from "babylonjs/scene";
  53652. import { Texture } from "babylonjs/Materials/Textures/texture";
  53653. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53654. import "babylonjs/Shaders/noise.fragment";
  53655. /**
  53656. * Class used to generate noise procedural textures
  53657. */
  53658. export class NoiseProceduralTexture extends ProceduralTexture {
  53659. private _time;
  53660. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53661. brightness: number;
  53662. /** Defines the number of octaves to process */
  53663. octaves: number;
  53664. /** Defines the level of persistence (0.8 by default) */
  53665. persistence: number;
  53666. /** Gets or sets animation speed factor (default is 1) */
  53667. animationSpeedFactor: number;
  53668. /**
  53669. * Creates a new NoiseProceduralTexture
  53670. * @param name defines the name fo the texture
  53671. * @param size defines the size of the texture (default is 256)
  53672. * @param scene defines the hosting scene
  53673. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53674. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53675. */
  53676. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53677. private _updateShaderUniforms;
  53678. protected _getDefines(): string;
  53679. /** Generate the current state of the procedural texture */
  53680. render(useCameraPostProcess?: boolean): void;
  53681. /**
  53682. * Serializes this noise procedural texture
  53683. * @returns a serialized noise procedural texture object
  53684. */
  53685. serialize(): any;
  53686. /**
  53687. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53688. * @param parsedTexture defines parsed texture data
  53689. * @param scene defines the current scene
  53690. * @param rootUrl defines the root URL containing noise procedural texture information
  53691. * @returns a parsed NoiseProceduralTexture
  53692. */
  53693. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53694. }
  53695. }
  53696. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53697. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53698. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53699. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53700. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53701. }
  53702. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53703. import { Nullable } from "babylonjs/types";
  53704. import { Scene } from "babylonjs/scene";
  53705. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53706. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53707. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53708. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53709. /**
  53710. * Raw cube texture where the raw buffers are passed in
  53711. */
  53712. export class RawCubeTexture extends CubeTexture {
  53713. /**
  53714. * Creates a cube texture where the raw buffers are passed in.
  53715. * @param scene defines the scene the texture is attached to
  53716. * @param data defines the array of data to use to create each face
  53717. * @param size defines the size of the textures
  53718. * @param format defines the format of the data
  53719. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53720. * @param generateMipMaps defines if the engine should generate the mip levels
  53721. * @param invertY defines if data must be stored with Y axis inverted
  53722. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53723. * @param compression defines the compression used (null by default)
  53724. */
  53725. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53726. /**
  53727. * Updates the raw cube texture.
  53728. * @param data defines the data to store
  53729. * @param format defines the data format
  53730. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53731. * @param invertY defines if data must be stored with Y axis inverted
  53732. * @param compression defines the compression used (null by default)
  53733. * @param level defines which level of the texture to update
  53734. */
  53735. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53736. /**
  53737. * Updates a raw cube texture with RGBD encoded data.
  53738. * @param data defines the array of data [mipmap][face] to use to create each face
  53739. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53740. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53741. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53742. * @returns a promsie that resolves when the operation is complete
  53743. */
  53744. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53745. /**
  53746. * Clones the raw cube texture.
  53747. * @return a new cube texture
  53748. */
  53749. clone(): CubeTexture;
  53750. /** @hidden */
  53751. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53752. }
  53753. }
  53754. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53755. import { Scene } from "babylonjs/scene";
  53756. import { Texture } from "babylonjs/Materials/Textures/texture";
  53757. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53758. /**
  53759. * Class used to store 3D textures containing user data
  53760. */
  53761. export class RawTexture3D extends Texture {
  53762. /** Gets or sets the texture format to use */
  53763. format: number;
  53764. private _engine;
  53765. /**
  53766. * Create a new RawTexture3D
  53767. * @param data defines the data of the texture
  53768. * @param width defines the width of the texture
  53769. * @param height defines the height of the texture
  53770. * @param depth defines the depth of the texture
  53771. * @param format defines the texture format to use
  53772. * @param scene defines the hosting scene
  53773. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53774. * @param invertY defines if texture must be stored with Y axis inverted
  53775. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53776. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53777. */
  53778. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53779. /** Gets or sets the texture format to use */
  53780. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53781. /**
  53782. * Update the texture with new data
  53783. * @param data defines the data to store in the texture
  53784. */
  53785. update(data: ArrayBufferView): void;
  53786. }
  53787. }
  53788. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53789. import { Scene } from "babylonjs/scene";
  53790. import { Plane } from "babylonjs/Maths/math.plane";
  53791. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53792. /**
  53793. * Creates a refraction texture used by refraction channel of the standard material.
  53794. * It is like a mirror but to see through a material.
  53795. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53796. */
  53797. export class RefractionTexture extends RenderTargetTexture {
  53798. /**
  53799. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53800. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  53801. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53802. */
  53803. refractionPlane: Plane;
  53804. /**
  53805. * Define how deep under the surface we should see.
  53806. */
  53807. depth: number;
  53808. /**
  53809. * Creates a refraction texture used by refraction channel of the standard material.
  53810. * It is like a mirror but to see through a material.
  53811. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53812. * @param name Define the texture name
  53813. * @param size Define the size of the underlying texture
  53814. * @param scene Define the scene the refraction belongs to
  53815. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53816. */
  53817. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53818. /**
  53819. * Clone the refraction texture.
  53820. * @returns the cloned texture
  53821. */
  53822. clone(): RefractionTexture;
  53823. /**
  53824. * Serialize the texture to a JSON representation you could use in Parse later on
  53825. * @returns the serialized JSON representation
  53826. */
  53827. serialize(): any;
  53828. }
  53829. }
  53830. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53831. import { Nullable } from "babylonjs/types";
  53832. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53833. import { Matrix } from "babylonjs/Maths/math.vector";
  53834. import { Engine } from "babylonjs/Engines/engine";
  53835. import { Scene } from "babylonjs/scene";
  53836. /**
  53837. * Defines the options related to the creation of an HtmlElementTexture
  53838. */
  53839. export interface IHtmlElementTextureOptions {
  53840. /**
  53841. * Defines wether mip maps should be created or not.
  53842. */
  53843. generateMipMaps?: boolean;
  53844. /**
  53845. * Defines the sampling mode of the texture.
  53846. */
  53847. samplingMode?: number;
  53848. /**
  53849. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53850. */
  53851. engine: Nullable<Engine>;
  53852. /**
  53853. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53854. */
  53855. scene: Nullable<Scene>;
  53856. }
  53857. /**
  53858. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53859. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53860. * is automatically managed.
  53861. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53862. * in your application.
  53863. *
  53864. * As the update is not automatic, you need to call them manually.
  53865. */
  53866. export class HtmlElementTexture extends BaseTexture {
  53867. /**
  53868. * The texture URL.
  53869. */
  53870. element: HTMLVideoElement | HTMLCanvasElement;
  53871. private static readonly DefaultOptions;
  53872. private _textureMatrix;
  53873. private _engine;
  53874. private _isVideo;
  53875. private _generateMipMaps;
  53876. private _samplingMode;
  53877. /**
  53878. * Instantiates a HtmlElementTexture from the following parameters.
  53879. *
  53880. * @param name Defines the name of the texture
  53881. * @param element Defines the video or canvas the texture is filled with
  53882. * @param options Defines the other none mandatory texture creation options
  53883. */
  53884. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53885. private _createInternalTexture;
  53886. /**
  53887. * Returns the texture matrix used in most of the material.
  53888. */
  53889. getTextureMatrix(): Matrix;
  53890. /**
  53891. * Updates the content of the texture.
  53892. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53893. */
  53894. update(invertY?: Nullable<boolean>): void;
  53895. }
  53896. }
  53897. declare module "babylonjs/Materials/Textures/index" {
  53898. export * from "babylonjs/Materials/Textures/baseTexture";
  53899. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53900. export * from "babylonjs/Materials/Textures/cubeTexture";
  53901. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53902. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53903. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53904. export * from "babylonjs/Materials/Textures/internalTexture";
  53905. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53906. export * from "babylonjs/Materials/Textures/Loaders/index";
  53907. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53908. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53909. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53910. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53911. export * from "babylonjs/Materials/Textures/rawTexture";
  53912. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53913. export * from "babylonjs/Materials/Textures/refractionTexture";
  53914. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53915. export * from "babylonjs/Materials/Textures/texture";
  53916. export * from "babylonjs/Materials/Textures/videoTexture";
  53917. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53918. }
  53919. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53920. /**
  53921. * Enum used to define the target of a block
  53922. */
  53923. export enum NodeMaterialBlockTargets {
  53924. /** Vertex shader */
  53925. Vertex = 1,
  53926. /** Fragment shader */
  53927. Fragment = 2,
  53928. /** Neutral */
  53929. Neutral = 4,
  53930. /** Vertex and Fragment */
  53931. VertexAndFragment = 3
  53932. }
  53933. }
  53934. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53935. /**
  53936. * Defines the kind of connection point for node based material
  53937. */
  53938. export enum NodeMaterialBlockConnectionPointTypes {
  53939. /** Float */
  53940. Float = 1,
  53941. /** Int */
  53942. Int = 2,
  53943. /** Vector2 */
  53944. Vector2 = 4,
  53945. /** Vector3 */
  53946. Vector3 = 8,
  53947. /** Vector4 */
  53948. Vector4 = 16,
  53949. /** Color3 */
  53950. Color3 = 32,
  53951. /** Color4 */
  53952. Color4 = 64,
  53953. /** Matrix */
  53954. Matrix = 128,
  53955. /** Detect type based on connection */
  53956. AutoDetect = 1024,
  53957. /** Output type that will be defined by input type */
  53958. BasedOnInput = 2048
  53959. }
  53960. }
  53961. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53962. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53963. /**
  53964. * Root class for all node material optimizers
  53965. */
  53966. export class NodeMaterialOptimizer {
  53967. /**
  53968. * Function used to optimize a NodeMaterial graph
  53969. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53970. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53971. */
  53972. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53973. }
  53974. }
  53975. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  53976. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53977. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53978. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53979. import { Scene } from "babylonjs/scene";
  53980. /**
  53981. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  53982. */
  53983. export class TransformBlock extends NodeMaterialBlock {
  53984. /**
  53985. * Defines the value to use to complement W value to transform it to a Vector4
  53986. */
  53987. complementW: number;
  53988. /**
  53989. * Defines the value to use to complement z value to transform it to a Vector4
  53990. */
  53991. complementZ: number;
  53992. /**
  53993. * Creates a new TransformBlock
  53994. * @param name defines the block name
  53995. */
  53996. constructor(name: string);
  53997. /**
  53998. * Gets the current class name
  53999. * @returns the class name
  54000. */
  54001. getClassName(): string;
  54002. /**
  54003. * Gets the vector input
  54004. */
  54005. readonly vector: NodeMaterialConnectionPoint;
  54006. /**
  54007. * Gets the output component
  54008. */
  54009. readonly output: NodeMaterialConnectionPoint;
  54010. /**
  54011. * Gets the matrix transform input
  54012. */
  54013. readonly transform: NodeMaterialConnectionPoint;
  54014. protected _buildBlock(state: NodeMaterialBuildState): this;
  54015. serialize(): any;
  54016. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54017. }
  54018. }
  54019. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54020. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54021. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54022. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54023. /**
  54024. * Block used to output the vertex position
  54025. */
  54026. export class VertexOutputBlock extends NodeMaterialBlock {
  54027. /**
  54028. * Creates a new VertexOutputBlock
  54029. * @param name defines the block name
  54030. */
  54031. constructor(name: string);
  54032. /**
  54033. * Gets the current class name
  54034. * @returns the class name
  54035. */
  54036. getClassName(): string;
  54037. /**
  54038. * Gets the vector input component
  54039. */
  54040. readonly vector: NodeMaterialConnectionPoint;
  54041. protected _buildBlock(state: NodeMaterialBuildState): this;
  54042. }
  54043. }
  54044. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54045. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54046. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54047. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54048. /**
  54049. * Block used to output the final color
  54050. */
  54051. export class FragmentOutputBlock extends NodeMaterialBlock {
  54052. /**
  54053. * Create a new FragmentOutputBlock
  54054. * @param name defines the block name
  54055. */
  54056. constructor(name: string);
  54057. /**
  54058. * Gets the current class name
  54059. * @returns the class name
  54060. */
  54061. getClassName(): string;
  54062. /**
  54063. * Gets the rgba input component
  54064. */
  54065. readonly rgba: NodeMaterialConnectionPoint;
  54066. /**
  54067. * Gets the rgb input component
  54068. */
  54069. readonly rgb: NodeMaterialConnectionPoint;
  54070. /**
  54071. * Gets the a input component
  54072. */
  54073. readonly a: NodeMaterialConnectionPoint;
  54074. protected _buildBlock(state: NodeMaterialBuildState): this;
  54075. }
  54076. }
  54077. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54078. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54079. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54080. import { Scene } from "babylonjs/scene";
  54081. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54082. import { Matrix } from "babylonjs/Maths/math.vector";
  54083. import { Mesh } from "babylonjs/Meshes/mesh";
  54084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54085. import { Observable } from "babylonjs/Misc/observable";
  54086. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54087. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54088. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54089. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54090. import { Nullable } from "babylonjs/types";
  54091. /**
  54092. * Interface used to configure the node material editor
  54093. */
  54094. export interface INodeMaterialEditorOptions {
  54095. /** Define the URl to load node editor script */
  54096. editorURL?: string;
  54097. }
  54098. /** @hidden */
  54099. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54100. /** BONES */
  54101. NUM_BONE_INFLUENCERS: number;
  54102. BonesPerMesh: number;
  54103. BONETEXTURE: boolean;
  54104. /** MORPH TARGETS */
  54105. MORPHTARGETS: boolean;
  54106. MORPHTARGETS_NORMAL: boolean;
  54107. MORPHTARGETS_TANGENT: boolean;
  54108. MORPHTARGETS_UV: boolean;
  54109. NUM_MORPH_INFLUENCERS: number;
  54110. /** IMAGE PROCESSING */
  54111. IMAGEPROCESSING: boolean;
  54112. VIGNETTE: boolean;
  54113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54114. VIGNETTEBLENDMODEOPAQUE: boolean;
  54115. TONEMAPPING: boolean;
  54116. TONEMAPPING_ACES: boolean;
  54117. CONTRAST: boolean;
  54118. EXPOSURE: boolean;
  54119. COLORCURVES: boolean;
  54120. COLORGRADING: boolean;
  54121. COLORGRADING3D: boolean;
  54122. SAMPLER3DGREENDEPTH: boolean;
  54123. SAMPLER3DBGRMAP: boolean;
  54124. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54125. constructor();
  54126. setValue(name: string, value: boolean): void;
  54127. }
  54128. /**
  54129. * Class used to configure NodeMaterial
  54130. */
  54131. export interface INodeMaterialOptions {
  54132. /**
  54133. * Defines if blocks should emit comments
  54134. */
  54135. emitComments: boolean;
  54136. }
  54137. /**
  54138. * Class used to create a node based material built by assembling shader blocks
  54139. */
  54140. export class NodeMaterial extends PushMaterial {
  54141. private static _BuildIdGenerator;
  54142. private _options;
  54143. private _vertexCompilationState;
  54144. private _fragmentCompilationState;
  54145. private _sharedData;
  54146. private _buildId;
  54147. private _buildWasSuccessful;
  54148. private _cachedWorldViewMatrix;
  54149. private _cachedWorldViewProjectionMatrix;
  54150. private _optimizers;
  54151. /** Define the URl to load node editor script */
  54152. static EditorURL: string;
  54153. private BJSNODEMATERIALEDITOR;
  54154. /** Get the inspector from bundle or global */
  54155. private _getGlobalNodeMaterialEditor;
  54156. /**
  54157. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  54158. */
  54159. ignoreAlpha: boolean;
  54160. /**
  54161. * Defines the maximum number of lights that can be used in the material
  54162. */
  54163. maxSimultaneousLights: number;
  54164. /**
  54165. * Observable raised when the material is built
  54166. */
  54167. onBuildObservable: Observable<NodeMaterial>;
  54168. /**
  54169. * Gets or sets the root nodes of the material vertex shader
  54170. */
  54171. _vertexOutputNodes: NodeMaterialBlock[];
  54172. /**
  54173. * Gets or sets the root nodes of the material fragment (pixel) shader
  54174. */
  54175. _fragmentOutputNodes: NodeMaterialBlock[];
  54176. /** Gets or sets options to control the node material overall behavior */
  54177. options: INodeMaterialOptions;
  54178. /**
  54179. * Default configuration related to image processing available in the standard Material.
  54180. */
  54181. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54182. /**
  54183. * Gets the image processing configuration used either in this material.
  54184. */
  54185. /**
  54186. * Sets the Default image processing configuration used either in the this material.
  54187. *
  54188. * If sets to null, the scene one is in use.
  54189. */
  54190. imageProcessingConfiguration: ImageProcessingConfiguration;
  54191. /**
  54192. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54193. */
  54194. attachedBlocks: NodeMaterialBlock[];
  54195. /**
  54196. * Create a new node based material
  54197. * @param name defines the material name
  54198. * @param scene defines the hosting scene
  54199. * @param options defines creation option
  54200. */
  54201. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54202. /**
  54203. * Gets the current class name of the material e.g. "NodeMaterial"
  54204. * @returns the class name
  54205. */
  54206. getClassName(): string;
  54207. /**
  54208. * Keep track of the image processing observer to allow dispose and replace.
  54209. */
  54210. private _imageProcessingObserver;
  54211. /**
  54212. * Attaches a new image processing configuration to the Standard Material.
  54213. * @param configuration
  54214. */
  54215. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54216. /**
  54217. * Adds a new optimizer to the list of optimizers
  54218. * @param optimizer defines the optimizers to add
  54219. * @returns the current material
  54220. */
  54221. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54222. /**
  54223. * Remove an optimizer from the list of optimizers
  54224. * @param optimizer defines the optimizers to remove
  54225. * @returns the current material
  54226. */
  54227. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54228. /**
  54229. * Add a new block to the list of output nodes
  54230. * @param node defines the node to add
  54231. * @returns the current material
  54232. */
  54233. addOutputNode(node: NodeMaterialBlock): this;
  54234. /**
  54235. * Remove a block from the list of root nodes
  54236. * @param node defines the node to remove
  54237. * @returns the current material
  54238. */
  54239. removeOutputNode(node: NodeMaterialBlock): this;
  54240. private _addVertexOutputNode;
  54241. private _removeVertexOutputNode;
  54242. private _addFragmentOutputNode;
  54243. private _removeFragmentOutputNode;
  54244. /**
  54245. * Specifies if the material will require alpha blending
  54246. * @returns a boolean specifying if alpha blending is needed
  54247. */
  54248. needAlphaBlending(): boolean;
  54249. /**
  54250. * Specifies if this material should be rendered in alpha test mode
  54251. * @returns a boolean specifying if an alpha test is needed.
  54252. */
  54253. needAlphaTesting(): boolean;
  54254. private _initializeBlock;
  54255. private _resetDualBlocks;
  54256. /**
  54257. * Build the material and generates the inner effect
  54258. * @param verbose defines if the build should log activity
  54259. */
  54260. build(verbose?: boolean): void;
  54261. /**
  54262. * Runs an otpimization phase to try to improve the shader code
  54263. */
  54264. optimize(): void;
  54265. private _prepareDefinesForAttributes;
  54266. /**
  54267. * Get if the submesh is ready to be used and all its information available.
  54268. * Child classes can use it to update shaders
  54269. * @param mesh defines the mesh to check
  54270. * @param subMesh defines which submesh to check
  54271. * @param useInstances specifies that instances should be used
  54272. * @returns a boolean indicating that the submesh is ready or not
  54273. */
  54274. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54275. /**
  54276. * Get a string representing the shaders built by the current node graph
  54277. */
  54278. readonly compiledShaders: string;
  54279. /**
  54280. * Binds the world matrix to the material
  54281. * @param world defines the world transformation matrix
  54282. */
  54283. bindOnlyWorldMatrix(world: Matrix): void;
  54284. /**
  54285. * Binds the submesh to this material by preparing the effect and shader to draw
  54286. * @param world defines the world transformation matrix
  54287. * @param mesh defines the mesh containing the submesh
  54288. * @param subMesh defines the submesh to bind the material to
  54289. */
  54290. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54291. /**
  54292. * Gets the active textures from the material
  54293. * @returns an array of textures
  54294. */
  54295. getActiveTextures(): BaseTexture[];
  54296. /**
  54297. * Specifies if the material uses a texture
  54298. * @param texture defines the texture to check against the material
  54299. * @returns a boolean specifying if the material uses the texture
  54300. */
  54301. hasTexture(texture: BaseTexture): boolean;
  54302. /**
  54303. * Disposes the material
  54304. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54305. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54306. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54307. */
  54308. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54309. /** Creates the node editor window. */
  54310. private _createNodeEditor;
  54311. /**
  54312. * Launch the node material editor
  54313. * @param config Define the configuration of the editor
  54314. * @return a promise fulfilled when the node editor is visible
  54315. */
  54316. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54317. /**
  54318. * Clear the current material
  54319. */
  54320. clear(): void;
  54321. /**
  54322. * Clear the current material and set it to a default state
  54323. */
  54324. setToDefault(): void;
  54325. private _gatherBlocks;
  54326. /**
  54327. * Serializes this material in a JSON representation
  54328. * @returns the serialized material object
  54329. */
  54330. serialize(): any;
  54331. /**
  54332. * Clear the current graph and load a new one from a serialization object
  54333. * @param source defines the JSON representation of the material
  54334. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54335. */
  54336. loadFromSerialization(source: any, rootUrl?: string): void;
  54337. /**
  54338. * Creates a node material from parsed material data
  54339. * @param source defines the JSON representation of the material
  54340. * @param scene defines the hosting scene
  54341. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54342. * @returns a new node material
  54343. */
  54344. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54345. }
  54346. }
  54347. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54348. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54349. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54350. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54351. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54353. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54354. import { Effect } from "babylonjs/Materials/effect";
  54355. import { Mesh } from "babylonjs/Meshes/mesh";
  54356. import { Nullable } from "babylonjs/types";
  54357. import { Scene } from "babylonjs/scene";
  54358. /**
  54359. * Block used to read a texture from a sampler
  54360. */
  54361. export class TextureBlock extends NodeMaterialBlock {
  54362. private _defineName;
  54363. private _samplerName;
  54364. private _transformedUVName;
  54365. private _textureTransformName;
  54366. private _textureInfoName;
  54367. private _mainUVName;
  54368. private _mainUVDefineName;
  54369. /**
  54370. * Gets or sets the texture associated with the node
  54371. */
  54372. texture: Nullable<BaseTexture>;
  54373. /**
  54374. * Create a new TextureBlock
  54375. * @param name defines the block name
  54376. */
  54377. constructor(name: string);
  54378. /**
  54379. * Gets the current class name
  54380. * @returns the class name
  54381. */
  54382. getClassName(): string;
  54383. /**
  54384. * Gets the uv input component
  54385. */
  54386. readonly uv: NodeMaterialConnectionPoint;
  54387. /**
  54388. * Gets the rgba output component
  54389. */
  54390. readonly rgba: NodeMaterialConnectionPoint;
  54391. /**
  54392. * Gets the rgb output component
  54393. */
  54394. readonly rgb: NodeMaterialConnectionPoint;
  54395. /**
  54396. * Gets the r output component
  54397. */
  54398. readonly r: NodeMaterialConnectionPoint;
  54399. /**
  54400. * Gets the g output component
  54401. */
  54402. readonly g: NodeMaterialConnectionPoint;
  54403. /**
  54404. * Gets the b output component
  54405. */
  54406. readonly b: NodeMaterialConnectionPoint;
  54407. /**
  54408. * Gets the a output component
  54409. */
  54410. readonly a: NodeMaterialConnectionPoint;
  54411. autoConfigure(): void;
  54412. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54413. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54414. isReady(): boolean;
  54415. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54416. private _injectVertexCode;
  54417. private _writeOutput;
  54418. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54419. serialize(): any;
  54420. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54421. }
  54422. }
  54423. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54424. /**
  54425. * Enum used to define well known values e.g. values automatically provided by the system
  54426. */
  54427. export enum NodeMaterialWellKnownValues {
  54428. /** World */
  54429. World = 1,
  54430. /** View */
  54431. View = 2,
  54432. /** Projection */
  54433. Projection = 3,
  54434. /** ViewProjection */
  54435. ViewProjection = 4,
  54436. /** WorldView */
  54437. WorldView = 5,
  54438. /** WorldViewProjection */
  54439. WorldViewProjection = 6,
  54440. /** CameraPosition */
  54441. CameraPosition = 7,
  54442. /** Fog Color */
  54443. FogColor = 8
  54444. }
  54445. }
  54446. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54447. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54448. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54449. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54450. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54451. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54452. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54453. import { Effect } from "babylonjs/Materials/effect";
  54454. import { Mesh } from "babylonjs/Meshes/mesh";
  54455. import { Nullable } from "babylonjs/types";
  54456. import { Scene } from "babylonjs/scene";
  54457. /**
  54458. * Block used to read a reflection texture from a sampler
  54459. */
  54460. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54461. private _define3DName;
  54462. private _defineCubicName;
  54463. private _defineExplicitName;
  54464. private _defineProjectionName;
  54465. private _defineLocalCubicName;
  54466. private _defineSphericalName;
  54467. private _definePlanarName;
  54468. private _defineEquirectangularName;
  54469. private _defineMirroredEquirectangularFixedName;
  54470. private _defineEquirectangularFixedName;
  54471. private _defineSkyboxName;
  54472. private _cubeSamplerName;
  54473. private _2DSamplerName;
  54474. private _positionUVWName;
  54475. private _directionWName;
  54476. private _reflectionCoordsName;
  54477. private _reflection2DCoordsName;
  54478. private _reflectionColorName;
  54479. private _reflectionMatrixName;
  54480. /**
  54481. * Gets or sets the texture associated with the node
  54482. */
  54483. texture: Nullable<BaseTexture>;
  54484. /**
  54485. * Create a new TextureBlock
  54486. * @param name defines the block name
  54487. */
  54488. constructor(name: string);
  54489. /**
  54490. * Gets the current class name
  54491. * @returns the class name
  54492. */
  54493. getClassName(): string;
  54494. /**
  54495. * Gets the world position input component
  54496. */
  54497. readonly position: NodeMaterialConnectionPoint;
  54498. /**
  54499. * Gets the world position input component
  54500. */
  54501. readonly worldPosition: NodeMaterialConnectionPoint;
  54502. /**
  54503. * Gets the world normal input component
  54504. */
  54505. readonly worldNormal: NodeMaterialConnectionPoint;
  54506. /**
  54507. * Gets the world input component
  54508. */
  54509. readonly world: NodeMaterialConnectionPoint;
  54510. /**
  54511. * Gets the camera (or eye) position component
  54512. */
  54513. readonly cameraPosition: NodeMaterialConnectionPoint;
  54514. /**
  54515. * Gets the view input component
  54516. */
  54517. readonly view: NodeMaterialConnectionPoint;
  54518. /**
  54519. * Gets the rgb output component
  54520. */
  54521. readonly rgb: NodeMaterialConnectionPoint;
  54522. /**
  54523. * Gets the r output component
  54524. */
  54525. readonly r: NodeMaterialConnectionPoint;
  54526. /**
  54527. * Gets the g output component
  54528. */
  54529. readonly g: NodeMaterialConnectionPoint;
  54530. /**
  54531. * Gets the b output component
  54532. */
  54533. readonly b: NodeMaterialConnectionPoint;
  54534. autoConfigure(): void;
  54535. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54536. isReady(): boolean;
  54537. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54538. private _injectVertexCode;
  54539. private _writeOutput;
  54540. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54541. serialize(): any;
  54542. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54543. }
  54544. }
  54545. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54546. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54547. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54548. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54549. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54550. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54551. /**
  54552. * Class used to store shared data between 2 NodeMaterialBuildState
  54553. */
  54554. export class NodeMaterialBuildStateSharedData {
  54555. /**
  54556. * Gets the list of emitted varyings
  54557. */
  54558. varyings: string[];
  54559. /**
  54560. * Gets the varying declaration string
  54561. */
  54562. varyingDeclaration: string;
  54563. /**
  54564. * Input blocks
  54565. */
  54566. inputBlocks: InputBlock[];
  54567. /**
  54568. * Input blocks
  54569. */
  54570. textureBlocks: (TextureBlock | ReflectionTextureBlock)[];
  54571. /**
  54572. * Bindable blocks (Blocks that need to set data to the effect)
  54573. */
  54574. bindableBlocks: NodeMaterialBlock[];
  54575. /**
  54576. * List of blocks that can provide a compilation fallback
  54577. */
  54578. blocksWithFallbacks: NodeMaterialBlock[];
  54579. /**
  54580. * List of blocks that can provide a define update
  54581. */
  54582. blocksWithDefines: NodeMaterialBlock[];
  54583. /**
  54584. * List of blocks that can provide a repeatable content
  54585. */
  54586. repeatableContentBlocks: NodeMaterialBlock[];
  54587. /**
  54588. * List of blocks that can provide a dynamic list of uniforms
  54589. */
  54590. dynamicUniformBlocks: NodeMaterialBlock[];
  54591. /**
  54592. * List of blocks that can block the isReady function for the material
  54593. */
  54594. blockingBlocks: NodeMaterialBlock[];
  54595. /**
  54596. * Build Id used to avoid multiple recompilations
  54597. */
  54598. buildId: number;
  54599. /** List of emitted variables */
  54600. variableNames: {
  54601. [key: string]: number;
  54602. };
  54603. /** List of emitted defines */
  54604. defineNames: {
  54605. [key: string]: number;
  54606. };
  54607. /** Should emit comments? */
  54608. emitComments: boolean;
  54609. /** Emit build activity */
  54610. verbose: boolean;
  54611. /**
  54612. * Gets the compilation hints emitted at compilation time
  54613. */
  54614. hints: {
  54615. needWorldViewMatrix: boolean;
  54616. needWorldViewProjectionMatrix: boolean;
  54617. needAlphaBlending: boolean;
  54618. needAlphaTesting: boolean;
  54619. };
  54620. /**
  54621. * List of compilation checks
  54622. */
  54623. checks: {
  54624. emitVertex: boolean;
  54625. emitFragment: boolean;
  54626. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54627. };
  54628. /** Creates a new shared data */
  54629. constructor();
  54630. /**
  54631. * Emits console errors and exceptions if there is a failing check
  54632. */
  54633. emitErrors(): void;
  54634. }
  54635. }
  54636. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54637. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54638. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54639. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54640. /**
  54641. * Class used to store node based material build state
  54642. */
  54643. export class NodeMaterialBuildState {
  54644. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54645. supportUniformBuffers: boolean;
  54646. /**
  54647. * Gets the list of emitted attributes
  54648. */
  54649. attributes: string[];
  54650. /**
  54651. * Gets the list of emitted uniforms
  54652. */
  54653. uniforms: string[];
  54654. /**
  54655. * Gets the list of emitted uniform buffers
  54656. */
  54657. uniformBuffers: string[];
  54658. /**
  54659. * Gets the list of emitted samplers
  54660. */
  54661. samplers: string[];
  54662. /**
  54663. * Gets the list of emitted functions
  54664. */
  54665. functions: {
  54666. [key: string]: string;
  54667. };
  54668. /**
  54669. * Gets the target of the compilation state
  54670. */
  54671. target: NodeMaterialBlockTargets;
  54672. /**
  54673. * Gets the list of emitted counters
  54674. */
  54675. counters: {
  54676. [key: string]: number;
  54677. };
  54678. /**
  54679. * Shared data between multiple NodeMaterialBuildState instances
  54680. */
  54681. sharedData: NodeMaterialBuildStateSharedData;
  54682. /** @hidden */
  54683. _vertexState: NodeMaterialBuildState;
  54684. /** @hidden */
  54685. _attributeDeclaration: string;
  54686. /** @hidden */
  54687. _uniformDeclaration: string;
  54688. /** @hidden */
  54689. _samplerDeclaration: string;
  54690. /** @hidden */
  54691. _varyingTransfer: string;
  54692. private _repeatableContentAnchorIndex;
  54693. /** @hidden */
  54694. _builtCompilationString: string;
  54695. /**
  54696. * Gets the emitted compilation strings
  54697. */
  54698. compilationString: string;
  54699. /**
  54700. * Finalize the compilation strings
  54701. * @param state defines the current compilation state
  54702. */
  54703. finalize(state: NodeMaterialBuildState): void;
  54704. /** @hidden */
  54705. readonly _repeatableContentAnchor: string;
  54706. /** @hidden */
  54707. _getFreeVariableName(prefix: string): string;
  54708. /** @hidden */
  54709. _getFreeDefineName(prefix: string): string;
  54710. /** @hidden */
  54711. _excludeVariableName(name: string): void;
  54712. /** @hidden */
  54713. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54714. /** @hidden */
  54715. _emitFunction(name: string, code: string, comments: string): void;
  54716. /** @hidden */
  54717. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54718. replaceStrings?: {
  54719. search: RegExp;
  54720. replace: string;
  54721. }[];
  54722. repeatKey?: string;
  54723. }): string;
  54724. /** @hidden */
  54725. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54726. repeatKey?: string;
  54727. removeAttributes?: boolean;
  54728. removeUniforms?: boolean;
  54729. removeVaryings?: boolean;
  54730. removeIfDef?: boolean;
  54731. replaceStrings?: {
  54732. search: RegExp;
  54733. replace: string;
  54734. }[];
  54735. }, storeKey?: string): void;
  54736. /** @hidden */
  54737. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  54738. /** @hidden */
  54739. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54740. }
  54741. }
  54742. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54743. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54744. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54745. import { Nullable } from "babylonjs/types";
  54746. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54747. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54748. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54749. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54750. import { Mesh } from "babylonjs/Meshes/mesh";
  54751. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54752. import { Scene } from "babylonjs/scene";
  54753. /**
  54754. * Defines a block that can be used inside a node based material
  54755. */
  54756. export class NodeMaterialBlock {
  54757. private _buildId;
  54758. private _buildTarget;
  54759. private _target;
  54760. private _isFinalMerger;
  54761. private _isInput;
  54762. /** @hidden */
  54763. _inputs: NodeMaterialConnectionPoint[];
  54764. /** @hidden */
  54765. _outputs: NodeMaterialConnectionPoint[];
  54766. /**
  54767. * Gets or sets the name of the block
  54768. */
  54769. name: string;
  54770. /**
  54771. * Gets or sets the unique id of the node
  54772. */
  54773. uniqueId: number;
  54774. /**
  54775. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54776. */
  54777. readonly isFinalMerger: boolean;
  54778. /**
  54779. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54780. */
  54781. readonly isInput: boolean;
  54782. /**
  54783. * Gets or sets the build Id
  54784. */
  54785. buildId: number;
  54786. /**
  54787. * Gets or sets the target of the block
  54788. */
  54789. target: NodeMaterialBlockTargets;
  54790. /**
  54791. * Gets the list of input points
  54792. */
  54793. readonly inputs: NodeMaterialConnectionPoint[];
  54794. /** Gets the list of output points */
  54795. readonly outputs: NodeMaterialConnectionPoint[];
  54796. /**
  54797. * Find an input by its name
  54798. * @param name defines the name of the input to look for
  54799. * @returns the input or null if not found
  54800. */
  54801. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54802. /**
  54803. * Find an output by its name
  54804. * @param name defines the name of the outputto look for
  54805. * @returns the output or null if not found
  54806. */
  54807. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54808. /**
  54809. * Creates a new NodeMaterialBlock
  54810. * @param name defines the block name
  54811. * @param target defines the target of that block (Vertex by default)
  54812. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54813. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54814. */
  54815. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54816. /**
  54817. * Initialize the block and prepare the context for build
  54818. * @param state defines the state that will be used for the build
  54819. */
  54820. initialize(state: NodeMaterialBuildState): void;
  54821. /**
  54822. * Bind data to effect. Will only be called for blocks with isBindable === true
  54823. * @param effect defines the effect to bind data to
  54824. * @param nodeMaterial defines the hosting NodeMaterial
  54825. * @param mesh defines the mesh that will be rendered
  54826. */
  54827. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54828. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54829. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54830. protected _writeFloat(value: number): string;
  54831. /**
  54832. * Gets the current class name e.g. "NodeMaterialBlock"
  54833. * @returns the class name
  54834. */
  54835. getClassName(): string;
  54836. /**
  54837. * Register a new input. Must be called inside a block constructor
  54838. * @param name defines the connection point name
  54839. * @param type defines the connection point type
  54840. * @param isOptional defines a boolean indicating that this input can be omitted
  54841. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54842. * @returns the current block
  54843. */
  54844. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54845. /**
  54846. * Register a new output. Must be called inside a block constructor
  54847. * @param name defines the connection point name
  54848. * @param type defines the connection point type
  54849. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54850. * @returns the current block
  54851. */
  54852. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54853. /**
  54854. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54855. * @param forOutput defines an optional connection point to check compatibility with
  54856. * @returns the first available input or null
  54857. */
  54858. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54859. /**
  54860. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54861. * @param forBlock defines an optional block to check compatibility with
  54862. * @returns the first available input or null
  54863. */
  54864. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54865. /**
  54866. * Gets the sibling of the given output
  54867. * @param current defines the current output
  54868. * @returns the next output in the list or null
  54869. */
  54870. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  54871. /**
  54872. * Connect current block with another block
  54873. * @param other defines the block to connect with
  54874. * @param options define the various options to help pick the right connections
  54875. * @returns the current block
  54876. */
  54877. connectTo(other: NodeMaterialBlock, options?: {
  54878. input?: string;
  54879. output?: string;
  54880. outputSwizzle?: string;
  54881. }): this | undefined;
  54882. protected _buildBlock(state: NodeMaterialBuildState): void;
  54883. /**
  54884. * Add uniforms, samplers and uniform buffers at compilation time
  54885. * @param state defines the state to update
  54886. * @param nodeMaterial defines the node material requesting the update
  54887. * @param defines defines the material defines to update
  54888. */
  54889. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54890. /**
  54891. * Add potential fallbacks if shader compilation fails
  54892. * @param mesh defines the mesh to be rendered
  54893. * @param fallbacks defines the current prioritized list of fallbacks
  54894. */
  54895. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54896. /**
  54897. * Update defines for shader compilation
  54898. * @param mesh defines the mesh to be rendered
  54899. * @param nodeMaterial defines the node material requesting the update
  54900. * @param defines defines the material defines to update
  54901. * @param useInstances specifies that instances should be used
  54902. */
  54903. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54904. /**
  54905. * Initialize defines for shader compilation
  54906. * @param mesh defines the mesh to be rendered
  54907. * @param nodeMaterial defines the node material requesting the update
  54908. * @param defines defines the material defines to be prepared
  54909. * @param useInstances specifies that instances should be used
  54910. */
  54911. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54912. /**
  54913. * Lets the block try to connect some inputs automatically
  54914. */
  54915. autoConfigure(): void;
  54916. /**
  54917. * Function called when a block is declared as repeatable content generator
  54918. * @param vertexShaderState defines the current compilation state for the vertex shader
  54919. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54920. * @param mesh defines the mesh to be rendered
  54921. * @param defines defines the material defines to update
  54922. */
  54923. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54924. /**
  54925. * Checks if the block is ready
  54926. * @param mesh defines the mesh to be rendered
  54927. * @param nodeMaterial defines the node material requesting the update
  54928. * @param defines defines the material defines to update
  54929. * @param useInstances specifies that instances should be used
  54930. * @returns true if the block is ready
  54931. */
  54932. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54933. private _processBuild;
  54934. /**
  54935. * Compile the current node and generate the shader code
  54936. * @param state defines the current compilation state (uniforms, samplers, current string)
  54937. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54938. * @returns true if already built
  54939. */
  54940. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54941. /**
  54942. * Serializes this block in a JSON representation
  54943. * @returns the serialized block object
  54944. */
  54945. serialize(): any;
  54946. /** @hidden */
  54947. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54948. }
  54949. }
  54950. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54951. /**
  54952. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54953. */
  54954. export enum NodeMaterialBlockConnectionPointMode {
  54955. /** Value is an uniform */
  54956. Uniform = 0,
  54957. /** Value is a mesh attribute */
  54958. Attribute = 1,
  54959. /** Value is a varying between vertex and fragment shaders */
  54960. Varying = 2,
  54961. /** Mode is undefined */
  54962. Undefined = 3
  54963. }
  54964. }
  54965. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54966. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54967. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54968. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54969. import { Nullable } from "babylonjs/types";
  54970. import { Effect } from "babylonjs/Materials/effect";
  54971. import { Matrix } from "babylonjs/Maths/math.vector";
  54972. import { Scene } from "babylonjs/scene";
  54973. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54974. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54975. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54976. /**
  54977. * Block used to expose an input value
  54978. */
  54979. export class InputBlock extends NodeMaterialBlock {
  54980. private _mode;
  54981. private _associatedVariableName;
  54982. private _storedValue;
  54983. private _valueCallback;
  54984. private _type;
  54985. /** @hidden */
  54986. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54987. /**
  54988. * Gets or sets the connection point type (default is float)
  54989. */
  54990. readonly type: NodeMaterialBlockConnectionPointTypes;
  54991. /**
  54992. * Creates a new InputBlock
  54993. * @param name defines the block name
  54994. * @param target defines the target of that block (Vertex by default)
  54995. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54996. */
  54997. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54998. /**
  54999. * Gets the output component
  55000. */
  55001. readonly output: NodeMaterialConnectionPoint;
  55002. /**
  55003. * Set the source of this connection point to a vertex attribute
  55004. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55005. * @returns the current connection point
  55006. */
  55007. setAsAttribute(attributeName?: string): InputBlock;
  55008. /**
  55009. * Set the source of this connection point to a well known value
  55010. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  55011. * @returns the current connection point
  55012. */
  55013. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  55014. /**
  55015. * Gets or sets the value of that point.
  55016. * Please note that this value will be ignored if valueCallback is defined
  55017. */
  55018. value: any;
  55019. /**
  55020. * Gets or sets a callback used to get the value of that point.
  55021. * Please note that setting this value will force the connection point to ignore the value property
  55022. */
  55023. valueCallback: () => any;
  55024. /**
  55025. * Gets or sets the associated variable name in the shader
  55026. */
  55027. associatedVariableName: string;
  55028. /**
  55029. * Gets a boolean indicating that this connection point not defined yet
  55030. */
  55031. readonly isUndefined: boolean;
  55032. /**
  55033. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55034. * In this case the connection point name must be the name of the uniform to use.
  55035. * Can only be set on inputs
  55036. */
  55037. isUniform: boolean;
  55038. /**
  55039. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55040. * In this case the connection point name must be the name of the attribute to use
  55041. * Can only be set on inputs
  55042. */
  55043. isAttribute: boolean;
  55044. /**
  55045. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55046. * Can only be set on exit points
  55047. */
  55048. isVarying: boolean;
  55049. /**
  55050. * Gets a boolean indicating that the current connection point is a well known value
  55051. */
  55052. readonly isWellKnownValue: boolean;
  55053. /**
  55054. * Gets or sets the current well known value or null if not defined as well know value
  55055. */
  55056. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55057. /**
  55058. * Gets the current class name
  55059. * @returns the class name
  55060. */
  55061. getClassName(): string;
  55062. private _emitDefine;
  55063. /**
  55064. * Set the input block to its default value (based on its type)
  55065. */
  55066. setDefaultValue(): void;
  55067. private _emit;
  55068. /** @hidden */
  55069. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55070. /** @hidden */
  55071. _transmit(effect: Effect, scene: Scene): void;
  55072. protected _buildBlock(state: NodeMaterialBuildState): void;
  55073. serialize(): any;
  55074. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55075. }
  55076. }
  55077. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55078. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55079. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55080. import { Nullable } from "babylonjs/types";
  55081. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55082. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55083. /**
  55084. * Defines a connection point for a block
  55085. */
  55086. export class NodeMaterialConnectionPoint {
  55087. /** @hidden */
  55088. _ownerBlock: NodeMaterialBlock;
  55089. /** @hidden */
  55090. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55091. private _endpoints;
  55092. private _associatedVariableName;
  55093. /** @hidden */
  55094. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55095. private _type;
  55096. /** @hidden */
  55097. _enforceAssociatedVariableName: boolean;
  55098. /**
  55099. * Gets or sets the additional types supported byt this connection point
  55100. */
  55101. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55102. /**
  55103. * Gets or sets the associated variable name in the shader
  55104. */
  55105. associatedVariableName: string;
  55106. /**
  55107. * Gets or sets the connection point type (default is float)
  55108. */
  55109. type: NodeMaterialBlockConnectionPointTypes;
  55110. /**
  55111. * Gets or sets the connection point name
  55112. */
  55113. name: string;
  55114. /**
  55115. * Gets or sets a boolean indicating that this connection point can be omitted
  55116. */
  55117. isOptional: boolean;
  55118. /**
  55119. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55120. */
  55121. define: string;
  55122. /** Gets or sets the target of that connection point */
  55123. target: NodeMaterialBlockTargets;
  55124. /**
  55125. * Gets a boolean indicating that the current point is connected
  55126. */
  55127. readonly isConnected: boolean;
  55128. /**
  55129. * Gets a boolean indicating that the current point is connected to an input block
  55130. */
  55131. readonly isConnectedToInput: boolean;
  55132. /**
  55133. * Gets a the connected input block (if any)
  55134. */
  55135. readonly connectInputBlock: Nullable<InputBlock>;
  55136. /** Get the other side of the connection (if any) */
  55137. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55138. /** Get the block that owns this connection point */
  55139. readonly ownerBlock: NodeMaterialBlock;
  55140. /** Get the block connected on the other side of this connection (if any) */
  55141. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55142. /** Get the block connected on the endpoints of this connection (if any) */
  55143. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55144. /** Gets the list of connected endpoints */
  55145. readonly endpoints: NodeMaterialConnectionPoint[];
  55146. /**
  55147. * Creates a new connection point
  55148. * @param name defines the connection point name
  55149. * @param ownerBlock defines the block hosting this connection point
  55150. */
  55151. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55152. /**
  55153. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55154. * @returns the class name
  55155. */
  55156. getClassName(): string;
  55157. /**
  55158. * Gets an boolean indicating if the current point can be connected to another point
  55159. * @param connectionPoint defines the other connection point
  55160. * @returns true if the connection is possible
  55161. */
  55162. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55163. /**
  55164. * Connect this point to another connection point
  55165. * @param connectionPoint defines the other connection point
  55166. * @returns the current connection point
  55167. */
  55168. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55169. /**
  55170. * Disconnect this point from one of his endpoint
  55171. * @param endpoint defines the other connection point
  55172. * @returns the current connection point
  55173. */
  55174. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55175. /**
  55176. * Serializes this point in a JSON representation
  55177. * @returns the serialized point object
  55178. */
  55179. serialize(): any;
  55180. }
  55181. }
  55182. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55183. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55184. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55186. import { Mesh } from "babylonjs/Meshes/mesh";
  55187. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55188. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55189. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55190. /**
  55191. * Block used to add support for vertex skinning (bones)
  55192. */
  55193. export class BonesBlock extends NodeMaterialBlock {
  55194. /**
  55195. * Creates a new BonesBlock
  55196. * @param name defines the block name
  55197. */
  55198. constructor(name: string);
  55199. /**
  55200. * Initialize the block and prepare the context for build
  55201. * @param state defines the state that will be used for the build
  55202. */
  55203. initialize(state: NodeMaterialBuildState): void;
  55204. /**
  55205. * Gets the current class name
  55206. * @returns the class name
  55207. */
  55208. getClassName(): string;
  55209. /**
  55210. * Gets the matrix indices input component
  55211. */
  55212. readonly matricesIndices: NodeMaterialConnectionPoint;
  55213. /**
  55214. * Gets the matrix weights input component
  55215. */
  55216. readonly matricesWeights: NodeMaterialConnectionPoint;
  55217. /**
  55218. * Gets the extra matrix indices input component
  55219. */
  55220. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55221. /**
  55222. * Gets the extra matrix weights input component
  55223. */
  55224. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55225. /**
  55226. * Gets the world input component
  55227. */
  55228. readonly world: NodeMaterialConnectionPoint;
  55229. /**
  55230. * Gets the output component
  55231. */
  55232. readonly output: NodeMaterialConnectionPoint;
  55233. autoConfigure(): void;
  55234. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55235. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55236. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55237. protected _buildBlock(state: NodeMaterialBuildState): this;
  55238. }
  55239. }
  55240. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55241. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55242. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55243. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55244. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55245. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55246. /**
  55247. * Block used to add support for instances
  55248. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55249. */
  55250. export class InstancesBlock extends NodeMaterialBlock {
  55251. /**
  55252. * Creates a new InstancesBlock
  55253. * @param name defines the block name
  55254. */
  55255. constructor(name: string);
  55256. /**
  55257. * Gets the current class name
  55258. * @returns the class name
  55259. */
  55260. getClassName(): string;
  55261. /**
  55262. * Gets the first world row input component
  55263. */
  55264. readonly world0: NodeMaterialConnectionPoint;
  55265. /**
  55266. * Gets the second world row input component
  55267. */
  55268. readonly world1: NodeMaterialConnectionPoint;
  55269. /**
  55270. * Gets the third world row input component
  55271. */
  55272. readonly world2: NodeMaterialConnectionPoint;
  55273. /**
  55274. * Gets the forth world row input component
  55275. */
  55276. readonly world3: NodeMaterialConnectionPoint;
  55277. /**
  55278. * Gets the world input component
  55279. */
  55280. readonly world: NodeMaterialConnectionPoint;
  55281. /**
  55282. * Gets the output component
  55283. */
  55284. readonly output: NodeMaterialConnectionPoint;
  55285. autoConfigure(): void;
  55286. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55287. protected _buildBlock(state: NodeMaterialBuildState): this;
  55288. }
  55289. }
  55290. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55291. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55292. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55293. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55294. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55295. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55296. import { Effect } from "babylonjs/Materials/effect";
  55297. import { Mesh } from "babylonjs/Meshes/mesh";
  55298. /**
  55299. * Block used to add morph targets support to vertex shader
  55300. */
  55301. export class MorphTargetsBlock extends NodeMaterialBlock {
  55302. private _repeatableContentAnchor;
  55303. private _repeatebleContentGenerated;
  55304. /**
  55305. * Create a new MorphTargetsBlock
  55306. * @param name defines the block name
  55307. */
  55308. constructor(name: string);
  55309. /**
  55310. * Gets the current class name
  55311. * @returns the class name
  55312. */
  55313. getClassName(): string;
  55314. /**
  55315. * Gets the position input component
  55316. */
  55317. readonly position: NodeMaterialConnectionPoint;
  55318. /**
  55319. * Gets the normal input component
  55320. */
  55321. readonly normal: NodeMaterialConnectionPoint;
  55322. /**
  55323. * Gets the tangent input component
  55324. */
  55325. readonly tangent: NodeMaterialConnectionPoint;
  55326. /**
  55327. * Gets the tangent input component
  55328. */
  55329. readonly uv: NodeMaterialConnectionPoint;
  55330. /**
  55331. * Gets the position output component
  55332. */
  55333. readonly positionOutput: NodeMaterialConnectionPoint;
  55334. /**
  55335. * Gets the normal output component
  55336. */
  55337. readonly normalOutput: NodeMaterialConnectionPoint;
  55338. /**
  55339. * Gets the tangent output component
  55340. */
  55341. readonly tangentOutput: NodeMaterialConnectionPoint;
  55342. /**
  55343. * Gets the tangent output component
  55344. */
  55345. readonly uvOutput: NodeMaterialConnectionPoint;
  55346. initialize(state: NodeMaterialBuildState): void;
  55347. autoConfigure(): void;
  55348. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55349. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55350. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55351. protected _buildBlock(state: NodeMaterialBuildState): this;
  55352. }
  55353. }
  55354. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55355. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55356. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55357. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55358. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55359. }
  55360. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55361. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55362. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55363. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55364. /**
  55365. * Block used to add an alpha test in the fragment shader
  55366. */
  55367. export class AlphaTestBlock extends NodeMaterialBlock {
  55368. /**
  55369. * Gets or sets the alpha value where alpha testing happens
  55370. */
  55371. alphaCutOff: number;
  55372. /**
  55373. * Create a new AlphaTestBlock
  55374. * @param name defines the block name
  55375. */
  55376. constructor(name: string);
  55377. /**
  55378. * Gets the current class name
  55379. * @returns the class name
  55380. */
  55381. getClassName(): string;
  55382. /**
  55383. * Gets the color input component
  55384. */
  55385. readonly color: NodeMaterialConnectionPoint;
  55386. /**
  55387. * Gets the alpha input component
  55388. */
  55389. readonly alpha: NodeMaterialConnectionPoint;
  55390. protected _buildBlock(state: NodeMaterialBuildState): this;
  55391. }
  55392. }
  55393. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  55394. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55395. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55396. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55397. /**
  55398. * Block used to create a Color3/4 out of individual inputs (one for each component)
  55399. */
  55400. export class ColorMergerBlock extends NodeMaterialBlock {
  55401. /**
  55402. * Create a new ColorMergerBlock
  55403. * @param name defines the block name
  55404. */
  55405. constructor(name: string);
  55406. /**
  55407. * Gets the current class name
  55408. * @returns the class name
  55409. */
  55410. getClassName(): string;
  55411. /**
  55412. * Gets the r component (input)
  55413. */
  55414. readonly r: NodeMaterialConnectionPoint;
  55415. /**
  55416. * Gets the g component (input)
  55417. */
  55418. readonly g: NodeMaterialConnectionPoint;
  55419. /**
  55420. * Gets the b component (input)
  55421. */
  55422. readonly b: NodeMaterialConnectionPoint;
  55423. /**
  55424. * Gets the a component (input)
  55425. */
  55426. readonly a: NodeMaterialConnectionPoint;
  55427. /**
  55428. * Gets the rgba component (output)
  55429. */
  55430. readonly rgba: NodeMaterialConnectionPoint;
  55431. /**
  55432. * Gets the rgb component (output)
  55433. */
  55434. readonly rgb: NodeMaterialConnectionPoint;
  55435. protected _buildBlock(state: NodeMaterialBuildState): this;
  55436. }
  55437. }
  55438. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  55439. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55440. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55441. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55442. /**
  55443. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  55444. */
  55445. export class VectorMergerBlock extends NodeMaterialBlock {
  55446. /**
  55447. * Create a new VectorMergerBlock
  55448. * @param name defines the block name
  55449. */
  55450. constructor(name: string);
  55451. /**
  55452. * Gets the current class name
  55453. * @returns the class name
  55454. */
  55455. getClassName(): string;
  55456. /**
  55457. * Gets the x component (input)
  55458. */
  55459. readonly x: NodeMaterialConnectionPoint;
  55460. /**
  55461. * Gets the y component (input)
  55462. */
  55463. readonly y: NodeMaterialConnectionPoint;
  55464. /**
  55465. * Gets the z component (input)
  55466. */
  55467. readonly z: NodeMaterialConnectionPoint;
  55468. /**
  55469. * Gets the w component (input)
  55470. */
  55471. readonly w: NodeMaterialConnectionPoint;
  55472. /**
  55473. * Gets the xyzw component (output)
  55474. */
  55475. readonly xyzw: NodeMaterialConnectionPoint;
  55476. /**
  55477. * Gets the xyz component (output)
  55478. */
  55479. readonly xyz: NodeMaterialConnectionPoint;
  55480. /**
  55481. * Gets the xy component (output)
  55482. */
  55483. readonly xy: NodeMaterialConnectionPoint;
  55484. protected _buildBlock(state: NodeMaterialBuildState): this;
  55485. }
  55486. }
  55487. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  55488. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55489. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55490. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55491. /**
  55492. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  55493. */
  55494. export class ColorSplitterBlock extends NodeMaterialBlock {
  55495. /**
  55496. * Create a new ColorSplitterBlock
  55497. * @param name defines the block name
  55498. */
  55499. constructor(name: string);
  55500. /**
  55501. * Gets the current class name
  55502. * @returns the class name
  55503. */
  55504. getClassName(): string;
  55505. /**
  55506. * Gets the rgba component (input)
  55507. */
  55508. readonly rgba: NodeMaterialConnectionPoint;
  55509. /**
  55510. * Gets the rgb component (input)
  55511. */
  55512. readonly rgbIn: NodeMaterialConnectionPoint;
  55513. /**
  55514. * Gets the rgb component (output)
  55515. */
  55516. readonly rgbOut: NodeMaterialConnectionPoint;
  55517. /**
  55518. * Gets the r component (output)
  55519. */
  55520. readonly r: NodeMaterialConnectionPoint;
  55521. /**
  55522. * Gets the g component (output)
  55523. */
  55524. readonly g: NodeMaterialConnectionPoint;
  55525. /**
  55526. * Gets the b component (output)
  55527. */
  55528. readonly b: NodeMaterialConnectionPoint;
  55529. /**
  55530. * Gets the a component (output)
  55531. */
  55532. readonly a: NodeMaterialConnectionPoint;
  55533. protected _buildBlock(state: NodeMaterialBuildState): this;
  55534. }
  55535. }
  55536. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  55537. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55538. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55539. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55540. /**
  55541. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  55542. */
  55543. export class VectorSplitterBlock extends NodeMaterialBlock {
  55544. /**
  55545. * Create a new VectorSplitterBlock
  55546. * @param name defines the block name
  55547. */
  55548. constructor(name: string);
  55549. /**
  55550. * Gets the current class name
  55551. * @returns the class name
  55552. */
  55553. getClassName(): string;
  55554. /**
  55555. * Gets the xyzw component (input)
  55556. */
  55557. readonly xyzw: NodeMaterialConnectionPoint;
  55558. /**
  55559. * Gets the xyz component (input)
  55560. */
  55561. readonly xyzIn: NodeMaterialConnectionPoint;
  55562. /**
  55563. * Gets the xyz component (output)
  55564. */
  55565. readonly xyzOut: NodeMaterialConnectionPoint;
  55566. /**
  55567. * Gets the xy component (output)
  55568. */
  55569. readonly xy: NodeMaterialConnectionPoint;
  55570. /**
  55571. * Gets the x component (output)
  55572. */
  55573. readonly x: NodeMaterialConnectionPoint;
  55574. /**
  55575. * Gets the y component (output)
  55576. */
  55577. readonly y: NodeMaterialConnectionPoint;
  55578. /**
  55579. * Gets the z component (output)
  55580. */
  55581. readonly z: NodeMaterialConnectionPoint;
  55582. /**
  55583. * Gets the w component (output)
  55584. */
  55585. readonly w: NodeMaterialConnectionPoint;
  55586. protected _buildBlock(state: NodeMaterialBuildState): this;
  55587. }
  55588. }
  55589. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55590. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55591. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55592. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55593. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55594. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55595. import { Effect } from "babylonjs/Materials/effect";
  55596. import { Mesh } from "babylonjs/Meshes/mesh";
  55597. /**
  55598. * Block used to add image processing support to fragment shader
  55599. */
  55600. export class ImageProcessingBlock extends NodeMaterialBlock {
  55601. /**
  55602. * Create a new ImageProcessingBlock
  55603. * @param name defines the block name
  55604. */
  55605. constructor(name: string);
  55606. /**
  55607. * Gets the current class name
  55608. * @returns the class name
  55609. */
  55610. getClassName(): string;
  55611. /**
  55612. * Gets the color input component
  55613. */
  55614. readonly color: NodeMaterialConnectionPoint;
  55615. /**
  55616. * Gets the output component
  55617. */
  55618. readonly output: NodeMaterialConnectionPoint;
  55619. /**
  55620. * Initialize the block and prepare the context for build
  55621. * @param state defines the state that will be used for the build
  55622. */
  55623. initialize(state: NodeMaterialBuildState): void;
  55624. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55625. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55626. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55627. protected _buildBlock(state: NodeMaterialBuildState): this;
  55628. }
  55629. }
  55630. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55631. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55632. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55633. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  55634. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  55635. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  55636. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  55637. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55638. }
  55639. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55640. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55641. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55642. import { Mesh } from "babylonjs/Meshes/mesh";
  55643. import { Effect } from "babylonjs/Materials/effect";
  55644. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55645. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55646. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55647. /**
  55648. * Block used to add support for scene fog
  55649. */
  55650. export class FogBlock extends NodeMaterialBlock {
  55651. private _fogDistanceName;
  55652. private _fogParameters;
  55653. /**
  55654. * Create a new FogBlock
  55655. * @param name defines the block name
  55656. */
  55657. constructor(name: string);
  55658. /**
  55659. * Gets the current class name
  55660. * @returns the class name
  55661. */
  55662. getClassName(): string;
  55663. /**
  55664. * Gets the world position input component
  55665. */
  55666. readonly worldPosition: NodeMaterialConnectionPoint;
  55667. /**
  55668. * Gets the view input component
  55669. */
  55670. readonly view: NodeMaterialConnectionPoint;
  55671. /**
  55672. * Gets the color input component
  55673. */
  55674. readonly color: NodeMaterialConnectionPoint;
  55675. /**
  55676. * Gets the fog color input component
  55677. */
  55678. readonly fogColor: NodeMaterialConnectionPoint;
  55679. /**
  55680. * Gets the output component
  55681. */
  55682. readonly output: NodeMaterialConnectionPoint;
  55683. autoConfigure(): void;
  55684. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55685. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55686. protected _buildBlock(state: NodeMaterialBuildState): this;
  55687. }
  55688. }
  55689. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55690. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55691. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55692. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55693. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55694. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55695. import { Effect } from "babylonjs/Materials/effect";
  55696. import { Mesh } from "babylonjs/Meshes/mesh";
  55697. import { Light } from "babylonjs/Lights/light";
  55698. import { Nullable } from "babylonjs/types";
  55699. import { Scene } from "babylonjs/scene";
  55700. /**
  55701. * Block used to add light in the fragment shader
  55702. */
  55703. export class LightBlock extends NodeMaterialBlock {
  55704. private _lightId;
  55705. /**
  55706. * Gets or sets the light associated with this block
  55707. */
  55708. light: Nullable<Light>;
  55709. /**
  55710. * Create a new LightBlock
  55711. * @param name defines the block name
  55712. */
  55713. constructor(name: string);
  55714. /**
  55715. * Gets the current class name
  55716. * @returns the class name
  55717. */
  55718. getClassName(): string;
  55719. /**
  55720. * Gets the world position input component
  55721. */
  55722. readonly worldPosition: NodeMaterialConnectionPoint;
  55723. /**
  55724. * Gets the world normal input component
  55725. */
  55726. readonly worldNormal: NodeMaterialConnectionPoint;
  55727. /**
  55728. * Gets the camera (or eye) position component
  55729. */
  55730. readonly cameraPosition: NodeMaterialConnectionPoint;
  55731. /**
  55732. * Gets the diffuse output component
  55733. */
  55734. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55735. /**
  55736. * Gets the specular output component
  55737. */
  55738. readonly specularOutput: NodeMaterialConnectionPoint;
  55739. autoConfigure(): void;
  55740. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55741. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55742. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55743. private _injectVertexCode;
  55744. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55745. serialize(): any;
  55746. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55747. }
  55748. }
  55749. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55750. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55751. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55752. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55753. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55754. }
  55755. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55756. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55757. }
  55758. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55759. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55760. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55761. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55762. /**
  55763. * Block used to multiply 2 values
  55764. */
  55765. export class MultiplyBlock extends NodeMaterialBlock {
  55766. /**
  55767. * Creates a new MultiplyBlock
  55768. * @param name defines the block name
  55769. */
  55770. constructor(name: string);
  55771. /**
  55772. * Gets the current class name
  55773. * @returns the class name
  55774. */
  55775. getClassName(): string;
  55776. /**
  55777. * Gets the left operand input component
  55778. */
  55779. readonly left: NodeMaterialConnectionPoint;
  55780. /**
  55781. * Gets the right operand input component
  55782. */
  55783. readonly right: NodeMaterialConnectionPoint;
  55784. /**
  55785. * Gets the output component
  55786. */
  55787. readonly output: NodeMaterialConnectionPoint;
  55788. protected _buildBlock(state: NodeMaterialBuildState): this;
  55789. }
  55790. }
  55791. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55792. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55793. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55794. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55795. /**
  55796. * Block used to add 2 vectors
  55797. */
  55798. export class AddBlock extends NodeMaterialBlock {
  55799. /**
  55800. * Creates a new AddBlock
  55801. * @param name defines the block name
  55802. */
  55803. constructor(name: string);
  55804. /**
  55805. * Gets the current class name
  55806. * @returns the class name
  55807. */
  55808. getClassName(): string;
  55809. /**
  55810. * Gets the left operand input component
  55811. */
  55812. readonly left: NodeMaterialConnectionPoint;
  55813. /**
  55814. * Gets the right operand input component
  55815. */
  55816. readonly right: NodeMaterialConnectionPoint;
  55817. /**
  55818. * Gets the output component
  55819. */
  55820. readonly output: NodeMaterialConnectionPoint;
  55821. protected _buildBlock(state: NodeMaterialBuildState): this;
  55822. }
  55823. }
  55824. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55825. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55826. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55827. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55828. /**
  55829. * Block used to clamp a float
  55830. */
  55831. export class ClampBlock extends NodeMaterialBlock {
  55832. /** Gets or sets the minimum range */
  55833. minimum: number;
  55834. /** Gets or sets the maximum range */
  55835. maximum: number;
  55836. /**
  55837. * Creates a new ClampBlock
  55838. * @param name defines the block name
  55839. */
  55840. constructor(name: string);
  55841. /**
  55842. * Gets the current class name
  55843. * @returns the class name
  55844. */
  55845. getClassName(): string;
  55846. /**
  55847. * Gets the value input component
  55848. */
  55849. readonly value: NodeMaterialConnectionPoint;
  55850. /**
  55851. * Gets the output component
  55852. */
  55853. readonly output: NodeMaterialConnectionPoint;
  55854. protected _buildBlock(state: NodeMaterialBuildState): this;
  55855. }
  55856. }
  55857. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55858. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55859. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55860. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55861. /**
  55862. * Block used to apply a cross product between 2 vectors
  55863. */
  55864. export class CrossBlock extends NodeMaterialBlock {
  55865. /**
  55866. * Creates a new CrossBlock
  55867. * @param name defines the block name
  55868. */
  55869. constructor(name: string);
  55870. /**
  55871. * Gets the current class name
  55872. * @returns the class name
  55873. */
  55874. getClassName(): string;
  55875. /**
  55876. * Gets the left operand input component
  55877. */
  55878. readonly left: NodeMaterialConnectionPoint;
  55879. /**
  55880. * Gets the right operand input component
  55881. */
  55882. readonly right: NodeMaterialConnectionPoint;
  55883. /**
  55884. * Gets the output component
  55885. */
  55886. readonly output: NodeMaterialConnectionPoint;
  55887. protected _buildBlock(state: NodeMaterialBuildState): this;
  55888. }
  55889. }
  55890. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55891. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55892. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55893. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55894. /**
  55895. * Block used to apply a dot product between 2 vectors
  55896. */
  55897. export class DotBlock extends NodeMaterialBlock {
  55898. /**
  55899. * Creates a new DotBlock
  55900. * @param name defines the block name
  55901. */
  55902. constructor(name: string);
  55903. /**
  55904. * Gets the current class name
  55905. * @returns the class name
  55906. */
  55907. getClassName(): string;
  55908. /**
  55909. * Gets the left operand input component
  55910. */
  55911. readonly left: NodeMaterialConnectionPoint;
  55912. /**
  55913. * Gets the right operand input component
  55914. */
  55915. readonly right: NodeMaterialConnectionPoint;
  55916. /**
  55917. * Gets the output component
  55918. */
  55919. readonly output: NodeMaterialConnectionPoint;
  55920. protected _buildBlock(state: NodeMaterialBuildState): this;
  55921. }
  55922. }
  55923. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  55924. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55925. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55926. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55927. import { Vector2 } from "babylonjs/Maths/math.vector";
  55928. /**
  55929. * Block used to remap a float from a range to a new one
  55930. */
  55931. export class RemapBlock extends NodeMaterialBlock {
  55932. /**
  55933. * Gets or sets the source range
  55934. */
  55935. sourceRange: Vector2;
  55936. /**
  55937. * Gets or sets the target range
  55938. */
  55939. targetRange: Vector2;
  55940. /**
  55941. * Creates a new RemapBlock
  55942. * @param name defines the block name
  55943. */
  55944. constructor(name: string);
  55945. /**
  55946. * Gets the current class name
  55947. * @returns the class name
  55948. */
  55949. getClassName(): string;
  55950. /**
  55951. * Gets the input component
  55952. */
  55953. readonly input: NodeMaterialConnectionPoint;
  55954. /**
  55955. * Gets the output component
  55956. */
  55957. readonly output: NodeMaterialConnectionPoint;
  55958. protected _buildBlock(state: NodeMaterialBuildState): this;
  55959. }
  55960. }
  55961. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  55962. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55963. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55964. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55965. /**
  55966. * Block used to normalize a vector
  55967. */
  55968. export class NormalizeBlock extends NodeMaterialBlock {
  55969. /**
  55970. * Creates a new NormalizeBlock
  55971. * @param name defines the block name
  55972. */
  55973. constructor(name: string);
  55974. /**
  55975. * Gets the current class name
  55976. * @returns the class name
  55977. */
  55978. getClassName(): string;
  55979. /**
  55980. * Gets the input component
  55981. */
  55982. readonly input: NodeMaterialConnectionPoint;
  55983. /**
  55984. * Gets the output component
  55985. */
  55986. readonly output: NodeMaterialConnectionPoint;
  55987. protected _buildBlock(state: NodeMaterialBuildState): this;
  55988. }
  55989. }
  55990. declare module "babylonjs/Materials/Node/Blocks/index" {
  55991. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55992. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55993. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55994. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55995. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55996. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55997. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55998. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  55999. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  56000. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  56001. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  56002. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  56003. }
  56004. declare module "babylonjs/Materials/Node/Optimizers/index" {
  56005. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56006. }
  56007. declare module "babylonjs/Materials/Node/index" {
  56008. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  56009. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  56010. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56011. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  56012. export * from "babylonjs/Materials/Node/nodeMaterial";
  56013. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  56014. export * from "babylonjs/Materials/Node/Blocks/index";
  56015. export * from "babylonjs/Materials/Node/Optimizers/index";
  56016. }
  56017. declare module "babylonjs/Materials/effectRenderer" {
  56018. import { Nullable } from "babylonjs/types";
  56019. import { Texture } from "babylonjs/Materials/Textures/texture";
  56020. import { Engine } from "babylonjs/Engines/engine";
  56021. import { Viewport } from "babylonjs/Maths/math.viewport";
  56022. import { Observable } from "babylonjs/Misc/observable";
  56023. import { Effect } from "babylonjs/Materials/effect";
  56024. import "babylonjs/Shaders/postprocess.vertex";
  56025. /**
  56026. * Effect Render Options
  56027. */
  56028. export interface IEffectRendererOptions {
  56029. /**
  56030. * Defines the vertices positions.
  56031. */
  56032. positions?: number[];
  56033. /**
  56034. * Defines the indices.
  56035. */
  56036. indices?: number[];
  56037. }
  56038. /**
  56039. * Helper class to render one or more effects
  56040. */
  56041. export class EffectRenderer {
  56042. private engine;
  56043. private static _DefaultOptions;
  56044. private _vertexBuffers;
  56045. private _indexBuffer;
  56046. private _ringBufferIndex;
  56047. private _ringScreenBuffer;
  56048. private _fullscreenViewport;
  56049. private _getNextFrameBuffer;
  56050. /**
  56051. * Creates an effect renderer
  56052. * @param engine the engine to use for rendering
  56053. * @param options defines the options of the effect renderer
  56054. */
  56055. constructor(engine: Engine, options?: IEffectRendererOptions);
  56056. /**
  56057. * Sets the current viewport in normalized coordinates 0-1
  56058. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  56059. */
  56060. setViewport(viewport?: Viewport): void;
  56061. /**
  56062. * Sets the current effect wrapper to use during draw.
  56063. * The effect needs to be ready before calling this api.
  56064. * This also sets the default full screen position attribute.
  56065. * @param effectWrapper Defines the effect to draw with
  56066. */
  56067. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  56068. /**
  56069. * Draws a full screen quad.
  56070. */
  56071. draw(): void;
  56072. /**
  56073. * renders one or more effects to a specified texture
  56074. * @param effectWrappers list of effects to renderer
  56075. * @param outputTexture texture to draw to, if null it will render to the screen
  56076. */
  56077. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  56078. /**
  56079. * Disposes of the effect renderer
  56080. */
  56081. dispose(): void;
  56082. }
  56083. /**
  56084. * Options to create an EffectWrapper
  56085. */
  56086. interface EffectWrapperCreationOptions {
  56087. /**
  56088. * Engine to use to create the effect
  56089. */
  56090. engine: Engine;
  56091. /**
  56092. * Fragment shader for the effect
  56093. */
  56094. fragmentShader: string;
  56095. /**
  56096. * Vertex shader for the effect
  56097. */
  56098. vertexShader?: string;
  56099. /**
  56100. * Attributes to use in the shader
  56101. */
  56102. attributeNames?: Array<string>;
  56103. /**
  56104. * Uniforms to use in the shader
  56105. */
  56106. uniformNames?: Array<string>;
  56107. /**
  56108. * Texture sampler names to use in the shader
  56109. */
  56110. samplerNames?: Array<string>;
  56111. /**
  56112. * The friendly name of the effect displayed in Spector.
  56113. */
  56114. name?: string;
  56115. }
  56116. /**
  56117. * Wraps an effect to be used for rendering
  56118. */
  56119. export class EffectWrapper {
  56120. /**
  56121. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  56122. */
  56123. onApplyObservable: Observable<{}>;
  56124. /**
  56125. * The underlying effect
  56126. */
  56127. effect: Effect;
  56128. /**
  56129. * Creates an effect to be renderer
  56130. * @param creationOptions options to create the effect
  56131. */
  56132. constructor(creationOptions: EffectWrapperCreationOptions);
  56133. /**
  56134. * Disposes of the effect wrapper
  56135. */
  56136. dispose(): void;
  56137. }
  56138. }
  56139. declare module "babylonjs/Materials/index" {
  56140. export * from "babylonjs/Materials/Background/index";
  56141. export * from "babylonjs/Materials/colorCurves";
  56142. export * from "babylonjs/Materials/effect";
  56143. export * from "babylonjs/Materials/fresnelParameters";
  56144. export * from "babylonjs/Materials/imageProcessingConfiguration";
  56145. export * from "babylonjs/Materials/material";
  56146. export * from "babylonjs/Materials/materialDefines";
  56147. export * from "babylonjs/Materials/materialHelper";
  56148. export * from "babylonjs/Materials/multiMaterial";
  56149. export * from "babylonjs/Materials/PBR/index";
  56150. export * from "babylonjs/Materials/pushMaterial";
  56151. export * from "babylonjs/Materials/shaderMaterial";
  56152. export * from "babylonjs/Materials/standardMaterial";
  56153. export * from "babylonjs/Materials/Textures/index";
  56154. export * from "babylonjs/Materials/uniformBuffer";
  56155. export * from "babylonjs/Materials/materialFlags";
  56156. export * from "babylonjs/Materials/Node/index";
  56157. export * from "babylonjs/Materials/effectRenderer";
  56158. }
  56159. declare module "babylonjs/Maths/index" {
  56160. export * from "babylonjs/Maths/math.scalar";
  56161. export * from "babylonjs/Maths/math";
  56162. export * from "babylonjs/Maths/sphericalPolynomial";
  56163. }
  56164. declare module "babylonjs/Misc/workerPool" {
  56165. import { IDisposable } from "babylonjs/scene";
  56166. /**
  56167. * Helper class to push actions to a pool of workers.
  56168. */
  56169. export class WorkerPool implements IDisposable {
  56170. private _workerInfos;
  56171. private _pendingActions;
  56172. /**
  56173. * Constructor
  56174. * @param workers Array of workers to use for actions
  56175. */
  56176. constructor(workers: Array<Worker>);
  56177. /**
  56178. * Terminates all workers and clears any pending actions.
  56179. */
  56180. dispose(): void;
  56181. /**
  56182. * Pushes an action to the worker pool. If all the workers are active, the action will be
  56183. * pended until a worker has completed its action.
  56184. * @param action The action to perform. Call onComplete when the action is complete.
  56185. */
  56186. push(action: (worker: Worker, onComplete: () => void) => void): void;
  56187. private _execute;
  56188. }
  56189. }
  56190. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  56191. import { IDisposable } from "babylonjs/scene";
  56192. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56193. /**
  56194. * Configuration for Draco compression
  56195. */
  56196. export interface IDracoCompressionConfiguration {
  56197. /**
  56198. * Configuration for the decoder.
  56199. */
  56200. decoder: {
  56201. /**
  56202. * The url to the WebAssembly module.
  56203. */
  56204. wasmUrl?: string;
  56205. /**
  56206. * The url to the WebAssembly binary.
  56207. */
  56208. wasmBinaryUrl?: string;
  56209. /**
  56210. * The url to the fallback JavaScript module.
  56211. */
  56212. fallbackUrl?: string;
  56213. };
  56214. }
  56215. /**
  56216. * Draco compression (https://google.github.io/draco/)
  56217. *
  56218. * This class wraps the Draco module.
  56219. *
  56220. * **Encoder**
  56221. *
  56222. * The encoder is not currently implemented.
  56223. *
  56224. * **Decoder**
  56225. *
  56226. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  56227. *
  56228. * To update the configuration, use the following code:
  56229. * ```javascript
  56230. * DracoCompression.Configuration = {
  56231. * decoder: {
  56232. * wasmUrl: "<url to the WebAssembly library>",
  56233. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  56234. * fallbackUrl: "<url to the fallback JavaScript library>",
  56235. * }
  56236. * };
  56237. * ```
  56238. *
  56239. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  56240. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  56241. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  56242. *
  56243. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  56244. * ```javascript
  56245. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  56246. * ```
  56247. *
  56248. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  56249. */
  56250. export class DracoCompression implements IDisposable {
  56251. private _workerPoolPromise?;
  56252. private _decoderModulePromise?;
  56253. /**
  56254. * The configuration. Defaults to the following urls:
  56255. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  56256. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  56257. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  56258. */
  56259. static Configuration: IDracoCompressionConfiguration;
  56260. /**
  56261. * Returns true if the decoder configuration is available.
  56262. */
  56263. static readonly DecoderAvailable: boolean;
  56264. /**
  56265. * Default number of workers to create when creating the draco compression object.
  56266. */
  56267. static DefaultNumWorkers: number;
  56268. private static GetDefaultNumWorkers;
  56269. private static _Default;
  56270. /**
  56271. * Default instance for the draco compression object.
  56272. */
  56273. static readonly Default: DracoCompression;
  56274. /**
  56275. * Constructor
  56276. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  56277. */
  56278. constructor(numWorkers?: number);
  56279. /**
  56280. * Stop all async operations and release resources.
  56281. */
  56282. dispose(): void;
  56283. /**
  56284. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  56285. * @returns a promise that resolves when ready
  56286. */
  56287. whenReadyAsync(): Promise<void>;
  56288. /**
  56289. * Decode Draco compressed mesh data to vertex data.
  56290. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  56291. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  56292. * @returns A promise that resolves with the decoded vertex data
  56293. */
  56294. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  56295. [kind: string]: number;
  56296. }): Promise<VertexData>;
  56297. }
  56298. }
  56299. declare module "babylonjs/Meshes/Compression/index" {
  56300. export * from "babylonjs/Meshes/Compression/dracoCompression";
  56301. }
  56302. declare module "babylonjs/Meshes/csg" {
  56303. import { Nullable } from "babylonjs/types";
  56304. import { Scene } from "babylonjs/scene";
  56305. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56306. import { Mesh } from "babylonjs/Meshes/mesh";
  56307. import { Material } from "babylonjs/Materials/material";
  56308. /**
  56309. * Class for building Constructive Solid Geometry
  56310. */
  56311. export class CSG {
  56312. private polygons;
  56313. /**
  56314. * The world matrix
  56315. */
  56316. matrix: Matrix;
  56317. /**
  56318. * Stores the position
  56319. */
  56320. position: Vector3;
  56321. /**
  56322. * Stores the rotation
  56323. */
  56324. rotation: Vector3;
  56325. /**
  56326. * Stores the rotation quaternion
  56327. */
  56328. rotationQuaternion: Nullable<Quaternion>;
  56329. /**
  56330. * Stores the scaling vector
  56331. */
  56332. scaling: Vector3;
  56333. /**
  56334. * Convert the Mesh to CSG
  56335. * @param mesh The Mesh to convert to CSG
  56336. * @returns A new CSG from the Mesh
  56337. */
  56338. static FromMesh(mesh: Mesh): CSG;
  56339. /**
  56340. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  56341. * @param polygons Polygons used to construct a CSG solid
  56342. */
  56343. private static FromPolygons;
  56344. /**
  56345. * Clones, or makes a deep copy, of the CSG
  56346. * @returns A new CSG
  56347. */
  56348. clone(): CSG;
  56349. /**
  56350. * Unions this CSG with another CSG
  56351. * @param csg The CSG to union against this CSG
  56352. * @returns The unioned CSG
  56353. */
  56354. union(csg: CSG): CSG;
  56355. /**
  56356. * Unions this CSG with another CSG in place
  56357. * @param csg The CSG to union against this CSG
  56358. */
  56359. unionInPlace(csg: CSG): void;
  56360. /**
  56361. * Subtracts this CSG with another CSG
  56362. * @param csg The CSG to subtract against this CSG
  56363. * @returns A new CSG
  56364. */
  56365. subtract(csg: CSG): CSG;
  56366. /**
  56367. * Subtracts this CSG with another CSG in place
  56368. * @param csg The CSG to subtact against this CSG
  56369. */
  56370. subtractInPlace(csg: CSG): void;
  56371. /**
  56372. * Intersect this CSG with another CSG
  56373. * @param csg The CSG to intersect against this CSG
  56374. * @returns A new CSG
  56375. */
  56376. intersect(csg: CSG): CSG;
  56377. /**
  56378. * Intersects this CSG with another CSG in place
  56379. * @param csg The CSG to intersect against this CSG
  56380. */
  56381. intersectInPlace(csg: CSG): void;
  56382. /**
  56383. * Return a new CSG solid with solid and empty space switched. This solid is
  56384. * not modified.
  56385. * @returns A new CSG solid with solid and empty space switched
  56386. */
  56387. inverse(): CSG;
  56388. /**
  56389. * Inverses the CSG in place
  56390. */
  56391. inverseInPlace(): void;
  56392. /**
  56393. * This is used to keep meshes transformations so they can be restored
  56394. * when we build back a Babylon Mesh
  56395. * NB : All CSG operations are performed in world coordinates
  56396. * @param csg The CSG to copy the transform attributes from
  56397. * @returns This CSG
  56398. */
  56399. copyTransformAttributes(csg: CSG): CSG;
  56400. /**
  56401. * Build Raw mesh from CSG
  56402. * Coordinates here are in world space
  56403. * @param name The name of the mesh geometry
  56404. * @param scene The Scene
  56405. * @param keepSubMeshes Specifies if the submeshes should be kept
  56406. * @returns A new Mesh
  56407. */
  56408. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  56409. /**
  56410. * Build Mesh from CSG taking material and transforms into account
  56411. * @param name The name of the Mesh
  56412. * @param material The material of the Mesh
  56413. * @param scene The Scene
  56414. * @param keepSubMeshes Specifies if submeshes should be kept
  56415. * @returns The new Mesh
  56416. */
  56417. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  56418. }
  56419. }
  56420. declare module "babylonjs/Meshes/trailMesh" {
  56421. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56422. import { Mesh } from "babylonjs/Meshes/mesh";
  56423. import { Scene } from "babylonjs/scene";
  56424. /**
  56425. * Class used to create a trail following a mesh
  56426. */
  56427. export class TrailMesh extends Mesh {
  56428. private _generator;
  56429. private _autoStart;
  56430. private _running;
  56431. private _diameter;
  56432. private _length;
  56433. private _sectionPolygonPointsCount;
  56434. private _sectionVectors;
  56435. private _sectionNormalVectors;
  56436. private _beforeRenderObserver;
  56437. /**
  56438. * @constructor
  56439. * @param name The value used by scene.getMeshByName() to do a lookup.
  56440. * @param generator The mesh to generate a trail.
  56441. * @param scene The scene to add this mesh to.
  56442. * @param diameter Diameter of trailing mesh. Default is 1.
  56443. * @param length Length of trailing mesh. Default is 60.
  56444. * @param autoStart Automatically start trailing mesh. Default true.
  56445. */
  56446. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56447. /**
  56448. * "TrailMesh"
  56449. * @returns "TrailMesh"
  56450. */
  56451. getClassName(): string;
  56452. private _createMesh;
  56453. /**
  56454. * Start trailing mesh.
  56455. */
  56456. start(): void;
  56457. /**
  56458. * Stop trailing mesh.
  56459. */
  56460. stop(): void;
  56461. /**
  56462. * Update trailing mesh geometry.
  56463. */
  56464. update(): void;
  56465. /**
  56466. * Returns a new TrailMesh object.
  56467. * @param name is a string, the name given to the new mesh
  56468. * @param newGenerator use new generator object for cloned trail mesh
  56469. * @returns a new mesh
  56470. */
  56471. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56472. /**
  56473. * Serializes this trail mesh
  56474. * @param serializationObject object to write serialization to
  56475. */
  56476. serialize(serializationObject: any): void;
  56477. /**
  56478. * Parses a serialized trail mesh
  56479. * @param parsedMesh the serialized mesh
  56480. * @param scene the scene to create the trail mesh in
  56481. * @returns the created trail mesh
  56482. */
  56483. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56484. }
  56485. }
  56486. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56487. import { Nullable } from "babylonjs/types";
  56488. import { Scene } from "babylonjs/scene";
  56489. import { Vector4 } from "babylonjs/Maths/math.vector";
  56490. import { Color4 } from "babylonjs/Maths/math.color";
  56491. import { Mesh } from "babylonjs/Meshes/mesh";
  56492. /**
  56493. * Class containing static functions to help procedurally build meshes
  56494. */
  56495. export class TiledBoxBuilder {
  56496. /**
  56497. * Creates a box mesh
  56498. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  56499. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56500. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56501. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56502. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56503. * @param name defines the name of the mesh
  56504. * @param options defines the options used to create the mesh
  56505. * @param scene defines the hosting scene
  56506. * @returns the box mesh
  56507. */
  56508. static CreateTiledBox(name: string, options: {
  56509. pattern?: number;
  56510. width?: number;
  56511. height?: number;
  56512. depth?: number;
  56513. tileSize?: number;
  56514. tileWidth?: number;
  56515. tileHeight?: number;
  56516. alignHorizontal?: number;
  56517. alignVertical?: number;
  56518. faceUV?: Vector4[];
  56519. faceColors?: Color4[];
  56520. sideOrientation?: number;
  56521. updatable?: boolean;
  56522. }, scene?: Nullable<Scene>): Mesh;
  56523. }
  56524. }
  56525. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56526. import { Vector4 } from "babylonjs/Maths/math.vector";
  56527. import { Mesh } from "babylonjs/Meshes/mesh";
  56528. /**
  56529. * Class containing static functions to help procedurally build meshes
  56530. */
  56531. export class TorusKnotBuilder {
  56532. /**
  56533. * Creates a torus knot mesh
  56534. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56535. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56536. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56537. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56538. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56539. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56540. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56541. * @param name defines the name of the mesh
  56542. * @param options defines the options used to create the mesh
  56543. * @param scene defines the hosting scene
  56544. * @returns the torus knot mesh
  56545. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56546. */
  56547. static CreateTorusKnot(name: string, options: {
  56548. radius?: number;
  56549. tube?: number;
  56550. radialSegments?: number;
  56551. tubularSegments?: number;
  56552. p?: number;
  56553. q?: number;
  56554. updatable?: boolean;
  56555. sideOrientation?: number;
  56556. frontUVs?: Vector4;
  56557. backUVs?: Vector4;
  56558. }, scene: any): Mesh;
  56559. }
  56560. }
  56561. declare module "babylonjs/Meshes/polygonMesh" {
  56562. import { Scene } from "babylonjs/scene";
  56563. import { Vector2 } from "babylonjs/Maths/math.vector";
  56564. import { Mesh } from "babylonjs/Meshes/mesh";
  56565. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56566. import { Path2 } from "babylonjs/Maths/math.path";
  56567. /**
  56568. * Polygon
  56569. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56570. */
  56571. export class Polygon {
  56572. /**
  56573. * Creates a rectangle
  56574. * @param xmin bottom X coord
  56575. * @param ymin bottom Y coord
  56576. * @param xmax top X coord
  56577. * @param ymax top Y coord
  56578. * @returns points that make the resulting rectation
  56579. */
  56580. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56581. /**
  56582. * Creates a circle
  56583. * @param radius radius of circle
  56584. * @param cx scale in x
  56585. * @param cy scale in y
  56586. * @param numberOfSides number of sides that make up the circle
  56587. * @returns points that make the resulting circle
  56588. */
  56589. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56590. /**
  56591. * Creates a polygon from input string
  56592. * @param input Input polygon data
  56593. * @returns the parsed points
  56594. */
  56595. static Parse(input: string): Vector2[];
  56596. /**
  56597. * Starts building a polygon from x and y coordinates
  56598. * @param x x coordinate
  56599. * @param y y coordinate
  56600. * @returns the started path2
  56601. */
  56602. static StartingAt(x: number, y: number): Path2;
  56603. }
  56604. /**
  56605. * Builds a polygon
  56606. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56607. */
  56608. export class PolygonMeshBuilder {
  56609. private _points;
  56610. private _outlinepoints;
  56611. private _holes;
  56612. private _name;
  56613. private _scene;
  56614. private _epoints;
  56615. private _eholes;
  56616. private _addToepoint;
  56617. /**
  56618. * Babylon reference to the earcut plugin.
  56619. */
  56620. bjsEarcut: any;
  56621. /**
  56622. * Creates a PolygonMeshBuilder
  56623. * @param name name of the builder
  56624. * @param contours Path of the polygon
  56625. * @param scene scene to add to when creating the mesh
  56626. * @param earcutInjection can be used to inject your own earcut reference
  56627. */
  56628. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56629. /**
  56630. * Adds a whole within the polygon
  56631. * @param hole Array of points defining the hole
  56632. * @returns this
  56633. */
  56634. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56635. /**
  56636. * Creates the polygon
  56637. * @param updatable If the mesh should be updatable
  56638. * @param depth The depth of the mesh created
  56639. * @returns the created mesh
  56640. */
  56641. build(updatable?: boolean, depth?: number): Mesh;
  56642. /**
  56643. * Creates the polygon
  56644. * @param depth The depth of the mesh created
  56645. * @returns the created VertexData
  56646. */
  56647. buildVertexData(depth?: number): VertexData;
  56648. /**
  56649. * Adds a side to the polygon
  56650. * @param positions points that make the polygon
  56651. * @param normals normals of the polygon
  56652. * @param uvs uvs of the polygon
  56653. * @param indices indices of the polygon
  56654. * @param bounds bounds of the polygon
  56655. * @param points points of the polygon
  56656. * @param depth depth of the polygon
  56657. * @param flip flip of the polygon
  56658. */
  56659. private addSide;
  56660. }
  56661. }
  56662. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56663. import { Scene } from "babylonjs/scene";
  56664. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56665. import { Color4 } from "babylonjs/Maths/math.color";
  56666. import { Mesh } from "babylonjs/Meshes/mesh";
  56667. import { Nullable } from "babylonjs/types";
  56668. /**
  56669. * Class containing static functions to help procedurally build meshes
  56670. */
  56671. export class PolygonBuilder {
  56672. /**
  56673. * Creates a polygon mesh
  56674. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56675. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  56676. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56677. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56678. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56679. * * Remember you can only change the shape positions, not their number when updating a polygon
  56680. * @param name defines the name of the mesh
  56681. * @param options defines the options used to create the mesh
  56682. * @param scene defines the hosting scene
  56683. * @param earcutInjection can be used to inject your own earcut reference
  56684. * @returns the polygon mesh
  56685. */
  56686. static CreatePolygon(name: string, options: {
  56687. shape: Vector3[];
  56688. holes?: Vector3[][];
  56689. depth?: number;
  56690. faceUV?: Vector4[];
  56691. faceColors?: Color4[];
  56692. updatable?: boolean;
  56693. sideOrientation?: number;
  56694. frontUVs?: Vector4;
  56695. backUVs?: Vector4;
  56696. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56697. /**
  56698. * Creates an extruded polygon mesh, with depth in the Y direction.
  56699. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  56700. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56701. * @param name defines the name of the mesh
  56702. * @param options defines the options used to create the mesh
  56703. * @param scene defines the hosting scene
  56704. * @param earcutInjection can be used to inject your own earcut reference
  56705. * @returns the polygon mesh
  56706. */
  56707. static ExtrudePolygon(name: string, options: {
  56708. shape: Vector3[];
  56709. holes?: Vector3[][];
  56710. depth?: number;
  56711. faceUV?: Vector4[];
  56712. faceColors?: Color4[];
  56713. updatable?: boolean;
  56714. sideOrientation?: number;
  56715. frontUVs?: Vector4;
  56716. backUVs?: Vector4;
  56717. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56718. }
  56719. }
  56720. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56721. import { Scene } from "babylonjs/scene";
  56722. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56723. import { Mesh } from "babylonjs/Meshes/mesh";
  56724. import { Nullable } from "babylonjs/types";
  56725. /**
  56726. * Class containing static functions to help procedurally build meshes
  56727. */
  56728. export class LatheBuilder {
  56729. /**
  56730. * Creates lathe mesh.
  56731. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56732. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  56733. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56734. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56735. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56736. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  56737. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56738. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56739. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56740. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56741. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56742. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56743. * @param name defines the name of the mesh
  56744. * @param options defines the options used to create the mesh
  56745. * @param scene defines the hosting scene
  56746. * @returns the lathe mesh
  56747. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56748. */
  56749. static CreateLathe(name: string, options: {
  56750. shape: Vector3[];
  56751. radius?: number;
  56752. tessellation?: number;
  56753. clip?: number;
  56754. arc?: number;
  56755. closed?: boolean;
  56756. updatable?: boolean;
  56757. sideOrientation?: number;
  56758. frontUVs?: Vector4;
  56759. backUVs?: Vector4;
  56760. cap?: number;
  56761. invertUV?: boolean;
  56762. }, scene?: Nullable<Scene>): Mesh;
  56763. }
  56764. }
  56765. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56766. import { Nullable } from "babylonjs/types";
  56767. import { Scene } from "babylonjs/scene";
  56768. import { Vector4 } from "babylonjs/Maths/math.vector";
  56769. import { Mesh } from "babylonjs/Meshes/mesh";
  56770. /**
  56771. * Class containing static functions to help procedurally build meshes
  56772. */
  56773. export class TiledPlaneBuilder {
  56774. /**
  56775. * Creates a tiled plane mesh
  56776. * * The parameter `pattern` will, depending on value, do nothing or
  56777. * * * flip (reflect about central vertical) alternate tiles across and up
  56778. * * * flip every tile on alternate rows
  56779. * * * rotate (180 degs) alternate tiles across and up
  56780. * * * rotate every tile on alternate rows
  56781. * * * flip and rotate alternate tiles across and up
  56782. * * * flip and rotate every tile on alternate rows
  56783. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56784. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56785. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56786. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56787. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  56788. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  56789. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56790. * @param name defines the name of the mesh
  56791. * @param options defines the options used to create the mesh
  56792. * @param scene defines the hosting scene
  56793. * @returns the box mesh
  56794. */
  56795. static CreateTiledPlane(name: string, options: {
  56796. pattern?: number;
  56797. tileSize?: number;
  56798. tileWidth?: number;
  56799. tileHeight?: number;
  56800. size?: number;
  56801. width?: number;
  56802. height?: number;
  56803. alignHorizontal?: number;
  56804. alignVertical?: number;
  56805. sideOrientation?: number;
  56806. frontUVs?: Vector4;
  56807. backUVs?: Vector4;
  56808. updatable?: boolean;
  56809. }, scene?: Nullable<Scene>): Mesh;
  56810. }
  56811. }
  56812. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56813. import { Nullable } from "babylonjs/types";
  56814. import { Scene } from "babylonjs/scene";
  56815. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56816. import { Mesh } from "babylonjs/Meshes/mesh";
  56817. /**
  56818. * Class containing static functions to help procedurally build meshes
  56819. */
  56820. export class TubeBuilder {
  56821. /**
  56822. * Creates a tube mesh.
  56823. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56824. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56825. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56826. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56827. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56828. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  56829. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56830. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56831. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  56832. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56833. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56834. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56835. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56836. * @param name defines the name of the mesh
  56837. * @param options defines the options used to create the mesh
  56838. * @param scene defines the hosting scene
  56839. * @returns the tube mesh
  56840. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56841. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56842. */
  56843. static CreateTube(name: string, options: {
  56844. path: Vector3[];
  56845. radius?: number;
  56846. tessellation?: number;
  56847. radiusFunction?: {
  56848. (i: number, distance: number): number;
  56849. };
  56850. cap?: number;
  56851. arc?: number;
  56852. updatable?: boolean;
  56853. sideOrientation?: number;
  56854. frontUVs?: Vector4;
  56855. backUVs?: Vector4;
  56856. instance?: Mesh;
  56857. invertUV?: boolean;
  56858. }, scene?: Nullable<Scene>): Mesh;
  56859. }
  56860. }
  56861. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56862. import { Scene } from "babylonjs/scene";
  56863. import { Vector4 } from "babylonjs/Maths/math.vector";
  56864. import { Mesh } from "babylonjs/Meshes/mesh";
  56865. import { Nullable } from "babylonjs/types";
  56866. /**
  56867. * Class containing static functions to help procedurally build meshes
  56868. */
  56869. export class IcoSphereBuilder {
  56870. /**
  56871. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56872. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56873. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  56874. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56875. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  56876. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56877. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56878. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56879. * @param name defines the name of the mesh
  56880. * @param options defines the options used to create the mesh
  56881. * @param scene defines the hosting scene
  56882. * @returns the icosahedron mesh
  56883. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56884. */
  56885. static CreateIcoSphere(name: string, options: {
  56886. radius?: number;
  56887. radiusX?: number;
  56888. radiusY?: number;
  56889. radiusZ?: number;
  56890. flat?: boolean;
  56891. subdivisions?: number;
  56892. sideOrientation?: number;
  56893. frontUVs?: Vector4;
  56894. backUVs?: Vector4;
  56895. updatable?: boolean;
  56896. }, scene?: Nullable<Scene>): Mesh;
  56897. }
  56898. }
  56899. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56900. import { Vector3 } from "babylonjs/Maths/math.vector";
  56901. import { Mesh } from "babylonjs/Meshes/mesh";
  56902. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56903. /**
  56904. * Class containing static functions to help procedurally build meshes
  56905. */
  56906. export class DecalBuilder {
  56907. /**
  56908. * Creates a decal mesh.
  56909. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  56910. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56911. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56912. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56913. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56914. * @param name defines the name of the mesh
  56915. * @param sourceMesh defines the mesh where the decal must be applied
  56916. * @param options defines the options used to create the mesh
  56917. * @param scene defines the hosting scene
  56918. * @returns the decal mesh
  56919. * @see https://doc.babylonjs.com/how_to/decals
  56920. */
  56921. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56922. position?: Vector3;
  56923. normal?: Vector3;
  56924. size?: Vector3;
  56925. angle?: number;
  56926. }): Mesh;
  56927. }
  56928. }
  56929. declare module "babylonjs/Meshes/meshBuilder" {
  56930. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56931. import { Nullable } from "babylonjs/types";
  56932. import { Scene } from "babylonjs/scene";
  56933. import { Mesh } from "babylonjs/Meshes/mesh";
  56934. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56935. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56936. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56937. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56938. import { Plane } from "babylonjs/Maths/math.plane";
  56939. /**
  56940. * Class containing static functions to help procedurally build meshes
  56941. */
  56942. export class MeshBuilder {
  56943. /**
  56944. * Creates a box mesh
  56945. * * The parameter `size` sets the size (float) of each box side (default 1)
  56946. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56947. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  56948. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56949. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56950. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56951. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56952. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56953. * @param name defines the name of the mesh
  56954. * @param options defines the options used to create the mesh
  56955. * @param scene defines the hosting scene
  56956. * @returns the box mesh
  56957. */
  56958. static CreateBox(name: string, options: {
  56959. size?: number;
  56960. width?: number;
  56961. height?: number;
  56962. depth?: number;
  56963. faceUV?: Vector4[];
  56964. faceColors?: Color4[];
  56965. sideOrientation?: number;
  56966. frontUVs?: Vector4;
  56967. backUVs?: Vector4;
  56968. updatable?: boolean;
  56969. }, scene?: Nullable<Scene>): Mesh;
  56970. /**
  56971. * Creates a tiled box mesh
  56972. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56973. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56974. * @param name defines the name of the mesh
  56975. * @param options defines the options used to create the mesh
  56976. * @param scene defines the hosting scene
  56977. * @returns the tiled box mesh
  56978. */
  56979. static CreateTiledBox(name: string, options: {
  56980. pattern?: number;
  56981. size?: number;
  56982. width?: number;
  56983. height?: number;
  56984. depth: number;
  56985. tileSize?: number;
  56986. tileWidth?: number;
  56987. tileHeight?: number;
  56988. faceUV?: Vector4[];
  56989. faceColors?: Color4[];
  56990. alignHorizontal?: number;
  56991. alignVertical?: number;
  56992. sideOrientation?: number;
  56993. updatable?: boolean;
  56994. }, scene?: Nullable<Scene>): Mesh;
  56995. /**
  56996. * Creates a sphere mesh
  56997. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56998. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  56999. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  57000. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  57001. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  57002. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57003. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57004. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57005. * @param name defines the name of the mesh
  57006. * @param options defines the options used to create the mesh
  57007. * @param scene defines the hosting scene
  57008. * @returns the sphere mesh
  57009. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  57010. */
  57011. static CreateSphere(name: string, options: {
  57012. segments?: number;
  57013. diameter?: number;
  57014. diameterX?: number;
  57015. diameterY?: number;
  57016. diameterZ?: number;
  57017. arc?: number;
  57018. slice?: number;
  57019. sideOrientation?: number;
  57020. frontUVs?: Vector4;
  57021. backUVs?: Vector4;
  57022. updatable?: boolean;
  57023. }, scene?: Nullable<Scene>): Mesh;
  57024. /**
  57025. * Creates a plane polygonal mesh. By default, this is a disc
  57026. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  57027. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  57028. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  57029. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57030. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57031. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57032. * @param name defines the name of the mesh
  57033. * @param options defines the options used to create the mesh
  57034. * @param scene defines the hosting scene
  57035. * @returns the plane polygonal mesh
  57036. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  57037. */
  57038. static CreateDisc(name: string, options: {
  57039. radius?: number;
  57040. tessellation?: number;
  57041. arc?: number;
  57042. updatable?: boolean;
  57043. sideOrientation?: number;
  57044. frontUVs?: Vector4;
  57045. backUVs?: Vector4;
  57046. }, scene?: Nullable<Scene>): Mesh;
  57047. /**
  57048. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57049. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57050. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  57051. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57052. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  57053. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57054. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57055. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57056. * @param name defines the name of the mesh
  57057. * @param options defines the options used to create the mesh
  57058. * @param scene defines the hosting scene
  57059. * @returns the icosahedron mesh
  57060. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57061. */
  57062. static CreateIcoSphere(name: string, options: {
  57063. radius?: number;
  57064. radiusX?: number;
  57065. radiusY?: number;
  57066. radiusZ?: number;
  57067. flat?: boolean;
  57068. subdivisions?: number;
  57069. sideOrientation?: number;
  57070. frontUVs?: Vector4;
  57071. backUVs?: Vector4;
  57072. updatable?: boolean;
  57073. }, scene?: Nullable<Scene>): Mesh;
  57074. /**
  57075. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57076. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  57077. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  57078. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  57079. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  57080. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  57081. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  57082. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57083. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57084. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57085. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  57086. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  57087. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  57088. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  57089. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57090. * @param name defines the name of the mesh
  57091. * @param options defines the options used to create the mesh
  57092. * @param scene defines the hosting scene
  57093. * @returns the ribbon mesh
  57094. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  57095. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57096. */
  57097. static CreateRibbon(name: string, options: {
  57098. pathArray: Vector3[][];
  57099. closeArray?: boolean;
  57100. closePath?: boolean;
  57101. offset?: number;
  57102. updatable?: boolean;
  57103. sideOrientation?: number;
  57104. frontUVs?: Vector4;
  57105. backUVs?: Vector4;
  57106. instance?: Mesh;
  57107. invertUV?: boolean;
  57108. uvs?: Vector2[];
  57109. colors?: Color4[];
  57110. }, scene?: Nullable<Scene>): Mesh;
  57111. /**
  57112. * Creates a cylinder or a cone mesh
  57113. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  57114. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  57115. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  57116. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  57117. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  57118. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  57119. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  57120. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  57121. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  57122. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  57123. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  57124. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  57125. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  57126. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  57127. * * If `enclose` is false, a ring surface is one element.
  57128. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  57129. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  57130. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57131. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57132. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57133. * @param name defines the name of the mesh
  57134. * @param options defines the options used to create the mesh
  57135. * @param scene defines the hosting scene
  57136. * @returns the cylinder mesh
  57137. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  57138. */
  57139. static CreateCylinder(name: string, options: {
  57140. height?: number;
  57141. diameterTop?: number;
  57142. diameterBottom?: number;
  57143. diameter?: number;
  57144. tessellation?: number;
  57145. subdivisions?: number;
  57146. arc?: number;
  57147. faceColors?: Color4[];
  57148. faceUV?: Vector4[];
  57149. updatable?: boolean;
  57150. hasRings?: boolean;
  57151. enclose?: boolean;
  57152. cap?: number;
  57153. sideOrientation?: number;
  57154. frontUVs?: Vector4;
  57155. backUVs?: Vector4;
  57156. }, scene?: Nullable<Scene>): Mesh;
  57157. /**
  57158. * Creates a torus mesh
  57159. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  57160. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  57161. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  57162. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57163. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57164. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57165. * @param name defines the name of the mesh
  57166. * @param options defines the options used to create the mesh
  57167. * @param scene defines the hosting scene
  57168. * @returns the torus mesh
  57169. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  57170. */
  57171. static CreateTorus(name: string, options: {
  57172. diameter?: number;
  57173. thickness?: number;
  57174. tessellation?: number;
  57175. updatable?: boolean;
  57176. sideOrientation?: number;
  57177. frontUVs?: Vector4;
  57178. backUVs?: Vector4;
  57179. }, scene?: Nullable<Scene>): Mesh;
  57180. /**
  57181. * Creates a torus knot mesh
  57182. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57183. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57184. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57185. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57186. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57187. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57188. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57189. * @param name defines the name of the mesh
  57190. * @param options defines the options used to create the mesh
  57191. * @param scene defines the hosting scene
  57192. * @returns the torus knot mesh
  57193. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57194. */
  57195. static CreateTorusKnot(name: string, options: {
  57196. radius?: number;
  57197. tube?: number;
  57198. radialSegments?: number;
  57199. tubularSegments?: number;
  57200. p?: number;
  57201. q?: number;
  57202. updatable?: boolean;
  57203. sideOrientation?: number;
  57204. frontUVs?: Vector4;
  57205. backUVs?: Vector4;
  57206. }, scene?: Nullable<Scene>): Mesh;
  57207. /**
  57208. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  57209. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  57210. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  57211. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  57212. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  57213. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  57214. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  57215. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  57216. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  57217. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57218. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  57219. * @param name defines the name of the new line system
  57220. * @param options defines the options used to create the line system
  57221. * @param scene defines the hosting scene
  57222. * @returns a new line system mesh
  57223. */
  57224. static CreateLineSystem(name: string, options: {
  57225. lines: Vector3[][];
  57226. updatable?: boolean;
  57227. instance?: Nullable<LinesMesh>;
  57228. colors?: Nullable<Color4[][]>;
  57229. useVertexAlpha?: boolean;
  57230. }, scene: Nullable<Scene>): LinesMesh;
  57231. /**
  57232. * Creates a line mesh
  57233. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  57234. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57235. * * The parameter `points` is an array successive Vector3
  57236. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  57237. * * The optional parameter `colors` is an array of successive Color4, one per line point
  57238. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  57239. * * When updating an instance, remember that only point positions can change, not the number of points
  57240. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57241. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  57242. * @param name defines the name of the new line system
  57243. * @param options defines the options used to create the line system
  57244. * @param scene defines the hosting scene
  57245. * @returns a new line mesh
  57246. */
  57247. static CreateLines(name: string, options: {
  57248. points: Vector3[];
  57249. updatable?: boolean;
  57250. instance?: Nullable<LinesMesh>;
  57251. colors?: Color4[];
  57252. useVertexAlpha?: boolean;
  57253. }, scene?: Nullable<Scene>): LinesMesh;
  57254. /**
  57255. * Creates a dashed line mesh
  57256. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  57257. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57258. * * The parameter `points` is an array successive Vector3
  57259. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  57260. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  57261. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  57262. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  57263. * * When updating an instance, remember that only point positions can change, not the number of points
  57264. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57265. * @param name defines the name of the mesh
  57266. * @param options defines the options used to create the mesh
  57267. * @param scene defines the hosting scene
  57268. * @returns the dashed line mesh
  57269. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  57270. */
  57271. static CreateDashedLines(name: string, options: {
  57272. points: Vector3[];
  57273. dashSize?: number;
  57274. gapSize?: number;
  57275. dashNb?: number;
  57276. updatable?: boolean;
  57277. instance?: LinesMesh;
  57278. }, scene?: Nullable<Scene>): LinesMesh;
  57279. /**
  57280. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57281. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  57282. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57283. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  57284. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57285. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57286. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  57287. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57288. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57289. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57290. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57291. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57292. * @param name defines the name of the mesh
  57293. * @param options defines the options used to create the mesh
  57294. * @param scene defines the hosting scene
  57295. * @returns the extruded shape mesh
  57296. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57297. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57298. */
  57299. static ExtrudeShape(name: string, options: {
  57300. shape: Vector3[];
  57301. path: Vector3[];
  57302. scale?: number;
  57303. rotation?: number;
  57304. cap?: number;
  57305. updatable?: boolean;
  57306. sideOrientation?: number;
  57307. frontUVs?: Vector4;
  57308. backUVs?: Vector4;
  57309. instance?: Mesh;
  57310. invertUV?: boolean;
  57311. }, scene?: Nullable<Scene>): Mesh;
  57312. /**
  57313. * Creates an custom extruded shape mesh.
  57314. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57315. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  57316. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57317. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  57318. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57319. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  57320. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57321. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57322. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57323. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57324. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  57325. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57326. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57327. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57328. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57329. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57330. * @param name defines the name of the mesh
  57331. * @param options defines the options used to create the mesh
  57332. * @param scene defines the hosting scene
  57333. * @returns the custom extruded shape mesh
  57334. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57335. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57336. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57337. */
  57338. static ExtrudeShapeCustom(name: string, options: {
  57339. shape: Vector3[];
  57340. path: Vector3[];
  57341. scaleFunction?: any;
  57342. rotationFunction?: any;
  57343. ribbonCloseArray?: boolean;
  57344. ribbonClosePath?: boolean;
  57345. cap?: number;
  57346. updatable?: boolean;
  57347. sideOrientation?: number;
  57348. frontUVs?: Vector4;
  57349. backUVs?: Vector4;
  57350. instance?: Mesh;
  57351. invertUV?: boolean;
  57352. }, scene?: Nullable<Scene>): Mesh;
  57353. /**
  57354. * Creates lathe mesh.
  57355. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57356. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  57357. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57358. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57359. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57360. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  57361. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57362. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57363. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57364. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57365. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57366. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57367. * @param name defines the name of the mesh
  57368. * @param options defines the options used to create the mesh
  57369. * @param scene defines the hosting scene
  57370. * @returns the lathe mesh
  57371. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57372. */
  57373. static CreateLathe(name: string, options: {
  57374. shape: Vector3[];
  57375. radius?: number;
  57376. tessellation?: number;
  57377. clip?: number;
  57378. arc?: number;
  57379. closed?: boolean;
  57380. updatable?: boolean;
  57381. sideOrientation?: number;
  57382. frontUVs?: Vector4;
  57383. backUVs?: Vector4;
  57384. cap?: number;
  57385. invertUV?: boolean;
  57386. }, scene?: Nullable<Scene>): Mesh;
  57387. /**
  57388. * Creates a tiled plane mesh
  57389. * * You can set a limited pattern arrangement with the tiles
  57390. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57391. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57392. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57393. * @param name defines the name of the mesh
  57394. * @param options defines the options used to create the mesh
  57395. * @param scene defines the hosting scene
  57396. * @returns the plane mesh
  57397. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57398. */
  57399. static CreateTiledPlane(name: string, options: {
  57400. pattern?: number;
  57401. tileSize?: number;
  57402. tileWidth?: number;
  57403. tileHeight?: number;
  57404. size?: number;
  57405. width?: number;
  57406. height?: number;
  57407. alignHorizontal?: number;
  57408. alignVertical?: number;
  57409. sideOrientation?: number;
  57410. frontUVs?: Vector4;
  57411. backUVs?: Vector4;
  57412. updatable?: boolean;
  57413. }, scene?: Nullable<Scene>): Mesh;
  57414. /**
  57415. * Creates a plane mesh
  57416. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57417. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57418. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57419. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57420. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57421. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57422. * @param name defines the name of the mesh
  57423. * @param options defines the options used to create the mesh
  57424. * @param scene defines the hosting scene
  57425. * @returns the plane mesh
  57426. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57427. */
  57428. static CreatePlane(name: string, options: {
  57429. size?: number;
  57430. width?: number;
  57431. height?: number;
  57432. sideOrientation?: number;
  57433. frontUVs?: Vector4;
  57434. backUVs?: Vector4;
  57435. updatable?: boolean;
  57436. sourcePlane?: Plane;
  57437. }, scene?: Nullable<Scene>): Mesh;
  57438. /**
  57439. * Creates a ground mesh
  57440. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57441. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57442. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57443. * @param name defines the name of the mesh
  57444. * @param options defines the options used to create the mesh
  57445. * @param scene defines the hosting scene
  57446. * @returns the ground mesh
  57447. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57448. */
  57449. static CreateGround(name: string, options: {
  57450. width?: number;
  57451. height?: number;
  57452. subdivisions?: number;
  57453. subdivisionsX?: number;
  57454. subdivisionsY?: number;
  57455. updatable?: boolean;
  57456. }, scene?: Nullable<Scene>): Mesh;
  57457. /**
  57458. * Creates a tiled ground mesh
  57459. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57460. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57461. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  57462. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  57463. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57464. * @param name defines the name of the mesh
  57465. * @param options defines the options used to create the mesh
  57466. * @param scene defines the hosting scene
  57467. * @returns the tiled ground mesh
  57468. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57469. */
  57470. static CreateTiledGround(name: string, options: {
  57471. xmin: number;
  57472. zmin: number;
  57473. xmax: number;
  57474. zmax: number;
  57475. subdivisions?: {
  57476. w: number;
  57477. h: number;
  57478. };
  57479. precision?: {
  57480. w: number;
  57481. h: number;
  57482. };
  57483. updatable?: boolean;
  57484. }, scene?: Nullable<Scene>): Mesh;
  57485. /**
  57486. * Creates a ground mesh from a height map
  57487. * * The parameter `url` sets the URL of the height map image resource.
  57488. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57489. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57490. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57491. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57492. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  57493. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  57494. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57495. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57496. * @param name defines the name of the mesh
  57497. * @param url defines the url to the height map
  57498. * @param options defines the options used to create the mesh
  57499. * @param scene defines the hosting scene
  57500. * @returns the ground mesh
  57501. * @see https://doc.babylonjs.com/babylon101/height_map
  57502. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57503. */
  57504. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57505. width?: number;
  57506. height?: number;
  57507. subdivisions?: number;
  57508. minHeight?: number;
  57509. maxHeight?: number;
  57510. colorFilter?: Color3;
  57511. alphaFilter?: number;
  57512. updatable?: boolean;
  57513. onReady?: (mesh: GroundMesh) => void;
  57514. }, scene?: Nullable<Scene>): GroundMesh;
  57515. /**
  57516. * Creates a polygon mesh
  57517. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57518. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  57519. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57520. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57521. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57522. * * Remember you can only change the shape positions, not their number when updating a polygon
  57523. * @param name defines the name of the mesh
  57524. * @param options defines the options used to create the mesh
  57525. * @param scene defines the hosting scene
  57526. * @param earcutInjection can be used to inject your own earcut reference
  57527. * @returns the polygon mesh
  57528. */
  57529. static CreatePolygon(name: string, options: {
  57530. shape: Vector3[];
  57531. holes?: Vector3[][];
  57532. depth?: number;
  57533. faceUV?: Vector4[];
  57534. faceColors?: Color4[];
  57535. updatable?: boolean;
  57536. sideOrientation?: number;
  57537. frontUVs?: Vector4;
  57538. backUVs?: Vector4;
  57539. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57540. /**
  57541. * Creates an extruded polygon mesh, with depth in the Y direction.
  57542. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  57543. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57544. * @param name defines the name of the mesh
  57545. * @param options defines the options used to create the mesh
  57546. * @param scene defines the hosting scene
  57547. * @param earcutInjection can be used to inject your own earcut reference
  57548. * @returns the polygon mesh
  57549. */
  57550. static ExtrudePolygon(name: string, options: {
  57551. shape: Vector3[];
  57552. holes?: Vector3[][];
  57553. depth?: number;
  57554. faceUV?: Vector4[];
  57555. faceColors?: Color4[];
  57556. updatable?: boolean;
  57557. sideOrientation?: number;
  57558. frontUVs?: Vector4;
  57559. backUVs?: Vector4;
  57560. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57561. /**
  57562. * Creates a tube mesh.
  57563. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57564. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57565. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57566. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57567. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57568. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  57569. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57570. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57571. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  57572. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57573. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57574. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57575. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57576. * @param name defines the name of the mesh
  57577. * @param options defines the options used to create the mesh
  57578. * @param scene defines the hosting scene
  57579. * @returns the tube mesh
  57580. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57581. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57582. */
  57583. static CreateTube(name: string, options: {
  57584. path: Vector3[];
  57585. radius?: number;
  57586. tessellation?: number;
  57587. radiusFunction?: {
  57588. (i: number, distance: number): number;
  57589. };
  57590. cap?: number;
  57591. arc?: number;
  57592. updatable?: boolean;
  57593. sideOrientation?: number;
  57594. frontUVs?: Vector4;
  57595. backUVs?: Vector4;
  57596. instance?: Mesh;
  57597. invertUV?: boolean;
  57598. }, scene?: Nullable<Scene>): Mesh;
  57599. /**
  57600. * Creates a polyhedron mesh
  57601. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  57602. * * The parameter `size` (positive float, default 1) sets the polygon size
  57603. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57604. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  57605. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  57606. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  57607. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57608. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  57609. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57610. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57611. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57612. * @param name defines the name of the mesh
  57613. * @param options defines the options used to create the mesh
  57614. * @param scene defines the hosting scene
  57615. * @returns the polyhedron mesh
  57616. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57617. */
  57618. static CreatePolyhedron(name: string, options: {
  57619. type?: number;
  57620. size?: number;
  57621. sizeX?: number;
  57622. sizeY?: number;
  57623. sizeZ?: number;
  57624. custom?: any;
  57625. faceUV?: Vector4[];
  57626. faceColors?: Color4[];
  57627. flat?: boolean;
  57628. updatable?: boolean;
  57629. sideOrientation?: number;
  57630. frontUVs?: Vector4;
  57631. backUVs?: Vector4;
  57632. }, scene?: Nullable<Scene>): Mesh;
  57633. /**
  57634. * Creates a decal mesh.
  57635. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  57636. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57637. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57638. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57639. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57640. * @param name defines the name of the mesh
  57641. * @param sourceMesh defines the mesh where the decal must be applied
  57642. * @param options defines the options used to create the mesh
  57643. * @param scene defines the hosting scene
  57644. * @returns the decal mesh
  57645. * @see https://doc.babylonjs.com/how_to/decals
  57646. */
  57647. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57648. position?: Vector3;
  57649. normal?: Vector3;
  57650. size?: Vector3;
  57651. angle?: number;
  57652. }): Mesh;
  57653. }
  57654. }
  57655. declare module "babylonjs/Meshes/meshSimplification" {
  57656. import { Mesh } from "babylonjs/Meshes/mesh";
  57657. /**
  57658. * A simplifier interface for future simplification implementations
  57659. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57660. */
  57661. export interface ISimplifier {
  57662. /**
  57663. * Simplification of a given mesh according to the given settings.
  57664. * Since this requires computation, it is assumed that the function runs async.
  57665. * @param settings The settings of the simplification, including quality and distance
  57666. * @param successCallback A callback that will be called after the mesh was simplified.
  57667. * @param errorCallback in case of an error, this callback will be called. optional.
  57668. */
  57669. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57670. }
  57671. /**
  57672. * Expected simplification settings.
  57673. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57674. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57675. */
  57676. export interface ISimplificationSettings {
  57677. /**
  57678. * Gets or sets the expected quality
  57679. */
  57680. quality: number;
  57681. /**
  57682. * Gets or sets the distance when this optimized version should be used
  57683. */
  57684. distance: number;
  57685. /**
  57686. * Gets an already optimized mesh
  57687. */
  57688. optimizeMesh?: boolean;
  57689. }
  57690. /**
  57691. * Class used to specify simplification options
  57692. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57693. */
  57694. export class SimplificationSettings implements ISimplificationSettings {
  57695. /** expected quality */
  57696. quality: number;
  57697. /** distance when this optimized version should be used */
  57698. distance: number;
  57699. /** already optimized mesh */
  57700. optimizeMesh?: boolean | undefined;
  57701. /**
  57702. * Creates a SimplificationSettings
  57703. * @param quality expected quality
  57704. * @param distance distance when this optimized version should be used
  57705. * @param optimizeMesh already optimized mesh
  57706. */
  57707. constructor(
  57708. /** expected quality */
  57709. quality: number,
  57710. /** distance when this optimized version should be used */
  57711. distance: number,
  57712. /** already optimized mesh */
  57713. optimizeMesh?: boolean | undefined);
  57714. }
  57715. /**
  57716. * Interface used to define a simplification task
  57717. */
  57718. export interface ISimplificationTask {
  57719. /**
  57720. * Array of settings
  57721. */
  57722. settings: Array<ISimplificationSettings>;
  57723. /**
  57724. * Simplification type
  57725. */
  57726. simplificationType: SimplificationType;
  57727. /**
  57728. * Mesh to simplify
  57729. */
  57730. mesh: Mesh;
  57731. /**
  57732. * Callback called on success
  57733. */
  57734. successCallback?: () => void;
  57735. /**
  57736. * Defines if parallel processing can be used
  57737. */
  57738. parallelProcessing: boolean;
  57739. }
  57740. /**
  57741. * Queue used to order the simplification tasks
  57742. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57743. */
  57744. export class SimplificationQueue {
  57745. private _simplificationArray;
  57746. /**
  57747. * Gets a boolean indicating that the process is still running
  57748. */
  57749. running: boolean;
  57750. /**
  57751. * Creates a new queue
  57752. */
  57753. constructor();
  57754. /**
  57755. * Adds a new simplification task
  57756. * @param task defines a task to add
  57757. */
  57758. addTask(task: ISimplificationTask): void;
  57759. /**
  57760. * Execute next task
  57761. */
  57762. executeNext(): void;
  57763. /**
  57764. * Execute a simplification task
  57765. * @param task defines the task to run
  57766. */
  57767. runSimplification(task: ISimplificationTask): void;
  57768. private getSimplifier;
  57769. }
  57770. /**
  57771. * The implemented types of simplification
  57772. * At the moment only Quadratic Error Decimation is implemented
  57773. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57774. */
  57775. export enum SimplificationType {
  57776. /** Quadratic error decimation */
  57777. QUADRATIC = 0
  57778. }
  57779. }
  57780. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57781. import { Scene } from "babylonjs/scene";
  57782. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57783. import { ISceneComponent } from "babylonjs/sceneComponent";
  57784. module "babylonjs/scene" {
  57785. interface Scene {
  57786. /** @hidden (Backing field) */
  57787. _simplificationQueue: SimplificationQueue;
  57788. /**
  57789. * Gets or sets the simplification queue attached to the scene
  57790. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57791. */
  57792. simplificationQueue: SimplificationQueue;
  57793. }
  57794. }
  57795. module "babylonjs/Meshes/mesh" {
  57796. interface Mesh {
  57797. /**
  57798. * Simplify the mesh according to the given array of settings.
  57799. * Function will return immediately and will simplify async
  57800. * @param settings a collection of simplification settings
  57801. * @param parallelProcessing should all levels calculate parallel or one after the other
  57802. * @param simplificationType the type of simplification to run
  57803. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57804. * @returns the current mesh
  57805. */
  57806. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57807. }
  57808. }
  57809. /**
  57810. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57811. * created in a scene
  57812. */
  57813. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57814. /**
  57815. * The component name helpfull to identify the component in the list of scene components.
  57816. */
  57817. readonly name: string;
  57818. /**
  57819. * The scene the component belongs to.
  57820. */
  57821. scene: Scene;
  57822. /**
  57823. * Creates a new instance of the component for the given scene
  57824. * @param scene Defines the scene to register the component in
  57825. */
  57826. constructor(scene: Scene);
  57827. /**
  57828. * Registers the component in a given scene
  57829. */
  57830. register(): void;
  57831. /**
  57832. * Rebuilds the elements related to this component in case of
  57833. * context lost for instance.
  57834. */
  57835. rebuild(): void;
  57836. /**
  57837. * Disposes the component and the associated ressources
  57838. */
  57839. dispose(): void;
  57840. private _beforeCameraUpdate;
  57841. }
  57842. }
  57843. declare module "babylonjs/Meshes/Builders/index" {
  57844. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57845. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57846. export * from "babylonjs/Meshes/Builders/discBuilder";
  57847. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57848. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57849. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57850. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57851. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57852. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57853. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57854. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57855. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57856. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57857. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57858. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57859. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57860. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57861. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57862. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57863. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57864. }
  57865. declare module "babylonjs/Meshes/index" {
  57866. export * from "babylonjs/Meshes/abstractMesh";
  57867. export * from "babylonjs/Meshes/buffer";
  57868. export * from "babylonjs/Meshes/Compression/index";
  57869. export * from "babylonjs/Meshes/csg";
  57870. export * from "babylonjs/Meshes/geometry";
  57871. export * from "babylonjs/Meshes/groundMesh";
  57872. export * from "babylonjs/Meshes/trailMesh";
  57873. export * from "babylonjs/Meshes/instancedMesh";
  57874. export * from "babylonjs/Meshes/linesMesh";
  57875. export * from "babylonjs/Meshes/mesh";
  57876. export * from "babylonjs/Meshes/mesh.vertexData";
  57877. export * from "babylonjs/Meshes/meshBuilder";
  57878. export * from "babylonjs/Meshes/meshSimplification";
  57879. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57880. export * from "babylonjs/Meshes/polygonMesh";
  57881. export * from "babylonjs/Meshes/subMesh";
  57882. export * from "babylonjs/Meshes/meshLODLevel";
  57883. export * from "babylonjs/Meshes/transformNode";
  57884. export * from "babylonjs/Meshes/Builders/index";
  57885. export * from "babylonjs/Meshes/dataBuffer";
  57886. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57887. }
  57888. declare module "babylonjs/Morph/index" {
  57889. export * from "babylonjs/Morph/morphTarget";
  57890. export * from "babylonjs/Morph/morphTargetManager";
  57891. }
  57892. declare module "babylonjs/Navigation/INavigationEngine" {
  57893. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57894. import { Vector3 } from "babylonjs/Maths/math";
  57895. import { Mesh } from "babylonjs/Meshes/mesh";
  57896. import { Scene } from "babylonjs/scene";
  57897. /**
  57898. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57899. */
  57900. export interface INavigationEnginePlugin {
  57901. /**
  57902. * plugin name
  57903. */
  57904. name: string;
  57905. /**
  57906. * Creates a navigation mesh
  57907. * @param meshes array of all the geometry used to compute the navigatio mesh
  57908. * @param parameters bunch of parameters used to filter geometry
  57909. */
  57910. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57911. /**
  57912. * Create a navigation mesh debug mesh
  57913. * @param scene is where the mesh will be added
  57914. * @returns debug display mesh
  57915. */
  57916. createDebugNavMesh(scene: Scene): Mesh;
  57917. /**
  57918. * Get a navigation mesh constrained position, closest to the parameter position
  57919. * @param position world position
  57920. * @returns the closest point to position constrained by the navigation mesh
  57921. */
  57922. getClosestPoint(position: Vector3): Vector3;
  57923. /**
  57924. * Get a navigation mesh constrained position, within a particular radius
  57925. * @param position world position
  57926. * @param maxRadius the maximum distance to the constrained world position
  57927. * @returns the closest point to position constrained by the navigation mesh
  57928. */
  57929. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57930. /**
  57931. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57932. * @param start world position
  57933. * @param end world position
  57934. * @returns array containing world position composing the path
  57935. */
  57936. computePath(start: Vector3, end: Vector3): Vector3[];
  57937. /**
  57938. * If this plugin is supported
  57939. * @returns true if plugin is supported
  57940. */
  57941. isSupported(): boolean;
  57942. /**
  57943. * Create a new Crowd so you can add agents
  57944. * @param maxAgents the maximum agent count in the crowd
  57945. * @param maxAgentRadius the maximum radius an agent can have
  57946. * @param scene to attach the crowd to
  57947. * @returns the crowd you can add agents to
  57948. */
  57949. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57950. /**
  57951. * Release all resources
  57952. */
  57953. dispose(): void;
  57954. }
  57955. /**
  57956. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57957. */
  57958. export interface ICrowd {
  57959. /**
  57960. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57961. * You can attach anything to that node. The node position is updated in the scene update tick.
  57962. * @param pos world position that will be constrained by the navigation mesh
  57963. * @param parameters agent parameters
  57964. * @param transform hooked to the agent that will be update by the scene
  57965. * @returns agent index
  57966. */
  57967. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57968. /**
  57969. * Returns the agent position in world space
  57970. * @param index agent index returned by addAgent
  57971. * @returns world space position
  57972. */
  57973. getAgentPosition(index: number): Vector3;
  57974. /**
  57975. * Gets the agent velocity in world space
  57976. * @param index agent index returned by addAgent
  57977. * @returns world space velocity
  57978. */
  57979. getAgentVelocity(index: number): Vector3;
  57980. /**
  57981. * remove a particular agent previously created
  57982. * @param index agent index returned by addAgent
  57983. */
  57984. removeAgent(index: number): void;
  57985. /**
  57986. * get the list of all agents attached to this crowd
  57987. * @returns list of agent indices
  57988. */
  57989. getAgents(): number[];
  57990. /**
  57991. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57992. * @param deltaTime in seconds
  57993. */
  57994. update(deltaTime: number): void;
  57995. /**
  57996. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57997. * @param index agent index returned by addAgent
  57998. * @param destination targeted world position
  57999. */
  58000. agentGoto(index: number, destination: Vector3): void;
  58001. /**
  58002. * Release all resources
  58003. */
  58004. dispose(): void;
  58005. }
  58006. /**
  58007. * Configures an agent
  58008. */
  58009. export interface IAgentParameters {
  58010. /**
  58011. * Agent radius. [Limit: >= 0]
  58012. */
  58013. radius: number;
  58014. /**
  58015. * Agent height. [Limit: > 0]
  58016. */
  58017. height: number;
  58018. /**
  58019. * Maximum allowed acceleration. [Limit: >= 0]
  58020. */
  58021. maxAcceleration: number;
  58022. /**
  58023. * Maximum allowed speed. [Limit: >= 0]
  58024. */
  58025. maxSpeed: number;
  58026. /**
  58027. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  58028. */
  58029. collisionQueryRange: number;
  58030. /**
  58031. * The path visibility optimization range. [Limit: > 0]
  58032. */
  58033. pathOptimizationRange: number;
  58034. /**
  58035. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  58036. */
  58037. separationWeight: number;
  58038. }
  58039. /**
  58040. * Configures the navigation mesh creation
  58041. */
  58042. export interface INavMeshParameters {
  58043. /**
  58044. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  58045. */
  58046. cs: number;
  58047. /**
  58048. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  58049. */
  58050. ch: number;
  58051. /**
  58052. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  58053. */
  58054. walkableSlopeAngle: number;
  58055. /**
  58056. * Minimum floor to 'ceiling' height that will still allow the floor area to
  58057. * be considered walkable. [Limit: >= 3] [Units: vx]
  58058. */
  58059. walkableHeight: number;
  58060. /**
  58061. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  58062. */
  58063. walkableClimb: number;
  58064. /**
  58065. * The distance to erode/shrink the walkable area of the heightfield away from
  58066. * obstructions. [Limit: >=0] [Units: vx]
  58067. */
  58068. walkableRadius: number;
  58069. /**
  58070. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  58071. */
  58072. maxEdgeLen: number;
  58073. /**
  58074. * The maximum distance a simplfied contour's border edges should deviate
  58075. * the original raw contour. [Limit: >=0] [Units: vx]
  58076. */
  58077. maxSimplificationError: number;
  58078. /**
  58079. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  58080. */
  58081. minRegionArea: number;
  58082. /**
  58083. * Any regions with a span count smaller than this value will, if possible,
  58084. * be merged with larger regions. [Limit: >=0] [Units: vx]
  58085. */
  58086. mergeRegionArea: number;
  58087. /**
  58088. * The maximum number of vertices allowed for polygons generated during the
  58089. * contour to polygon conversion process. [Limit: >= 3]
  58090. */
  58091. maxVertsPerPoly: number;
  58092. /**
  58093. * Sets the sampling distance to use when generating the detail mesh.
  58094. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  58095. */
  58096. detailSampleDist: number;
  58097. /**
  58098. * The maximum distance the detail mesh surface should deviate from heightfield
  58099. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  58100. */
  58101. detailSampleMaxError: number;
  58102. }
  58103. }
  58104. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  58105. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  58106. import { Mesh } from "babylonjs/Meshes/mesh";
  58107. import { Scene } from "babylonjs/scene";
  58108. import { Vector3 } from "babylonjs/Maths/math";
  58109. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58110. /**
  58111. * RecastJS navigation plugin
  58112. */
  58113. export class RecastJSPlugin implements INavigationEnginePlugin {
  58114. /**
  58115. * Reference to the Recast library
  58116. */
  58117. bjsRECAST: any;
  58118. /**
  58119. * plugin name
  58120. */
  58121. name: string;
  58122. /**
  58123. * the first navmesh created. We might extend this to support multiple navmeshes
  58124. */
  58125. navMesh: any;
  58126. /**
  58127. * Initializes the recastJS plugin
  58128. * @param recastInjection can be used to inject your own recast reference
  58129. */
  58130. constructor(recastInjection?: any);
  58131. /**
  58132. * Creates a navigation mesh
  58133. * @param meshes array of all the geometry used to compute the navigatio mesh
  58134. * @param parameters bunch of parameters used to filter geometry
  58135. */
  58136. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58137. /**
  58138. * Create a navigation mesh debug mesh
  58139. * @param scene is where the mesh will be added
  58140. * @returns debug display mesh
  58141. */
  58142. createDebugNavMesh(scene: Scene): Mesh;
  58143. /**
  58144. * Get a navigation mesh constrained position, closest to the parameter position
  58145. * @param position world position
  58146. * @returns the closest point to position constrained by the navigation mesh
  58147. */
  58148. getClosestPoint(position: Vector3): Vector3;
  58149. /**
  58150. * Get a navigation mesh constrained position, within a particular radius
  58151. * @param position world position
  58152. * @param maxRadius the maximum distance to the constrained world position
  58153. * @returns the closest point to position constrained by the navigation mesh
  58154. */
  58155. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58156. /**
  58157. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58158. * @param start world position
  58159. * @param end world position
  58160. * @returns array containing world position composing the path
  58161. */
  58162. computePath(start: Vector3, end: Vector3): Vector3[];
  58163. /**
  58164. * Create a new Crowd so you can add agents
  58165. * @param maxAgents the maximum agent count in the crowd
  58166. * @param maxAgentRadius the maximum radius an agent can have
  58167. * @param scene to attach the crowd to
  58168. * @returns the crowd you can add agents to
  58169. */
  58170. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58171. /**
  58172. * Disposes
  58173. */
  58174. dispose(): void;
  58175. /**
  58176. * If this plugin is supported
  58177. * @returns true if plugin is supported
  58178. */
  58179. isSupported(): boolean;
  58180. }
  58181. /**
  58182. * Recast detour crowd implementation
  58183. */
  58184. export class RecastJSCrowd implements ICrowd {
  58185. /**
  58186. * Recast/detour plugin
  58187. */
  58188. bjsRECASTPlugin: RecastJSPlugin;
  58189. /**
  58190. * Link to the detour crowd
  58191. */
  58192. recastCrowd: any;
  58193. /**
  58194. * One transform per agent
  58195. */
  58196. transforms: TransformNode[];
  58197. /**
  58198. * All agents created
  58199. */
  58200. agents: number[];
  58201. /**
  58202. * Link to the scene is kept to unregister the crowd from the scene
  58203. */
  58204. private _scene;
  58205. /**
  58206. * Observer for crowd updates
  58207. */
  58208. private _onBeforeAnimationsObserver;
  58209. /**
  58210. * Constructor
  58211. * @param plugin recastJS plugin
  58212. * @param maxAgents the maximum agent count in the crowd
  58213. * @param maxAgentRadius the maximum radius an agent can have
  58214. * @param scene to attach the crowd to
  58215. * @returns the crowd you can add agents to
  58216. */
  58217. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  58218. /**
  58219. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58220. * You can attach anything to that node. The node position is updated in the scene update tick.
  58221. * @param pos world position that will be constrained by the navigation mesh
  58222. * @param parameters agent parameters
  58223. * @param transform hooked to the agent that will be update by the scene
  58224. * @returns agent index
  58225. */
  58226. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58227. /**
  58228. * Returns the agent position in world space
  58229. * @param index agent index returned by addAgent
  58230. * @returns world space position
  58231. */
  58232. getAgentPosition(index: number): Vector3;
  58233. /**
  58234. * Returns the agent velocity in world space
  58235. * @param index agent index returned by addAgent
  58236. * @returns world space velocity
  58237. */
  58238. getAgentVelocity(index: number): Vector3;
  58239. /**
  58240. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58241. * @param index agent index returned by addAgent
  58242. * @param destination targeted world position
  58243. */
  58244. agentGoto(index: number, destination: Vector3): void;
  58245. /**
  58246. * remove a particular agent previously created
  58247. * @param index agent index returned by addAgent
  58248. */
  58249. removeAgent(index: number): void;
  58250. /**
  58251. * get the list of all agents attached to this crowd
  58252. * @returns list of agent indices
  58253. */
  58254. getAgents(): number[];
  58255. /**
  58256. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58257. * @param deltaTime in seconds
  58258. */
  58259. update(deltaTime: number): void;
  58260. /**
  58261. * Release all resources
  58262. */
  58263. dispose(): void;
  58264. }
  58265. }
  58266. declare module "babylonjs/Navigation/Plugins/index" {
  58267. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  58268. }
  58269. declare module "babylonjs/Navigation/index" {
  58270. export * from "babylonjs/Navigation/INavigationEngine";
  58271. export * from "babylonjs/Navigation/Plugins/index";
  58272. }
  58273. declare module "babylonjs/Offline/database" {
  58274. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  58275. /**
  58276. * Class used to enable access to IndexedDB
  58277. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  58278. */
  58279. export class Database implements IOfflineProvider {
  58280. private _callbackManifestChecked;
  58281. private _currentSceneUrl;
  58282. private _db;
  58283. private _enableSceneOffline;
  58284. private _enableTexturesOffline;
  58285. private _manifestVersionFound;
  58286. private _mustUpdateRessources;
  58287. private _hasReachedQuota;
  58288. private _isSupported;
  58289. private _idbFactory;
  58290. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  58291. private static IsUASupportingBlobStorage;
  58292. /**
  58293. * Gets a boolean indicating if Database storate is enabled (off by default)
  58294. */
  58295. static IDBStorageEnabled: boolean;
  58296. /**
  58297. * Gets a boolean indicating if scene must be saved in the database
  58298. */
  58299. readonly enableSceneOffline: boolean;
  58300. /**
  58301. * Gets a boolean indicating if textures must be saved in the database
  58302. */
  58303. readonly enableTexturesOffline: boolean;
  58304. /**
  58305. * Creates a new Database
  58306. * @param urlToScene defines the url to load the scene
  58307. * @param callbackManifestChecked defines the callback to use when manifest is checked
  58308. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  58309. */
  58310. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  58311. private static _ParseURL;
  58312. private static _ReturnFullUrlLocation;
  58313. private _checkManifestFile;
  58314. /**
  58315. * Open the database and make it available
  58316. * @param successCallback defines the callback to call on success
  58317. * @param errorCallback defines the callback to call on error
  58318. */
  58319. open(successCallback: () => void, errorCallback: () => void): void;
  58320. /**
  58321. * Loads an image from the database
  58322. * @param url defines the url to load from
  58323. * @param image defines the target DOM image
  58324. */
  58325. loadImage(url: string, image: HTMLImageElement): void;
  58326. private _loadImageFromDBAsync;
  58327. private _saveImageIntoDBAsync;
  58328. private _checkVersionFromDB;
  58329. private _loadVersionFromDBAsync;
  58330. private _saveVersionIntoDBAsync;
  58331. /**
  58332. * Loads a file from database
  58333. * @param url defines the URL to load from
  58334. * @param sceneLoaded defines a callback to call on success
  58335. * @param progressCallBack defines a callback to call when progress changed
  58336. * @param errorCallback defines a callback to call on error
  58337. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  58338. */
  58339. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  58340. private _loadFileAsync;
  58341. private _saveFileAsync;
  58342. /**
  58343. * Validates if xhr data is correct
  58344. * @param xhr defines the request to validate
  58345. * @param dataType defines the expected data type
  58346. * @returns true if data is correct
  58347. */
  58348. private static _ValidateXHRData;
  58349. }
  58350. }
  58351. declare module "babylonjs/Offline/index" {
  58352. export * from "babylonjs/Offline/database";
  58353. export * from "babylonjs/Offline/IOfflineProvider";
  58354. }
  58355. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  58356. /** @hidden */
  58357. export var gpuUpdateParticlesPixelShader: {
  58358. name: string;
  58359. shader: string;
  58360. };
  58361. }
  58362. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  58363. /** @hidden */
  58364. export var gpuUpdateParticlesVertexShader: {
  58365. name: string;
  58366. shader: string;
  58367. };
  58368. }
  58369. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  58370. /** @hidden */
  58371. export var clipPlaneFragmentDeclaration2: {
  58372. name: string;
  58373. shader: string;
  58374. };
  58375. }
  58376. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  58377. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  58378. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  58379. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58380. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  58381. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  58382. /** @hidden */
  58383. export var gpuRenderParticlesPixelShader: {
  58384. name: string;
  58385. shader: string;
  58386. };
  58387. }
  58388. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  58389. /** @hidden */
  58390. export var clipPlaneVertexDeclaration2: {
  58391. name: string;
  58392. shader: string;
  58393. };
  58394. }
  58395. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  58396. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  58397. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  58398. /** @hidden */
  58399. export var gpuRenderParticlesVertexShader: {
  58400. name: string;
  58401. shader: string;
  58402. };
  58403. }
  58404. declare module "babylonjs/Particles/gpuParticleSystem" {
  58405. import { Nullable } from "babylonjs/types";
  58406. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  58407. import { Observable } from "babylonjs/Misc/observable";
  58408. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58409. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58410. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  58411. import { Scene, IDisposable } from "babylonjs/scene";
  58412. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  58413. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  58414. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58415. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58416. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58417. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58418. /**
  58419. * This represents a GPU particle system in Babylon
  58420. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58421. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58422. */
  58423. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58424. /**
  58425. * The layer mask we are rendering the particles through.
  58426. */
  58427. layerMask: number;
  58428. private _capacity;
  58429. private _activeCount;
  58430. private _currentActiveCount;
  58431. private _accumulatedCount;
  58432. private _renderEffect;
  58433. private _updateEffect;
  58434. private _buffer0;
  58435. private _buffer1;
  58436. private _spriteBuffer;
  58437. private _updateVAO;
  58438. private _renderVAO;
  58439. private _targetIndex;
  58440. private _sourceBuffer;
  58441. private _targetBuffer;
  58442. private _engine;
  58443. private _currentRenderId;
  58444. private _started;
  58445. private _stopped;
  58446. private _timeDelta;
  58447. private _randomTexture;
  58448. private _randomTexture2;
  58449. private _attributesStrideSize;
  58450. private _updateEffectOptions;
  58451. private _randomTextureSize;
  58452. private _actualFrame;
  58453. private readonly _rawTextureWidth;
  58454. /**
  58455. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58456. */
  58457. static readonly IsSupported: boolean;
  58458. /**
  58459. * An event triggered when the system is disposed.
  58460. */
  58461. onDisposeObservable: Observable<GPUParticleSystem>;
  58462. /**
  58463. * Gets the maximum number of particles active at the same time.
  58464. * @returns The max number of active particles.
  58465. */
  58466. getCapacity(): number;
  58467. /**
  58468. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58469. * to override the particles.
  58470. */
  58471. forceDepthWrite: boolean;
  58472. /**
  58473. * Gets or set the number of active particles
  58474. */
  58475. activeParticleCount: number;
  58476. private _preWarmDone;
  58477. /**
  58478. * Is this system ready to be used/rendered
  58479. * @return true if the system is ready
  58480. */
  58481. isReady(): boolean;
  58482. /**
  58483. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58484. * @returns True if it has been started, otherwise false.
  58485. */
  58486. isStarted(): boolean;
  58487. /**
  58488. * Starts the particle system and begins to emit
  58489. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58490. */
  58491. start(delay?: number): void;
  58492. /**
  58493. * Stops the particle system.
  58494. */
  58495. stop(): void;
  58496. /**
  58497. * Remove all active particles
  58498. */
  58499. reset(): void;
  58500. /**
  58501. * Returns the string "GPUParticleSystem"
  58502. * @returns a string containing the class name
  58503. */
  58504. getClassName(): string;
  58505. private _colorGradientsTexture;
  58506. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58507. /**
  58508. * Adds a new color gradient
  58509. * @param gradient defines the gradient to use (between 0 and 1)
  58510. * @param color1 defines the color to affect to the specified gradient
  58511. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58512. * @returns the current particle system
  58513. */
  58514. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58515. /**
  58516. * Remove a specific color gradient
  58517. * @param gradient defines the gradient to remove
  58518. * @returns the current particle system
  58519. */
  58520. removeColorGradient(gradient: number): GPUParticleSystem;
  58521. private _angularSpeedGradientsTexture;
  58522. private _sizeGradientsTexture;
  58523. private _velocityGradientsTexture;
  58524. private _limitVelocityGradientsTexture;
  58525. private _dragGradientsTexture;
  58526. private _addFactorGradient;
  58527. /**
  58528. * Adds a new size gradient
  58529. * @param gradient defines the gradient to use (between 0 and 1)
  58530. * @param factor defines the size factor to affect to the specified gradient
  58531. * @returns the current particle system
  58532. */
  58533. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58534. /**
  58535. * Remove a specific size gradient
  58536. * @param gradient defines the gradient to remove
  58537. * @returns the current particle system
  58538. */
  58539. removeSizeGradient(gradient: number): GPUParticleSystem;
  58540. /**
  58541. * Adds a new angular speed gradient
  58542. * @param gradient defines the gradient to use (between 0 and 1)
  58543. * @param factor defines the angular speed to affect to the specified gradient
  58544. * @returns the current particle system
  58545. */
  58546. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58547. /**
  58548. * Remove a specific angular speed gradient
  58549. * @param gradient defines the gradient to remove
  58550. * @returns the current particle system
  58551. */
  58552. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58553. /**
  58554. * Adds a new velocity gradient
  58555. * @param gradient defines the gradient to use (between 0 and 1)
  58556. * @param factor defines the velocity to affect to the specified gradient
  58557. * @returns the current particle system
  58558. */
  58559. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58560. /**
  58561. * Remove a specific velocity gradient
  58562. * @param gradient defines the gradient to remove
  58563. * @returns the current particle system
  58564. */
  58565. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58566. /**
  58567. * Adds a new limit velocity gradient
  58568. * @param gradient defines the gradient to use (between 0 and 1)
  58569. * @param factor defines the limit velocity value to affect to the specified gradient
  58570. * @returns the current particle system
  58571. */
  58572. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58573. /**
  58574. * Remove a specific limit velocity gradient
  58575. * @param gradient defines the gradient to remove
  58576. * @returns the current particle system
  58577. */
  58578. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58579. /**
  58580. * Adds a new drag gradient
  58581. * @param gradient defines the gradient to use (between 0 and 1)
  58582. * @param factor defines the drag value to affect to the specified gradient
  58583. * @returns the current particle system
  58584. */
  58585. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58586. /**
  58587. * Remove a specific drag gradient
  58588. * @param gradient defines the gradient to remove
  58589. * @returns the current particle system
  58590. */
  58591. removeDragGradient(gradient: number): GPUParticleSystem;
  58592. /**
  58593. * Not supported by GPUParticleSystem
  58594. * @param gradient defines the gradient to use (between 0 and 1)
  58595. * @param factor defines the emit rate value to affect to the specified gradient
  58596. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58597. * @returns the current particle system
  58598. */
  58599. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58600. /**
  58601. * Not supported by GPUParticleSystem
  58602. * @param gradient defines the gradient to remove
  58603. * @returns the current particle system
  58604. */
  58605. removeEmitRateGradient(gradient: number): IParticleSystem;
  58606. /**
  58607. * Not supported by GPUParticleSystem
  58608. * @param gradient defines the gradient to use (between 0 and 1)
  58609. * @param factor defines the start size value to affect to the specified gradient
  58610. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58611. * @returns the current particle system
  58612. */
  58613. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58614. /**
  58615. * Not supported by GPUParticleSystem
  58616. * @param gradient defines the gradient to remove
  58617. * @returns the current particle system
  58618. */
  58619. removeStartSizeGradient(gradient: number): IParticleSystem;
  58620. /**
  58621. * Not supported by GPUParticleSystem
  58622. * @param gradient defines the gradient to use (between 0 and 1)
  58623. * @param min defines the color remap minimal range
  58624. * @param max defines the color remap maximal range
  58625. * @returns the current particle system
  58626. */
  58627. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58628. /**
  58629. * Not supported by GPUParticleSystem
  58630. * @param gradient defines the gradient to remove
  58631. * @returns the current particle system
  58632. */
  58633. removeColorRemapGradient(): IParticleSystem;
  58634. /**
  58635. * Not supported by GPUParticleSystem
  58636. * @param gradient defines the gradient to use (between 0 and 1)
  58637. * @param min defines the alpha remap minimal range
  58638. * @param max defines the alpha remap maximal range
  58639. * @returns the current particle system
  58640. */
  58641. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58642. /**
  58643. * Not supported by GPUParticleSystem
  58644. * @param gradient defines the gradient to remove
  58645. * @returns the current particle system
  58646. */
  58647. removeAlphaRemapGradient(): IParticleSystem;
  58648. /**
  58649. * Not supported by GPUParticleSystem
  58650. * @param gradient defines the gradient to use (between 0 and 1)
  58651. * @param color defines the color to affect to the specified gradient
  58652. * @returns the current particle system
  58653. */
  58654. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58655. /**
  58656. * Not supported by GPUParticleSystem
  58657. * @param gradient defines the gradient to remove
  58658. * @returns the current particle system
  58659. */
  58660. removeRampGradient(): IParticleSystem;
  58661. /**
  58662. * Not supported by GPUParticleSystem
  58663. * @returns the list of ramp gradients
  58664. */
  58665. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58666. /**
  58667. * Not supported by GPUParticleSystem
  58668. * Gets or sets a boolean indicating that ramp gradients must be used
  58669. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58670. */
  58671. useRampGradients: boolean;
  58672. /**
  58673. * Not supported by GPUParticleSystem
  58674. * @param gradient defines the gradient to use (between 0 and 1)
  58675. * @param factor defines the life time factor to affect to the specified gradient
  58676. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58677. * @returns the current particle system
  58678. */
  58679. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58680. /**
  58681. * Not supported by GPUParticleSystem
  58682. * @param gradient defines the gradient to remove
  58683. * @returns the current particle system
  58684. */
  58685. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58686. /**
  58687. * Instantiates a GPU particle system.
  58688. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  58689. * @param name The name of the particle system
  58690. * @param options The options used to create the system
  58691. * @param scene The scene the particle system belongs to
  58692. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58693. */
  58694. constructor(name: string, options: Partial<{
  58695. capacity: number;
  58696. randomTextureSize: number;
  58697. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58698. protected _reset(): void;
  58699. private _createUpdateVAO;
  58700. private _createRenderVAO;
  58701. private _initialize;
  58702. /** @hidden */
  58703. _recreateUpdateEffect(): void;
  58704. /** @hidden */
  58705. _recreateRenderEffect(): void;
  58706. /**
  58707. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58708. * @param preWarm defines if we are in the pre-warmimg phase
  58709. */
  58710. animate(preWarm?: boolean): void;
  58711. private _createFactorGradientTexture;
  58712. private _createSizeGradientTexture;
  58713. private _createAngularSpeedGradientTexture;
  58714. private _createVelocityGradientTexture;
  58715. private _createLimitVelocityGradientTexture;
  58716. private _createDragGradientTexture;
  58717. private _createColorGradientTexture;
  58718. /**
  58719. * Renders the particle system in its current state
  58720. * @param preWarm defines if the system should only update the particles but not render them
  58721. * @returns the current number of particles
  58722. */
  58723. render(preWarm?: boolean): number;
  58724. /**
  58725. * Rebuilds the particle system
  58726. */
  58727. rebuild(): void;
  58728. private _releaseBuffers;
  58729. private _releaseVAOs;
  58730. /**
  58731. * Disposes the particle system and free the associated resources
  58732. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58733. */
  58734. dispose(disposeTexture?: boolean): void;
  58735. /**
  58736. * Clones the particle system.
  58737. * @param name The name of the cloned object
  58738. * @param newEmitter The new emitter to use
  58739. * @returns the cloned particle system
  58740. */
  58741. clone(name: string, newEmitter: any): GPUParticleSystem;
  58742. /**
  58743. * Serializes the particle system to a JSON object.
  58744. * @returns the JSON object
  58745. */
  58746. serialize(): any;
  58747. /**
  58748. * Parses a JSON object to create a GPU particle system.
  58749. * @param parsedParticleSystem The JSON object to parse
  58750. * @param scene The scene to create the particle system in
  58751. * @param rootUrl The root url to use to load external dependencies like texture
  58752. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58753. * @returns the parsed GPU particle system
  58754. */
  58755. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58756. }
  58757. }
  58758. declare module "babylonjs/Particles/particleSystemSet" {
  58759. import { Nullable } from "babylonjs/types";
  58760. import { Color3 } from "babylonjs/Maths/math.color";
  58761. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58762. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58763. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58764. import { Scene, IDisposable } from "babylonjs/scene";
  58765. /**
  58766. * Represents a set of particle systems working together to create a specific effect
  58767. */
  58768. export class ParticleSystemSet implements IDisposable {
  58769. private _emitterCreationOptions;
  58770. private _emitterNode;
  58771. /**
  58772. * Gets the particle system list
  58773. */
  58774. systems: IParticleSystem[];
  58775. /**
  58776. * Gets the emitter node used with this set
  58777. */
  58778. readonly emitterNode: Nullable<TransformNode>;
  58779. /**
  58780. * Creates a new emitter mesh as a sphere
  58781. * @param options defines the options used to create the sphere
  58782. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58783. * @param scene defines the hosting scene
  58784. */
  58785. setEmitterAsSphere(options: {
  58786. diameter: number;
  58787. segments: number;
  58788. color: Color3;
  58789. }, renderingGroupId: number, scene: Scene): void;
  58790. /**
  58791. * Starts all particle systems of the set
  58792. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58793. */
  58794. start(emitter?: AbstractMesh): void;
  58795. /**
  58796. * Release all associated resources
  58797. */
  58798. dispose(): void;
  58799. /**
  58800. * Serialize the set into a JSON compatible object
  58801. * @returns a JSON compatible representation of the set
  58802. */
  58803. serialize(): any;
  58804. /**
  58805. * Parse a new ParticleSystemSet from a serialized source
  58806. * @param data defines a JSON compatible representation of the set
  58807. * @param scene defines the hosting scene
  58808. * @param gpu defines if we want GPU particles or CPU particles
  58809. * @returns a new ParticleSystemSet
  58810. */
  58811. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58812. }
  58813. }
  58814. declare module "babylonjs/Particles/particleHelper" {
  58815. import { Nullable } from "babylonjs/types";
  58816. import { Scene } from "babylonjs/scene";
  58817. import { Vector3 } from "babylonjs/Maths/math.vector";
  58818. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58819. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58820. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58821. /**
  58822. * This class is made for on one-liner static method to help creating particle system set.
  58823. */
  58824. export class ParticleHelper {
  58825. /**
  58826. * Gets or sets base Assets URL
  58827. */
  58828. static BaseAssetsUrl: string;
  58829. /**
  58830. * Create a default particle system that you can tweak
  58831. * @param emitter defines the emitter to use
  58832. * @param capacity defines the system capacity (default is 500 particles)
  58833. * @param scene defines the hosting scene
  58834. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58835. * @returns the new Particle system
  58836. */
  58837. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58838. /**
  58839. * This is the main static method (one-liner) of this helper to create different particle systems
  58840. * @param type This string represents the type to the particle system to create
  58841. * @param scene The scene where the particle system should live
  58842. * @param gpu If the system will use gpu
  58843. * @returns the ParticleSystemSet created
  58844. */
  58845. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58846. /**
  58847. * Static function used to export a particle system to a ParticleSystemSet variable.
  58848. * Please note that the emitter shape is not exported
  58849. * @param systems defines the particle systems to export
  58850. * @returns the created particle system set
  58851. */
  58852. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58853. }
  58854. }
  58855. declare module "babylonjs/Particles/particleSystemComponent" {
  58856. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58857. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  58858. import "babylonjs/Shaders/particles.vertex";
  58859. module "babylonjs/Engines/engine" {
  58860. interface Engine {
  58861. /**
  58862. * Create an effect to use with particle systems.
  58863. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58864. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58865. * @param uniformsNames defines a list of attribute names
  58866. * @param samplers defines an array of string used to represent textures
  58867. * @param defines defines the string containing the defines to use to compile the shaders
  58868. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58869. * @param onCompiled defines a function to call when the effect creation is successful
  58870. * @param onError defines a function to call when the effect creation has failed
  58871. * @returns the new Effect
  58872. */
  58873. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58874. }
  58875. }
  58876. module "babylonjs/Meshes/mesh" {
  58877. interface Mesh {
  58878. /**
  58879. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58880. * @returns an array of IParticleSystem
  58881. */
  58882. getEmittedParticleSystems(): IParticleSystem[];
  58883. /**
  58884. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58885. * @returns an array of IParticleSystem
  58886. */
  58887. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58888. }
  58889. }
  58890. /**
  58891. * @hidden
  58892. */
  58893. export var _IDoNeedToBeInTheBuild: number;
  58894. }
  58895. declare module "babylonjs/Particles/index" {
  58896. export * from "babylonjs/Particles/baseParticleSystem";
  58897. export * from "babylonjs/Particles/EmitterTypes/index";
  58898. export * from "babylonjs/Particles/gpuParticleSystem";
  58899. export * from "babylonjs/Particles/IParticleSystem";
  58900. export * from "babylonjs/Particles/particle";
  58901. export * from "babylonjs/Particles/particleHelper";
  58902. export * from "babylonjs/Particles/particleSystem";
  58903. export * from "babylonjs/Particles/particleSystemComponent";
  58904. export * from "babylonjs/Particles/particleSystemSet";
  58905. export * from "babylonjs/Particles/solidParticle";
  58906. export * from "babylonjs/Particles/solidParticleSystem";
  58907. export * from "babylonjs/Particles/subEmitter";
  58908. }
  58909. declare module "babylonjs/Physics/physicsEngineComponent" {
  58910. import { Nullable } from "babylonjs/types";
  58911. import { Observable, Observer } from "babylonjs/Misc/observable";
  58912. import { Vector3 } from "babylonjs/Maths/math.vector";
  58913. import { Mesh } from "babylonjs/Meshes/mesh";
  58914. import { ISceneComponent } from "babylonjs/sceneComponent";
  58915. import { Scene } from "babylonjs/scene";
  58916. import { Node } from "babylonjs/node";
  58917. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  58918. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58919. module "babylonjs/scene" {
  58920. interface Scene {
  58921. /** @hidden (Backing field) */
  58922. _physicsEngine: Nullable<IPhysicsEngine>;
  58923. /**
  58924. * Gets the current physics engine
  58925. * @returns a IPhysicsEngine or null if none attached
  58926. */
  58927. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58928. /**
  58929. * Enables physics to the current scene
  58930. * @param gravity defines the scene's gravity for the physics engine
  58931. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58932. * @return a boolean indicating if the physics engine was initialized
  58933. */
  58934. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58935. /**
  58936. * Disables and disposes the physics engine associated with the scene
  58937. */
  58938. disablePhysicsEngine(): void;
  58939. /**
  58940. * Gets a boolean indicating if there is an active physics engine
  58941. * @returns a boolean indicating if there is an active physics engine
  58942. */
  58943. isPhysicsEnabled(): boolean;
  58944. /**
  58945. * Deletes a physics compound impostor
  58946. * @param compound defines the compound to delete
  58947. */
  58948. deleteCompoundImpostor(compound: any): void;
  58949. /**
  58950. * An event triggered when physic simulation is about to be run
  58951. */
  58952. onBeforePhysicsObservable: Observable<Scene>;
  58953. /**
  58954. * An event triggered when physic simulation has been done
  58955. */
  58956. onAfterPhysicsObservable: Observable<Scene>;
  58957. }
  58958. }
  58959. module "babylonjs/Meshes/abstractMesh" {
  58960. interface AbstractMesh {
  58961. /** @hidden */
  58962. _physicsImpostor: Nullable<PhysicsImpostor>;
  58963. /**
  58964. * Gets or sets impostor used for physic simulation
  58965. * @see http://doc.babylonjs.com/features/physics_engine
  58966. */
  58967. physicsImpostor: Nullable<PhysicsImpostor>;
  58968. /**
  58969. * Gets the current physics impostor
  58970. * @see http://doc.babylonjs.com/features/physics_engine
  58971. * @returns a physics impostor or null
  58972. */
  58973. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58974. /** Apply a physic impulse to the mesh
  58975. * @param force defines the force to apply
  58976. * @param contactPoint defines where to apply the force
  58977. * @returns the current mesh
  58978. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58979. */
  58980. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58981. /**
  58982. * Creates a physic joint between two meshes
  58983. * @param otherMesh defines the other mesh to use
  58984. * @param pivot1 defines the pivot to use on this mesh
  58985. * @param pivot2 defines the pivot to use on the other mesh
  58986. * @param options defines additional options (can be plugin dependent)
  58987. * @returns the current mesh
  58988. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58989. */
  58990. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58991. /** @hidden */
  58992. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58993. }
  58994. }
  58995. /**
  58996. * Defines the physics engine scene component responsible to manage a physics engine
  58997. */
  58998. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58999. /**
  59000. * The component name helpful to identify the component in the list of scene components.
  59001. */
  59002. readonly name: string;
  59003. /**
  59004. * The scene the component belongs to.
  59005. */
  59006. scene: Scene;
  59007. /**
  59008. * Creates a new instance of the component for the given scene
  59009. * @param scene Defines the scene to register the component in
  59010. */
  59011. constructor(scene: Scene);
  59012. /**
  59013. * Registers the component in a given scene
  59014. */
  59015. register(): void;
  59016. /**
  59017. * Rebuilds the elements related to this component in case of
  59018. * context lost for instance.
  59019. */
  59020. rebuild(): void;
  59021. /**
  59022. * Disposes the component and the associated ressources
  59023. */
  59024. dispose(): void;
  59025. }
  59026. }
  59027. declare module "babylonjs/Physics/physicsHelper" {
  59028. import { Nullable } from "babylonjs/types";
  59029. import { Vector3 } from "babylonjs/Maths/math.vector";
  59030. import { Mesh } from "babylonjs/Meshes/mesh";
  59031. import { Scene } from "babylonjs/scene";
  59032. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59033. /**
  59034. * A helper for physics simulations
  59035. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59036. */
  59037. export class PhysicsHelper {
  59038. private _scene;
  59039. private _physicsEngine;
  59040. /**
  59041. * Initializes the Physics helper
  59042. * @param scene Babylon.js scene
  59043. */
  59044. constructor(scene: Scene);
  59045. /**
  59046. * Applies a radial explosion impulse
  59047. * @param origin the origin of the explosion
  59048. * @param radiusOrEventOptions the radius or the options of radial explosion
  59049. * @param strength the explosion strength
  59050. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59051. * @returns A physics radial explosion event, or null
  59052. */
  59053. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59054. /**
  59055. * Applies a radial explosion force
  59056. * @param origin the origin of the explosion
  59057. * @param radiusOrEventOptions the radius or the options of radial explosion
  59058. * @param strength the explosion strength
  59059. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59060. * @returns A physics radial explosion event, or null
  59061. */
  59062. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59063. /**
  59064. * Creates a gravitational field
  59065. * @param origin the origin of the explosion
  59066. * @param radiusOrEventOptions the radius or the options of radial explosion
  59067. * @param strength the explosion strength
  59068. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59069. * @returns A physics gravitational field event, or null
  59070. */
  59071. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  59072. /**
  59073. * Creates a physics updraft event
  59074. * @param origin the origin of the updraft
  59075. * @param radiusOrEventOptions the radius or the options of the updraft
  59076. * @param strength the strength of the updraft
  59077. * @param height the height of the updraft
  59078. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  59079. * @returns A physics updraft event, or null
  59080. */
  59081. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  59082. /**
  59083. * Creates a physics vortex event
  59084. * @param origin the of the vortex
  59085. * @param radiusOrEventOptions the radius or the options of the vortex
  59086. * @param strength the strength of the vortex
  59087. * @param height the height of the vortex
  59088. * @returns a Physics vortex event, or null
  59089. * A physics vortex event or null
  59090. */
  59091. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  59092. }
  59093. /**
  59094. * Represents a physics radial explosion event
  59095. */
  59096. class PhysicsRadialExplosionEvent {
  59097. private _scene;
  59098. private _options;
  59099. private _sphere;
  59100. private _dataFetched;
  59101. /**
  59102. * Initializes a radial explosioin event
  59103. * @param _scene BabylonJS scene
  59104. * @param _options The options for the vortex event
  59105. */
  59106. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  59107. /**
  59108. * Returns the data related to the radial explosion event (sphere).
  59109. * @returns The radial explosion event data
  59110. */
  59111. getData(): PhysicsRadialExplosionEventData;
  59112. /**
  59113. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  59114. * @param impostor A physics imposter
  59115. * @param origin the origin of the explosion
  59116. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  59117. */
  59118. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  59119. /**
  59120. * Triggers affecterd impostors callbacks
  59121. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  59122. */
  59123. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  59124. /**
  59125. * Disposes the sphere.
  59126. * @param force Specifies if the sphere should be disposed by force
  59127. */
  59128. dispose(force?: boolean): void;
  59129. /*** Helpers ***/
  59130. private _prepareSphere;
  59131. private _intersectsWithSphere;
  59132. }
  59133. /**
  59134. * Represents a gravitational field event
  59135. */
  59136. class PhysicsGravitationalFieldEvent {
  59137. private _physicsHelper;
  59138. private _scene;
  59139. private _origin;
  59140. private _options;
  59141. private _tickCallback;
  59142. private _sphere;
  59143. private _dataFetched;
  59144. /**
  59145. * Initializes the physics gravitational field event
  59146. * @param _physicsHelper A physics helper
  59147. * @param _scene BabylonJS scene
  59148. * @param _origin The origin position of the gravitational field event
  59149. * @param _options The options for the vortex event
  59150. */
  59151. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  59152. /**
  59153. * Returns the data related to the gravitational field event (sphere).
  59154. * @returns A gravitational field event
  59155. */
  59156. getData(): PhysicsGravitationalFieldEventData;
  59157. /**
  59158. * Enables the gravitational field.
  59159. */
  59160. enable(): void;
  59161. /**
  59162. * Disables the gravitational field.
  59163. */
  59164. disable(): void;
  59165. /**
  59166. * Disposes the sphere.
  59167. * @param force The force to dispose from the gravitational field event
  59168. */
  59169. dispose(force?: boolean): void;
  59170. private _tick;
  59171. }
  59172. /**
  59173. * Represents a physics updraft event
  59174. */
  59175. class PhysicsUpdraftEvent {
  59176. private _scene;
  59177. private _origin;
  59178. private _options;
  59179. private _physicsEngine;
  59180. private _originTop;
  59181. private _originDirection;
  59182. private _tickCallback;
  59183. private _cylinder;
  59184. private _cylinderPosition;
  59185. private _dataFetched;
  59186. /**
  59187. * Initializes the physics updraft event
  59188. * @param _scene BabylonJS scene
  59189. * @param _origin The origin position of the updraft
  59190. * @param _options The options for the updraft event
  59191. */
  59192. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  59193. /**
  59194. * Returns the data related to the updraft event (cylinder).
  59195. * @returns A physics updraft event
  59196. */
  59197. getData(): PhysicsUpdraftEventData;
  59198. /**
  59199. * Enables the updraft.
  59200. */
  59201. enable(): void;
  59202. /**
  59203. * Disables the updraft.
  59204. */
  59205. disable(): void;
  59206. /**
  59207. * Disposes the cylinder.
  59208. * @param force Specifies if the updraft should be disposed by force
  59209. */
  59210. dispose(force?: boolean): void;
  59211. private getImpostorHitData;
  59212. private _tick;
  59213. /*** Helpers ***/
  59214. private _prepareCylinder;
  59215. private _intersectsWithCylinder;
  59216. }
  59217. /**
  59218. * Represents a physics vortex event
  59219. */
  59220. class PhysicsVortexEvent {
  59221. private _scene;
  59222. private _origin;
  59223. private _options;
  59224. private _physicsEngine;
  59225. private _originTop;
  59226. private _tickCallback;
  59227. private _cylinder;
  59228. private _cylinderPosition;
  59229. private _dataFetched;
  59230. /**
  59231. * Initializes the physics vortex event
  59232. * @param _scene The BabylonJS scene
  59233. * @param _origin The origin position of the vortex
  59234. * @param _options The options for the vortex event
  59235. */
  59236. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  59237. /**
  59238. * Returns the data related to the vortex event (cylinder).
  59239. * @returns The physics vortex event data
  59240. */
  59241. getData(): PhysicsVortexEventData;
  59242. /**
  59243. * Enables the vortex.
  59244. */
  59245. enable(): void;
  59246. /**
  59247. * Disables the cortex.
  59248. */
  59249. disable(): void;
  59250. /**
  59251. * Disposes the sphere.
  59252. * @param force
  59253. */
  59254. dispose(force?: boolean): void;
  59255. private getImpostorHitData;
  59256. private _tick;
  59257. /*** Helpers ***/
  59258. private _prepareCylinder;
  59259. private _intersectsWithCylinder;
  59260. }
  59261. /**
  59262. * Options fot the radial explosion event
  59263. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59264. */
  59265. export class PhysicsRadialExplosionEventOptions {
  59266. /**
  59267. * The radius of the sphere for the radial explosion.
  59268. */
  59269. radius: number;
  59270. /**
  59271. * The strenth of the explosion.
  59272. */
  59273. strength: number;
  59274. /**
  59275. * The strenght of the force in correspondence to the distance of the affected object
  59276. */
  59277. falloff: PhysicsRadialImpulseFalloff;
  59278. /**
  59279. * Sphere options for the radial explosion.
  59280. */
  59281. sphere: {
  59282. segments: number;
  59283. diameter: number;
  59284. };
  59285. /**
  59286. * Sphere options for the radial explosion.
  59287. */
  59288. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  59289. }
  59290. /**
  59291. * Options fot the updraft event
  59292. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59293. */
  59294. export class PhysicsUpdraftEventOptions {
  59295. /**
  59296. * The radius of the cylinder for the vortex
  59297. */
  59298. radius: number;
  59299. /**
  59300. * The strenth of the updraft.
  59301. */
  59302. strength: number;
  59303. /**
  59304. * The height of the cylinder for the updraft.
  59305. */
  59306. height: number;
  59307. /**
  59308. * The mode for the the updraft.
  59309. */
  59310. updraftMode: PhysicsUpdraftMode;
  59311. }
  59312. /**
  59313. * Options fot the vortex event
  59314. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59315. */
  59316. export class PhysicsVortexEventOptions {
  59317. /**
  59318. * The radius of the cylinder for the vortex
  59319. */
  59320. radius: number;
  59321. /**
  59322. * The strenth of the vortex.
  59323. */
  59324. strength: number;
  59325. /**
  59326. * The height of the cylinder for the vortex.
  59327. */
  59328. height: number;
  59329. /**
  59330. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  59331. */
  59332. centripetalForceThreshold: number;
  59333. /**
  59334. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  59335. */
  59336. centripetalForceMultiplier: number;
  59337. /**
  59338. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  59339. */
  59340. centrifugalForceMultiplier: number;
  59341. /**
  59342. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  59343. */
  59344. updraftForceMultiplier: number;
  59345. }
  59346. /**
  59347. * The strenght of the force in correspondence to the distance of the affected object
  59348. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59349. */
  59350. export enum PhysicsRadialImpulseFalloff {
  59351. /** Defines that impulse is constant in strength across it's whole radius */
  59352. Constant = 0,
  59353. /** Defines that impulse gets weaker if it's further from the origin */
  59354. Linear = 1
  59355. }
  59356. /**
  59357. * The strength of the force in correspondence to the distance of the affected object
  59358. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59359. */
  59360. export enum PhysicsUpdraftMode {
  59361. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  59362. Center = 0,
  59363. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  59364. Perpendicular = 1
  59365. }
  59366. /**
  59367. * Interface for a physics hit data
  59368. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59369. */
  59370. export interface PhysicsHitData {
  59371. /**
  59372. * The force applied at the contact point
  59373. */
  59374. force: Vector3;
  59375. /**
  59376. * The contact point
  59377. */
  59378. contactPoint: Vector3;
  59379. /**
  59380. * The distance from the origin to the contact point
  59381. */
  59382. distanceFromOrigin: number;
  59383. }
  59384. /**
  59385. * Interface for radial explosion event data
  59386. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59387. */
  59388. export interface PhysicsRadialExplosionEventData {
  59389. /**
  59390. * A sphere used for the radial explosion event
  59391. */
  59392. sphere: Mesh;
  59393. }
  59394. /**
  59395. * Interface for gravitational field event data
  59396. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59397. */
  59398. export interface PhysicsGravitationalFieldEventData {
  59399. /**
  59400. * A sphere mesh used for the gravitational field event
  59401. */
  59402. sphere: Mesh;
  59403. }
  59404. /**
  59405. * Interface for updraft event data
  59406. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59407. */
  59408. export interface PhysicsUpdraftEventData {
  59409. /**
  59410. * A cylinder used for the updraft event
  59411. */
  59412. cylinder: Mesh;
  59413. }
  59414. /**
  59415. * Interface for vortex event data
  59416. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59417. */
  59418. export interface PhysicsVortexEventData {
  59419. /**
  59420. * A cylinder used for the vortex event
  59421. */
  59422. cylinder: Mesh;
  59423. }
  59424. /**
  59425. * Interface for an affected physics impostor
  59426. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59427. */
  59428. export interface PhysicsAffectedImpostorWithData {
  59429. /**
  59430. * The impostor affected by the effect
  59431. */
  59432. impostor: PhysicsImpostor;
  59433. /**
  59434. * The data about the hit/horce from the explosion
  59435. */
  59436. hitData: PhysicsHitData;
  59437. }
  59438. }
  59439. declare module "babylonjs/Physics/Plugins/index" {
  59440. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59441. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59442. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59443. }
  59444. declare module "babylonjs/Physics/index" {
  59445. export * from "babylonjs/Physics/IPhysicsEngine";
  59446. export * from "babylonjs/Physics/physicsEngine";
  59447. export * from "babylonjs/Physics/physicsEngineComponent";
  59448. export * from "babylonjs/Physics/physicsHelper";
  59449. export * from "babylonjs/Physics/physicsImpostor";
  59450. export * from "babylonjs/Physics/physicsJoint";
  59451. export * from "babylonjs/Physics/Plugins/index";
  59452. }
  59453. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59454. /** @hidden */
  59455. export var blackAndWhitePixelShader: {
  59456. name: string;
  59457. shader: string;
  59458. };
  59459. }
  59460. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59461. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59462. import { Camera } from "babylonjs/Cameras/camera";
  59463. import { Engine } from "babylonjs/Engines/engine";
  59464. import "babylonjs/Shaders/blackAndWhite.fragment";
  59465. /**
  59466. * Post process used to render in black and white
  59467. */
  59468. export class BlackAndWhitePostProcess extends PostProcess {
  59469. /**
  59470. * Linear about to convert he result to black and white (default: 1)
  59471. */
  59472. degree: number;
  59473. /**
  59474. * Creates a black and white post process
  59475. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59476. * @param name The name of the effect.
  59477. * @param options The required width/height ratio to downsize to before computing the render pass.
  59478. * @param camera The camera to apply the render pass to.
  59479. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59480. * @param engine The engine which the post process will be applied. (default: current engine)
  59481. * @param reusable If the post process can be reused on the same frame. (default: false)
  59482. */
  59483. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59484. }
  59485. }
  59486. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59487. import { Nullable } from "babylonjs/types";
  59488. import { Camera } from "babylonjs/Cameras/camera";
  59489. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59490. import { Engine } from "babylonjs/Engines/engine";
  59491. /**
  59492. * This represents a set of one or more post processes in Babylon.
  59493. * A post process can be used to apply a shader to a texture after it is rendered.
  59494. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59495. */
  59496. export class PostProcessRenderEffect {
  59497. private _postProcesses;
  59498. private _getPostProcesses;
  59499. private _singleInstance;
  59500. private _cameras;
  59501. private _indicesForCamera;
  59502. /**
  59503. * Name of the effect
  59504. * @hidden
  59505. */
  59506. _name: string;
  59507. /**
  59508. * Instantiates a post process render effect.
  59509. * A post process can be used to apply a shader to a texture after it is rendered.
  59510. * @param engine The engine the effect is tied to
  59511. * @param name The name of the effect
  59512. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59513. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59514. */
  59515. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59516. /**
  59517. * Checks if all the post processes in the effect are supported.
  59518. */
  59519. readonly isSupported: boolean;
  59520. /**
  59521. * Updates the current state of the effect
  59522. * @hidden
  59523. */
  59524. _update(): void;
  59525. /**
  59526. * Attaches the effect on cameras
  59527. * @param cameras The camera to attach to.
  59528. * @hidden
  59529. */
  59530. _attachCameras(cameras: Camera): void;
  59531. /**
  59532. * Attaches the effect on cameras
  59533. * @param cameras The camera to attach to.
  59534. * @hidden
  59535. */
  59536. _attachCameras(cameras: Camera[]): void;
  59537. /**
  59538. * Detaches the effect on cameras
  59539. * @param cameras The camera to detatch from.
  59540. * @hidden
  59541. */
  59542. _detachCameras(cameras: Camera): void;
  59543. /**
  59544. * Detatches the effect on cameras
  59545. * @param cameras The camera to detatch from.
  59546. * @hidden
  59547. */
  59548. _detachCameras(cameras: Camera[]): void;
  59549. /**
  59550. * Enables the effect on given cameras
  59551. * @param cameras The camera to enable.
  59552. * @hidden
  59553. */
  59554. _enable(cameras: Camera): void;
  59555. /**
  59556. * Enables the effect on given cameras
  59557. * @param cameras The camera to enable.
  59558. * @hidden
  59559. */
  59560. _enable(cameras: Nullable<Camera[]>): void;
  59561. /**
  59562. * Disables the effect on the given cameras
  59563. * @param cameras The camera to disable.
  59564. * @hidden
  59565. */
  59566. _disable(cameras: Camera): void;
  59567. /**
  59568. * Disables the effect on the given cameras
  59569. * @param cameras The camera to disable.
  59570. * @hidden
  59571. */
  59572. _disable(cameras: Nullable<Camera[]>): void;
  59573. /**
  59574. * Gets a list of the post processes contained in the effect.
  59575. * @param camera The camera to get the post processes on.
  59576. * @returns The list of the post processes in the effect.
  59577. */
  59578. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59579. }
  59580. }
  59581. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59582. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59583. /** @hidden */
  59584. export var extractHighlightsPixelShader: {
  59585. name: string;
  59586. shader: string;
  59587. };
  59588. }
  59589. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59590. import { Nullable } from "babylonjs/types";
  59591. import { Camera } from "babylonjs/Cameras/camera";
  59592. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59593. import { Engine } from "babylonjs/Engines/engine";
  59594. import "babylonjs/Shaders/extractHighlights.fragment";
  59595. /**
  59596. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  59597. */
  59598. export class ExtractHighlightsPostProcess extends PostProcess {
  59599. /**
  59600. * The luminance threshold, pixels below this value will be set to black.
  59601. */
  59602. threshold: number;
  59603. /** @hidden */
  59604. _exposure: number;
  59605. /**
  59606. * Post process which has the input texture to be used when performing highlight extraction
  59607. * @hidden
  59608. */
  59609. _inputPostProcess: Nullable<PostProcess>;
  59610. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59611. }
  59612. }
  59613. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59614. /** @hidden */
  59615. export var bloomMergePixelShader: {
  59616. name: string;
  59617. shader: string;
  59618. };
  59619. }
  59620. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59621. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59622. import { Nullable } from "babylonjs/types";
  59623. import { Engine } from "babylonjs/Engines/engine";
  59624. import { Camera } from "babylonjs/Cameras/camera";
  59625. import "babylonjs/Shaders/bloomMerge.fragment";
  59626. /**
  59627. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59628. */
  59629. export class BloomMergePostProcess extends PostProcess {
  59630. /** Weight of the bloom to be added to the original input. */
  59631. weight: number;
  59632. /**
  59633. * Creates a new instance of @see BloomMergePostProcess
  59634. * @param name The name of the effect.
  59635. * @param originalFromInput Post process which's input will be used for the merge.
  59636. * @param blurred Blurred highlights post process which's output will be used.
  59637. * @param weight Weight of the bloom to be added to the original input.
  59638. * @param options The required width/height ratio to downsize to before computing the render pass.
  59639. * @param camera The camera to apply the render pass to.
  59640. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59641. * @param engine The engine which the post process will be applied. (default: current engine)
  59642. * @param reusable If the post process can be reused on the same frame. (default: false)
  59643. * @param textureType Type of textures used when performing the post process. (default: 0)
  59644. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59645. */
  59646. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59647. /** Weight of the bloom to be added to the original input. */
  59648. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59649. }
  59650. }
  59651. declare module "babylonjs/PostProcesses/bloomEffect" {
  59652. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59653. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59654. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59655. import { Camera } from "babylonjs/Cameras/camera";
  59656. import { Scene } from "babylonjs/scene";
  59657. /**
  59658. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59659. */
  59660. export class BloomEffect extends PostProcessRenderEffect {
  59661. private bloomScale;
  59662. /**
  59663. * @hidden Internal
  59664. */
  59665. _effects: Array<PostProcess>;
  59666. /**
  59667. * @hidden Internal
  59668. */
  59669. _downscale: ExtractHighlightsPostProcess;
  59670. private _blurX;
  59671. private _blurY;
  59672. private _merge;
  59673. /**
  59674. * The luminance threshold to find bright areas of the image to bloom.
  59675. */
  59676. threshold: number;
  59677. /**
  59678. * The strength of the bloom.
  59679. */
  59680. weight: number;
  59681. /**
  59682. * Specifies the size of the bloom blur kernel, relative to the final output size
  59683. */
  59684. kernel: number;
  59685. /**
  59686. * Creates a new instance of @see BloomEffect
  59687. * @param scene The scene the effect belongs to.
  59688. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59689. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59690. * @param bloomWeight The the strength of bloom.
  59691. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59692. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59693. */
  59694. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59695. /**
  59696. * Disposes each of the internal effects for a given camera.
  59697. * @param camera The camera to dispose the effect on.
  59698. */
  59699. disposeEffects(camera: Camera): void;
  59700. /**
  59701. * @hidden Internal
  59702. */
  59703. _updateEffects(): void;
  59704. /**
  59705. * Internal
  59706. * @returns if all the contained post processes are ready.
  59707. * @hidden
  59708. */
  59709. _isReady(): boolean;
  59710. }
  59711. }
  59712. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59713. /** @hidden */
  59714. export var chromaticAberrationPixelShader: {
  59715. name: string;
  59716. shader: string;
  59717. };
  59718. }
  59719. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59720. import { Vector2 } from "babylonjs/Maths/math.vector";
  59721. import { Nullable } from "babylonjs/types";
  59722. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59723. import { Camera } from "babylonjs/Cameras/camera";
  59724. import { Engine } from "babylonjs/Engines/engine";
  59725. import "babylonjs/Shaders/chromaticAberration.fragment";
  59726. /**
  59727. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59728. */
  59729. export class ChromaticAberrationPostProcess extends PostProcess {
  59730. /**
  59731. * The amount of seperation of rgb channels (default: 30)
  59732. */
  59733. aberrationAmount: number;
  59734. /**
  59735. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59736. */
  59737. radialIntensity: number;
  59738. /**
  59739. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  59740. */
  59741. direction: Vector2;
  59742. /**
  59743. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  59744. */
  59745. centerPosition: Vector2;
  59746. /**
  59747. * Creates a new instance ChromaticAberrationPostProcess
  59748. * @param name The name of the effect.
  59749. * @param screenWidth The width of the screen to apply the effect on.
  59750. * @param screenHeight The height of the screen to apply the effect on.
  59751. * @param options The required width/height ratio to downsize to before computing the render pass.
  59752. * @param camera The camera to apply the render pass to.
  59753. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59754. * @param engine The engine which the post process will be applied. (default: current engine)
  59755. * @param reusable If the post process can be reused on the same frame. (default: false)
  59756. * @param textureType Type of textures used when performing the post process. (default: 0)
  59757. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59758. */
  59759. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59760. }
  59761. }
  59762. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59763. /** @hidden */
  59764. export var circleOfConfusionPixelShader: {
  59765. name: string;
  59766. shader: string;
  59767. };
  59768. }
  59769. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59770. import { Nullable } from "babylonjs/types";
  59771. import { Engine } from "babylonjs/Engines/engine";
  59772. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59773. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59774. import { Camera } from "babylonjs/Cameras/camera";
  59775. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59776. /**
  59777. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59778. */
  59779. export class CircleOfConfusionPostProcess extends PostProcess {
  59780. /**
  59781. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  59782. */
  59783. lensSize: number;
  59784. /**
  59785. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59786. */
  59787. fStop: number;
  59788. /**
  59789. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59790. */
  59791. focusDistance: number;
  59792. /**
  59793. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59794. */
  59795. focalLength: number;
  59796. private _depthTexture;
  59797. /**
  59798. * Creates a new instance CircleOfConfusionPostProcess
  59799. * @param name The name of the effect.
  59800. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  59801. * @param options The required width/height ratio to downsize to before computing the render pass.
  59802. * @param camera The camera to apply the render pass to.
  59803. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59804. * @param engine The engine which the post process will be applied. (default: current engine)
  59805. * @param reusable If the post process can be reused on the same frame. (default: false)
  59806. * @param textureType Type of textures used when performing the post process. (default: 0)
  59807. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59808. */
  59809. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59810. /**
  59811. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  59812. */
  59813. depthTexture: RenderTargetTexture;
  59814. }
  59815. }
  59816. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59817. /** @hidden */
  59818. export var colorCorrectionPixelShader: {
  59819. name: string;
  59820. shader: string;
  59821. };
  59822. }
  59823. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59824. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59825. import { Engine } from "babylonjs/Engines/engine";
  59826. import { Camera } from "babylonjs/Cameras/camera";
  59827. import "babylonjs/Shaders/colorCorrection.fragment";
  59828. /**
  59829. *
  59830. * This post-process allows the modification of rendered colors by using
  59831. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59832. *
  59833. * The object needs to be provided an url to a texture containing the color
  59834. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59835. * Use an image editing software to tweak the LUT to match your needs.
  59836. *
  59837. * For an example of a color LUT, see here:
  59838. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59839. * For explanations on color grading, see here:
  59840. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59841. *
  59842. */
  59843. export class ColorCorrectionPostProcess extends PostProcess {
  59844. private _colorTableTexture;
  59845. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59846. }
  59847. }
  59848. declare module "babylonjs/Shaders/convolution.fragment" {
  59849. /** @hidden */
  59850. export var convolutionPixelShader: {
  59851. name: string;
  59852. shader: string;
  59853. };
  59854. }
  59855. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  59856. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59857. import { Nullable } from "babylonjs/types";
  59858. import { Camera } from "babylonjs/Cameras/camera";
  59859. import { Engine } from "babylonjs/Engines/engine";
  59860. import "babylonjs/Shaders/convolution.fragment";
  59861. /**
  59862. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59863. * input texture to perform effects such as edge detection or sharpening
  59864. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59865. */
  59866. export class ConvolutionPostProcess extends PostProcess {
  59867. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59868. kernel: number[];
  59869. /**
  59870. * Creates a new instance ConvolutionPostProcess
  59871. * @param name The name of the effect.
  59872. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59873. * @param options The required width/height ratio to downsize to before computing the render pass.
  59874. * @param camera The camera to apply the render pass to.
  59875. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59876. * @param engine The engine which the post process will be applied. (default: current engine)
  59877. * @param reusable If the post process can be reused on the same frame. (default: false)
  59878. * @param textureType Type of textures used when performing the post process. (default: 0)
  59879. */
  59880. constructor(name: string,
  59881. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59882. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59883. /**
  59884. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59885. */
  59886. static EdgeDetect0Kernel: number[];
  59887. /**
  59888. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59889. */
  59890. static EdgeDetect1Kernel: number[];
  59891. /**
  59892. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59893. */
  59894. static EdgeDetect2Kernel: number[];
  59895. /**
  59896. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59897. */
  59898. static SharpenKernel: number[];
  59899. /**
  59900. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59901. */
  59902. static EmbossKernel: number[];
  59903. /**
  59904. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59905. */
  59906. static GaussianKernel: number[];
  59907. }
  59908. }
  59909. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  59910. import { Nullable } from "babylonjs/types";
  59911. import { Vector2 } from "babylonjs/Maths/math.vector";
  59912. import { Camera } from "babylonjs/Cameras/camera";
  59913. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59914. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  59915. import { Engine } from "babylonjs/Engines/engine";
  59916. import { Scene } from "babylonjs/scene";
  59917. /**
  59918. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59919. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59920. * based on samples that have a large difference in distance than the center pixel.
  59921. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59922. */
  59923. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59924. direction: Vector2;
  59925. /**
  59926. * Creates a new instance CircleOfConfusionPostProcess
  59927. * @param name The name of the effect.
  59928. * @param scene The scene the effect belongs to.
  59929. * @param direction The direction the blur should be applied.
  59930. * @param kernel The size of the kernel used to blur.
  59931. * @param options The required width/height ratio to downsize to before computing the render pass.
  59932. * @param camera The camera to apply the render pass to.
  59933. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59934. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59935. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59936. * @param engine The engine which the post process will be applied. (default: current engine)
  59937. * @param reusable If the post process can be reused on the same frame. (default: false)
  59938. * @param textureType Type of textures used when performing the post process. (default: 0)
  59939. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59940. */
  59941. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59942. }
  59943. }
  59944. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  59945. /** @hidden */
  59946. export var depthOfFieldMergePixelShader: {
  59947. name: string;
  59948. shader: string;
  59949. };
  59950. }
  59951. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  59952. import { Nullable } from "babylonjs/types";
  59953. import { Camera } from "babylonjs/Cameras/camera";
  59954. import { Effect } from "babylonjs/Materials/effect";
  59955. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59956. import { Engine } from "babylonjs/Engines/engine";
  59957. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  59958. /**
  59959. * Options to be set when merging outputs from the default pipeline.
  59960. */
  59961. export class DepthOfFieldMergePostProcessOptions {
  59962. /**
  59963. * The original image to merge on top of
  59964. */
  59965. originalFromInput: PostProcess;
  59966. /**
  59967. * Parameters to perform the merge of the depth of field effect
  59968. */
  59969. depthOfField?: {
  59970. circleOfConfusion: PostProcess;
  59971. blurSteps: Array<PostProcess>;
  59972. };
  59973. /**
  59974. * Parameters to perform the merge of bloom effect
  59975. */
  59976. bloom?: {
  59977. blurred: PostProcess;
  59978. weight: number;
  59979. };
  59980. }
  59981. /**
  59982. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59983. */
  59984. export class DepthOfFieldMergePostProcess extends PostProcess {
  59985. private blurSteps;
  59986. /**
  59987. * Creates a new instance of DepthOfFieldMergePostProcess
  59988. * @param name The name of the effect.
  59989. * @param originalFromInput Post process which's input will be used for the merge.
  59990. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59991. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59992. * @param options The required width/height ratio to downsize to before computing the render pass.
  59993. * @param camera The camera to apply the render pass to.
  59994. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59995. * @param engine The engine which the post process will be applied. (default: current engine)
  59996. * @param reusable If the post process can be reused on the same frame. (default: false)
  59997. * @param textureType Type of textures used when performing the post process. (default: 0)
  59998. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59999. */
  60000. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60001. /**
  60002. * Updates the effect with the current post process compile time values and recompiles the shader.
  60003. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  60004. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  60005. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  60006. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  60007. * @param onCompiled Called when the shader has been compiled.
  60008. * @param onError Called if there is an error when compiling a shader.
  60009. */
  60010. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  60011. }
  60012. }
  60013. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  60014. import { Nullable } from "babylonjs/types";
  60015. import { Camera } from "babylonjs/Cameras/camera";
  60016. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60017. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60018. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60019. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  60020. import { Scene } from "babylonjs/scene";
  60021. /**
  60022. * Specifies the level of max blur that should be applied when using the depth of field effect
  60023. */
  60024. export enum DepthOfFieldEffectBlurLevel {
  60025. /**
  60026. * Subtle blur
  60027. */
  60028. Low = 0,
  60029. /**
  60030. * Medium blur
  60031. */
  60032. Medium = 1,
  60033. /**
  60034. * Large blur
  60035. */
  60036. High = 2
  60037. }
  60038. /**
  60039. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  60040. */
  60041. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  60042. private _circleOfConfusion;
  60043. /**
  60044. * @hidden Internal, blurs from high to low
  60045. */
  60046. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  60047. private _depthOfFieldBlurY;
  60048. private _dofMerge;
  60049. /**
  60050. * @hidden Internal post processes in depth of field effect
  60051. */
  60052. _effects: Array<PostProcess>;
  60053. /**
  60054. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  60055. */
  60056. focalLength: number;
  60057. /**
  60058. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60059. */
  60060. fStop: number;
  60061. /**
  60062. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60063. */
  60064. focusDistance: number;
  60065. /**
  60066. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  60067. */
  60068. lensSize: number;
  60069. /**
  60070. * Creates a new instance DepthOfFieldEffect
  60071. * @param scene The scene the effect belongs to.
  60072. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  60073. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60074. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60075. */
  60076. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  60077. /**
  60078. * Get the current class name of the current effet
  60079. * @returns "DepthOfFieldEffect"
  60080. */
  60081. getClassName(): string;
  60082. /**
  60083. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  60084. */
  60085. depthTexture: RenderTargetTexture;
  60086. /**
  60087. * Disposes each of the internal effects for a given camera.
  60088. * @param camera The camera to dispose the effect on.
  60089. */
  60090. disposeEffects(camera: Camera): void;
  60091. /**
  60092. * @hidden Internal
  60093. */
  60094. _updateEffects(): void;
  60095. /**
  60096. * Internal
  60097. * @returns if all the contained post processes are ready.
  60098. * @hidden
  60099. */
  60100. _isReady(): boolean;
  60101. }
  60102. }
  60103. declare module "babylonjs/Shaders/displayPass.fragment" {
  60104. /** @hidden */
  60105. export var displayPassPixelShader: {
  60106. name: string;
  60107. shader: string;
  60108. };
  60109. }
  60110. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  60111. import { Nullable } from "babylonjs/types";
  60112. import { Camera } from "babylonjs/Cameras/camera";
  60113. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60114. import { Engine } from "babylonjs/Engines/engine";
  60115. import "babylonjs/Shaders/displayPass.fragment";
  60116. /**
  60117. * DisplayPassPostProcess which produces an output the same as it's input
  60118. */
  60119. export class DisplayPassPostProcess extends PostProcess {
  60120. /**
  60121. * Creates the DisplayPassPostProcess
  60122. * @param name The name of the effect.
  60123. * @param options The required width/height ratio to downsize to before computing the render pass.
  60124. * @param camera The camera to apply the render pass to.
  60125. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60126. * @param engine The engine which the post process will be applied. (default: current engine)
  60127. * @param reusable If the post process can be reused on the same frame. (default: false)
  60128. */
  60129. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60130. }
  60131. }
  60132. declare module "babylonjs/Shaders/filter.fragment" {
  60133. /** @hidden */
  60134. export var filterPixelShader: {
  60135. name: string;
  60136. shader: string;
  60137. };
  60138. }
  60139. declare module "babylonjs/PostProcesses/filterPostProcess" {
  60140. import { Nullable } from "babylonjs/types";
  60141. import { Matrix } from "babylonjs/Maths/math.vector";
  60142. import { Camera } from "babylonjs/Cameras/camera";
  60143. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60144. import { Engine } from "babylonjs/Engines/engine";
  60145. import "babylonjs/Shaders/filter.fragment";
  60146. /**
  60147. * Applies a kernel filter to the image
  60148. */
  60149. export class FilterPostProcess extends PostProcess {
  60150. /** The matrix to be applied to the image */
  60151. kernelMatrix: Matrix;
  60152. /**
  60153. *
  60154. * @param name The name of the effect.
  60155. * @param kernelMatrix The matrix to be applied to the image
  60156. * @param options The required width/height ratio to downsize to before computing the render pass.
  60157. * @param camera The camera to apply the render pass to.
  60158. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60159. * @param engine The engine which the post process will be applied. (default: current engine)
  60160. * @param reusable If the post process can be reused on the same frame. (default: false)
  60161. */
  60162. constructor(name: string,
  60163. /** The matrix to be applied to the image */
  60164. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60165. }
  60166. }
  60167. declare module "babylonjs/Shaders/fxaa.fragment" {
  60168. /** @hidden */
  60169. export var fxaaPixelShader: {
  60170. name: string;
  60171. shader: string;
  60172. };
  60173. }
  60174. declare module "babylonjs/Shaders/fxaa.vertex" {
  60175. /** @hidden */
  60176. export var fxaaVertexShader: {
  60177. name: string;
  60178. shader: string;
  60179. };
  60180. }
  60181. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  60182. import { Nullable } from "babylonjs/types";
  60183. import { Camera } from "babylonjs/Cameras/camera";
  60184. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60185. import { Engine } from "babylonjs/Engines/engine";
  60186. import "babylonjs/Shaders/fxaa.fragment";
  60187. import "babylonjs/Shaders/fxaa.vertex";
  60188. /**
  60189. * Fxaa post process
  60190. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  60191. */
  60192. export class FxaaPostProcess extends PostProcess {
  60193. /** @hidden */
  60194. texelWidth: number;
  60195. /** @hidden */
  60196. texelHeight: number;
  60197. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60198. private _getDefines;
  60199. }
  60200. }
  60201. declare module "babylonjs/Shaders/grain.fragment" {
  60202. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60203. /** @hidden */
  60204. export var grainPixelShader: {
  60205. name: string;
  60206. shader: string;
  60207. };
  60208. }
  60209. declare module "babylonjs/PostProcesses/grainPostProcess" {
  60210. import { Nullable } from "babylonjs/types";
  60211. import { Camera } from "babylonjs/Cameras/camera";
  60212. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60213. import { Engine } from "babylonjs/Engines/engine";
  60214. import "babylonjs/Shaders/grain.fragment";
  60215. /**
  60216. * The GrainPostProcess adds noise to the image at mid luminance levels
  60217. */
  60218. export class GrainPostProcess extends PostProcess {
  60219. /**
  60220. * The intensity of the grain added (default: 30)
  60221. */
  60222. intensity: number;
  60223. /**
  60224. * If the grain should be randomized on every frame
  60225. */
  60226. animated: boolean;
  60227. /**
  60228. * Creates a new instance of @see GrainPostProcess
  60229. * @param name The name of the effect.
  60230. * @param options The required width/height ratio to downsize to before computing the render pass.
  60231. * @param camera The camera to apply the render pass to.
  60232. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60233. * @param engine The engine which the post process will be applied. (default: current engine)
  60234. * @param reusable If the post process can be reused on the same frame. (default: false)
  60235. * @param textureType Type of textures used when performing the post process. (default: 0)
  60236. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60237. */
  60238. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60239. }
  60240. }
  60241. declare module "babylonjs/Shaders/highlights.fragment" {
  60242. /** @hidden */
  60243. export var highlightsPixelShader: {
  60244. name: string;
  60245. shader: string;
  60246. };
  60247. }
  60248. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  60249. import { Nullable } from "babylonjs/types";
  60250. import { Camera } from "babylonjs/Cameras/camera";
  60251. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60252. import { Engine } from "babylonjs/Engines/engine";
  60253. import "babylonjs/Shaders/highlights.fragment";
  60254. /**
  60255. * Extracts highlights from the image
  60256. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60257. */
  60258. export class HighlightsPostProcess extends PostProcess {
  60259. /**
  60260. * Extracts highlights from the image
  60261. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60262. * @param name The name of the effect.
  60263. * @param options The required width/height ratio to downsize to before computing the render pass.
  60264. * @param camera The camera to apply the render pass to.
  60265. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60266. * @param engine The engine which the post process will be applied. (default: current engine)
  60267. * @param reusable If the post process can be reused on the same frame. (default: false)
  60268. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  60269. */
  60270. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60271. }
  60272. }
  60273. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  60274. /** @hidden */
  60275. export var mrtFragmentDeclaration: {
  60276. name: string;
  60277. shader: string;
  60278. };
  60279. }
  60280. declare module "babylonjs/Shaders/geometry.fragment" {
  60281. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  60282. /** @hidden */
  60283. export var geometryPixelShader: {
  60284. name: string;
  60285. shader: string;
  60286. };
  60287. }
  60288. declare module "babylonjs/Shaders/geometry.vertex" {
  60289. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60290. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  60291. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  60292. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  60293. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  60294. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  60295. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60296. /** @hidden */
  60297. export var geometryVertexShader: {
  60298. name: string;
  60299. shader: string;
  60300. };
  60301. }
  60302. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  60303. import { Matrix } from "babylonjs/Maths/math.vector";
  60304. import { SubMesh } from "babylonjs/Meshes/subMesh";
  60305. import { Mesh } from "babylonjs/Meshes/mesh";
  60306. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  60307. import { Effect } from "babylonjs/Materials/effect";
  60308. import { Scene } from "babylonjs/scene";
  60309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60310. import "babylonjs/Shaders/geometry.fragment";
  60311. import "babylonjs/Shaders/geometry.vertex";
  60312. /** @hidden */
  60313. interface ISavedTransformationMatrix {
  60314. world: Matrix;
  60315. viewProjection: Matrix;
  60316. }
  60317. /**
  60318. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  60319. */
  60320. export class GeometryBufferRenderer {
  60321. /**
  60322. * Constant used to retrieve the position texture index in the G-Buffer textures array
  60323. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  60324. */
  60325. static readonly POSITION_TEXTURE_TYPE: number;
  60326. /**
  60327. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  60328. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  60329. */
  60330. static readonly VELOCITY_TEXTURE_TYPE: number;
  60331. /**
  60332. * Dictionary used to store the previous transformation matrices of each rendered mesh
  60333. * in order to compute objects velocities when enableVelocity is set to "true"
  60334. * @hidden
  60335. */
  60336. _previousTransformationMatrices: {
  60337. [index: number]: ISavedTransformationMatrix;
  60338. };
  60339. /**
  60340. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  60341. * in order to compute objects velocities when enableVelocity is set to "true"
  60342. * @hidden
  60343. */
  60344. _previousBonesTransformationMatrices: {
  60345. [index: number]: Float32Array;
  60346. };
  60347. /**
  60348. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  60349. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  60350. */
  60351. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  60352. private _scene;
  60353. private _multiRenderTarget;
  60354. private _ratio;
  60355. private _enablePosition;
  60356. private _enableVelocity;
  60357. private _positionIndex;
  60358. private _velocityIndex;
  60359. protected _effect: Effect;
  60360. protected _cachedDefines: string;
  60361. /**
  60362. * Set the render list (meshes to be rendered) used in the G buffer.
  60363. */
  60364. renderList: Mesh[];
  60365. /**
  60366. * Gets wether or not G buffer are supported by the running hardware.
  60367. * This requires draw buffer supports
  60368. */
  60369. readonly isSupported: boolean;
  60370. /**
  60371. * Returns the index of the given texture type in the G-Buffer textures array
  60372. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  60373. * @returns the index of the given texture type in the G-Buffer textures array
  60374. */
  60375. getTextureIndex(textureType: number): number;
  60376. /**
  60377. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  60378. */
  60379. /**
  60380. * Sets whether or not objects positions are enabled for the G buffer.
  60381. */
  60382. enablePosition: boolean;
  60383. /**
  60384. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  60385. */
  60386. /**
  60387. * Sets wether or not objects velocities are enabled for the G buffer.
  60388. */
  60389. enableVelocity: boolean;
  60390. /**
  60391. * Gets the scene associated with the buffer.
  60392. */
  60393. readonly scene: Scene;
  60394. /**
  60395. * Gets the ratio used by the buffer during its creation.
  60396. * How big is the buffer related to the main canvas.
  60397. */
  60398. readonly ratio: number;
  60399. /** @hidden */
  60400. static _SceneComponentInitialization: (scene: Scene) => void;
  60401. /**
  60402. * Creates a new G Buffer for the scene
  60403. * @param scene The scene the buffer belongs to
  60404. * @param ratio How big is the buffer related to the main canvas.
  60405. */
  60406. constructor(scene: Scene, ratio?: number);
  60407. /**
  60408. * Checks wether everything is ready to render a submesh to the G buffer.
  60409. * @param subMesh the submesh to check readiness for
  60410. * @param useInstances is the mesh drawn using instance or not
  60411. * @returns true if ready otherwise false
  60412. */
  60413. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60414. /**
  60415. * Gets the current underlying G Buffer.
  60416. * @returns the buffer
  60417. */
  60418. getGBuffer(): MultiRenderTarget;
  60419. /**
  60420. * Gets the number of samples used to render the buffer (anti aliasing).
  60421. */
  60422. /**
  60423. * Sets the number of samples used to render the buffer (anti aliasing).
  60424. */
  60425. samples: number;
  60426. /**
  60427. * Disposes the renderer and frees up associated resources.
  60428. */
  60429. dispose(): void;
  60430. protected _createRenderTargets(): void;
  60431. private _copyBonesTransformationMatrices;
  60432. }
  60433. }
  60434. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60435. import { Nullable } from "babylonjs/types";
  60436. import { Scene } from "babylonjs/scene";
  60437. import { ISceneComponent } from "babylonjs/sceneComponent";
  60438. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60439. module "babylonjs/scene" {
  60440. interface Scene {
  60441. /** @hidden (Backing field) */
  60442. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60443. /**
  60444. * Gets or Sets the current geometry buffer associated to the scene.
  60445. */
  60446. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60447. /**
  60448. * Enables a GeometryBufferRender and associates it with the scene
  60449. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60450. * @returns the GeometryBufferRenderer
  60451. */
  60452. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60453. /**
  60454. * Disables the GeometryBufferRender associated with the scene
  60455. */
  60456. disableGeometryBufferRenderer(): void;
  60457. }
  60458. }
  60459. /**
  60460. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60461. * in several rendering techniques.
  60462. */
  60463. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60464. /**
  60465. * The component name helpful to identify the component in the list of scene components.
  60466. */
  60467. readonly name: string;
  60468. /**
  60469. * The scene the component belongs to.
  60470. */
  60471. scene: Scene;
  60472. /**
  60473. * Creates a new instance of the component for the given scene
  60474. * @param scene Defines the scene to register the component in
  60475. */
  60476. constructor(scene: Scene);
  60477. /**
  60478. * Registers the component in a given scene
  60479. */
  60480. register(): void;
  60481. /**
  60482. * Rebuilds the elements related to this component in case of
  60483. * context lost for instance.
  60484. */
  60485. rebuild(): void;
  60486. /**
  60487. * Disposes the component and the associated ressources
  60488. */
  60489. dispose(): void;
  60490. private _gatherRenderTargets;
  60491. }
  60492. }
  60493. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60494. /** @hidden */
  60495. export var motionBlurPixelShader: {
  60496. name: string;
  60497. shader: string;
  60498. };
  60499. }
  60500. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60501. import { Nullable } from "babylonjs/types";
  60502. import { Camera } from "babylonjs/Cameras/camera";
  60503. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60504. import { Scene } from "babylonjs/scene";
  60505. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60506. import "babylonjs/Animations/animatable";
  60507. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60508. import "babylonjs/Shaders/motionBlur.fragment";
  60509. import { Engine } from "babylonjs/Engines/engine";
  60510. /**
  60511. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60512. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60513. * As an example, all you have to do is to create the post-process:
  60514. * var mb = new BABYLON.MotionBlurPostProcess(
  60515. * 'mb', // The name of the effect.
  60516. * scene, // The scene containing the objects to blur according to their velocity.
  60517. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60518. * camera // The camera to apply the render pass to.
  60519. * );
  60520. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60521. */
  60522. export class MotionBlurPostProcess extends PostProcess {
  60523. /**
  60524. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60525. */
  60526. motionStrength: number;
  60527. /**
  60528. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60529. */
  60530. /**
  60531. * Sets the number of iterations to be used for motion blur quality
  60532. */
  60533. motionBlurSamples: number;
  60534. private _motionBlurSamples;
  60535. private _geometryBufferRenderer;
  60536. /**
  60537. * Creates a new instance MotionBlurPostProcess
  60538. * @param name The name of the effect.
  60539. * @param scene The scene containing the objects to blur according to their velocity.
  60540. * @param options The required width/height ratio to downsize to before computing the render pass.
  60541. * @param camera The camera to apply the render pass to.
  60542. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60543. * @param engine The engine which the post process will be applied. (default: current engine)
  60544. * @param reusable If the post process can be reused on the same frame. (default: false)
  60545. * @param textureType Type of textures used when performing the post process. (default: 0)
  60546. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60547. */
  60548. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60549. /**
  60550. * Excludes the given skinned mesh from computing bones velocities.
  60551. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  60552. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60553. */
  60554. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60555. /**
  60556. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60557. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60558. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60559. */
  60560. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60561. /**
  60562. * Disposes the post process.
  60563. * @param camera The camera to dispose the post process on.
  60564. */
  60565. dispose(camera?: Camera): void;
  60566. }
  60567. }
  60568. declare module "babylonjs/Shaders/refraction.fragment" {
  60569. /** @hidden */
  60570. export var refractionPixelShader: {
  60571. name: string;
  60572. shader: string;
  60573. };
  60574. }
  60575. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60576. import { Color3 } from "babylonjs/Maths/math.color";
  60577. import { Camera } from "babylonjs/Cameras/camera";
  60578. import { Texture } from "babylonjs/Materials/Textures/texture";
  60579. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60580. import { Engine } from "babylonjs/Engines/engine";
  60581. import "babylonjs/Shaders/refraction.fragment";
  60582. /**
  60583. * Post process which applies a refractin texture
  60584. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60585. */
  60586. export class RefractionPostProcess extends PostProcess {
  60587. /** the base color of the refraction (used to taint the rendering) */
  60588. color: Color3;
  60589. /** simulated refraction depth */
  60590. depth: number;
  60591. /** the coefficient of the base color (0 to remove base color tainting) */
  60592. colorLevel: number;
  60593. private _refTexture;
  60594. private _ownRefractionTexture;
  60595. /**
  60596. * Gets or sets the refraction texture
  60597. * Please note that you are responsible for disposing the texture if you set it manually
  60598. */
  60599. refractionTexture: Texture;
  60600. /**
  60601. * Initializes the RefractionPostProcess
  60602. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60603. * @param name The name of the effect.
  60604. * @param refractionTextureUrl Url of the refraction texture to use
  60605. * @param color the base color of the refraction (used to taint the rendering)
  60606. * @param depth simulated refraction depth
  60607. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60608. * @param camera The camera to apply the render pass to.
  60609. * @param options The required width/height ratio to downsize to before computing the render pass.
  60610. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60611. * @param engine The engine which the post process will be applied. (default: current engine)
  60612. * @param reusable If the post process can be reused on the same frame. (default: false)
  60613. */
  60614. constructor(name: string, refractionTextureUrl: string,
  60615. /** the base color of the refraction (used to taint the rendering) */
  60616. color: Color3,
  60617. /** simulated refraction depth */
  60618. depth: number,
  60619. /** the coefficient of the base color (0 to remove base color tainting) */
  60620. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60621. /**
  60622. * Disposes of the post process
  60623. * @param camera Camera to dispose post process on
  60624. */
  60625. dispose(camera: Camera): void;
  60626. }
  60627. }
  60628. declare module "babylonjs/Shaders/sharpen.fragment" {
  60629. /** @hidden */
  60630. export var sharpenPixelShader: {
  60631. name: string;
  60632. shader: string;
  60633. };
  60634. }
  60635. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60636. import { Nullable } from "babylonjs/types";
  60637. import { Camera } from "babylonjs/Cameras/camera";
  60638. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60639. import "babylonjs/Shaders/sharpen.fragment";
  60640. import { Engine } from "babylonjs/Engines/engine";
  60641. /**
  60642. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60643. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60644. */
  60645. export class SharpenPostProcess extends PostProcess {
  60646. /**
  60647. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60648. */
  60649. colorAmount: number;
  60650. /**
  60651. * How much sharpness should be applied (default: 0.3)
  60652. */
  60653. edgeAmount: number;
  60654. /**
  60655. * Creates a new instance ConvolutionPostProcess
  60656. * @param name The name of the effect.
  60657. * @param options The required width/height ratio to downsize to before computing the render pass.
  60658. * @param camera The camera to apply the render pass to.
  60659. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60660. * @param engine The engine which the post process will be applied. (default: current engine)
  60661. * @param reusable If the post process can be reused on the same frame. (default: false)
  60662. * @param textureType Type of textures used when performing the post process. (default: 0)
  60663. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60664. */
  60665. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60666. }
  60667. }
  60668. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60669. import { Nullable } from "babylonjs/types";
  60670. import { Camera } from "babylonjs/Cameras/camera";
  60671. import { Engine } from "babylonjs/Engines/engine";
  60672. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60673. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60674. /**
  60675. * PostProcessRenderPipeline
  60676. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60677. */
  60678. export class PostProcessRenderPipeline {
  60679. private engine;
  60680. private _renderEffects;
  60681. private _renderEffectsForIsolatedPass;
  60682. /**
  60683. * List of inspectable custom properties (used by the Inspector)
  60684. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60685. */
  60686. inspectableCustomProperties: IInspectable[];
  60687. /**
  60688. * @hidden
  60689. */
  60690. protected _cameras: Camera[];
  60691. /** @hidden */
  60692. _name: string;
  60693. /**
  60694. * Gets pipeline name
  60695. */
  60696. readonly name: string;
  60697. /**
  60698. * Initializes a PostProcessRenderPipeline
  60699. * @param engine engine to add the pipeline to
  60700. * @param name name of the pipeline
  60701. */
  60702. constructor(engine: Engine, name: string);
  60703. /**
  60704. * Gets the class name
  60705. * @returns "PostProcessRenderPipeline"
  60706. */
  60707. getClassName(): string;
  60708. /**
  60709. * If all the render effects in the pipeline are supported
  60710. */
  60711. readonly isSupported: boolean;
  60712. /**
  60713. * Adds an effect to the pipeline
  60714. * @param renderEffect the effect to add
  60715. */
  60716. addEffect(renderEffect: PostProcessRenderEffect): void;
  60717. /** @hidden */
  60718. _rebuild(): void;
  60719. /** @hidden */
  60720. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60721. /** @hidden */
  60722. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60723. /** @hidden */
  60724. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60725. /** @hidden */
  60726. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60727. /** @hidden */
  60728. _attachCameras(cameras: Camera, unique: boolean): void;
  60729. /** @hidden */
  60730. _attachCameras(cameras: Camera[], unique: boolean): void;
  60731. /** @hidden */
  60732. _detachCameras(cameras: Camera): void;
  60733. /** @hidden */
  60734. _detachCameras(cameras: Nullable<Camera[]>): void;
  60735. /** @hidden */
  60736. _update(): void;
  60737. /** @hidden */
  60738. _reset(): void;
  60739. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60740. /**
  60741. * Disposes of the pipeline
  60742. */
  60743. dispose(): void;
  60744. }
  60745. }
  60746. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60747. import { Camera } from "babylonjs/Cameras/camera";
  60748. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60749. /**
  60750. * PostProcessRenderPipelineManager class
  60751. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60752. */
  60753. export class PostProcessRenderPipelineManager {
  60754. private _renderPipelines;
  60755. /**
  60756. * Initializes a PostProcessRenderPipelineManager
  60757. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60758. */
  60759. constructor();
  60760. /**
  60761. * Gets the list of supported render pipelines
  60762. */
  60763. readonly supportedPipelines: PostProcessRenderPipeline[];
  60764. /**
  60765. * Adds a pipeline to the manager
  60766. * @param renderPipeline The pipeline to add
  60767. */
  60768. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60769. /**
  60770. * Attaches a camera to the pipeline
  60771. * @param renderPipelineName The name of the pipeline to attach to
  60772. * @param cameras the camera to attach
  60773. * @param unique if the camera can be attached multiple times to the pipeline
  60774. */
  60775. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60776. /**
  60777. * Detaches a camera from the pipeline
  60778. * @param renderPipelineName The name of the pipeline to detach from
  60779. * @param cameras the camera to detach
  60780. */
  60781. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60782. /**
  60783. * Enables an effect by name on a pipeline
  60784. * @param renderPipelineName the name of the pipeline to enable the effect in
  60785. * @param renderEffectName the name of the effect to enable
  60786. * @param cameras the cameras that the effect should be enabled on
  60787. */
  60788. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60789. /**
  60790. * Disables an effect by name on a pipeline
  60791. * @param renderPipelineName the name of the pipeline to disable the effect in
  60792. * @param renderEffectName the name of the effect to disable
  60793. * @param cameras the cameras that the effect should be disabled on
  60794. */
  60795. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60796. /**
  60797. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60798. */
  60799. update(): void;
  60800. /** @hidden */
  60801. _rebuild(): void;
  60802. /**
  60803. * Disposes of the manager and pipelines
  60804. */
  60805. dispose(): void;
  60806. }
  60807. }
  60808. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60809. import { ISceneComponent } from "babylonjs/sceneComponent";
  60810. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60811. import { Scene } from "babylonjs/scene";
  60812. module "babylonjs/scene" {
  60813. interface Scene {
  60814. /** @hidden (Backing field) */
  60815. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60816. /**
  60817. * Gets the postprocess render pipeline manager
  60818. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60819. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60820. */
  60821. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60822. }
  60823. }
  60824. /**
  60825. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60826. */
  60827. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60828. /**
  60829. * The component name helpfull to identify the component in the list of scene components.
  60830. */
  60831. readonly name: string;
  60832. /**
  60833. * The scene the component belongs to.
  60834. */
  60835. scene: Scene;
  60836. /**
  60837. * Creates a new instance of the component for the given scene
  60838. * @param scene Defines the scene to register the component in
  60839. */
  60840. constructor(scene: Scene);
  60841. /**
  60842. * Registers the component in a given scene
  60843. */
  60844. register(): void;
  60845. /**
  60846. * Rebuilds the elements related to this component in case of
  60847. * context lost for instance.
  60848. */
  60849. rebuild(): void;
  60850. /**
  60851. * Disposes the component and the associated ressources
  60852. */
  60853. dispose(): void;
  60854. private _gatherRenderTargets;
  60855. }
  60856. }
  60857. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  60858. import { Nullable } from "babylonjs/types";
  60859. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60860. import { Camera } from "babylonjs/Cameras/camera";
  60861. import { IDisposable } from "babylonjs/scene";
  60862. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  60863. import { Scene } from "babylonjs/scene";
  60864. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  60865. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  60866. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  60867. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  60868. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60869. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60870. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  60871. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60872. import { Animation } from "babylonjs/Animations/animation";
  60873. /**
  60874. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60875. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60876. */
  60877. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60878. private _scene;
  60879. private _camerasToBeAttached;
  60880. /**
  60881. * ID of the sharpen post process,
  60882. */
  60883. private readonly SharpenPostProcessId;
  60884. /**
  60885. * @ignore
  60886. * ID of the image processing post process;
  60887. */
  60888. readonly ImageProcessingPostProcessId: string;
  60889. /**
  60890. * @ignore
  60891. * ID of the Fast Approximate Anti-Aliasing post process;
  60892. */
  60893. readonly FxaaPostProcessId: string;
  60894. /**
  60895. * ID of the chromatic aberration post process,
  60896. */
  60897. private readonly ChromaticAberrationPostProcessId;
  60898. /**
  60899. * ID of the grain post process
  60900. */
  60901. private readonly GrainPostProcessId;
  60902. /**
  60903. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60904. */
  60905. sharpen: SharpenPostProcess;
  60906. private _sharpenEffect;
  60907. private bloom;
  60908. /**
  60909. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60910. */
  60911. depthOfField: DepthOfFieldEffect;
  60912. /**
  60913. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60914. */
  60915. fxaa: FxaaPostProcess;
  60916. /**
  60917. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60918. */
  60919. imageProcessing: ImageProcessingPostProcess;
  60920. /**
  60921. * Chromatic aberration post process which will shift rgb colors in the image
  60922. */
  60923. chromaticAberration: ChromaticAberrationPostProcess;
  60924. private _chromaticAberrationEffect;
  60925. /**
  60926. * Grain post process which add noise to the image
  60927. */
  60928. grain: GrainPostProcess;
  60929. private _grainEffect;
  60930. /**
  60931. * Glow post process which adds a glow to emissive areas of the image
  60932. */
  60933. private _glowLayer;
  60934. /**
  60935. * Animations which can be used to tweak settings over a period of time
  60936. */
  60937. animations: Animation[];
  60938. private _imageProcessingConfigurationObserver;
  60939. private _sharpenEnabled;
  60940. private _bloomEnabled;
  60941. private _depthOfFieldEnabled;
  60942. private _depthOfFieldBlurLevel;
  60943. private _fxaaEnabled;
  60944. private _imageProcessingEnabled;
  60945. private _defaultPipelineTextureType;
  60946. private _bloomScale;
  60947. private _chromaticAberrationEnabled;
  60948. private _grainEnabled;
  60949. private _buildAllowed;
  60950. /**
  60951. * Gets active scene
  60952. */
  60953. readonly scene: Scene;
  60954. /**
  60955. * Enable or disable the sharpen process from the pipeline
  60956. */
  60957. sharpenEnabled: boolean;
  60958. private _resizeObserver;
  60959. private _hardwareScaleLevel;
  60960. private _bloomKernel;
  60961. /**
  60962. * Specifies the size of the bloom blur kernel, relative to the final output size
  60963. */
  60964. bloomKernel: number;
  60965. /**
  60966. * Specifies the weight of the bloom in the final rendering
  60967. */
  60968. private _bloomWeight;
  60969. /**
  60970. * Specifies the luma threshold for the area that will be blurred by the bloom
  60971. */
  60972. private _bloomThreshold;
  60973. private _hdr;
  60974. /**
  60975. * The strength of the bloom.
  60976. */
  60977. bloomWeight: number;
  60978. /**
  60979. * The strength of the bloom.
  60980. */
  60981. bloomThreshold: number;
  60982. /**
  60983. * The scale of the bloom, lower value will provide better performance.
  60984. */
  60985. bloomScale: number;
  60986. /**
  60987. * Enable or disable the bloom from the pipeline
  60988. */
  60989. bloomEnabled: boolean;
  60990. private _rebuildBloom;
  60991. /**
  60992. * If the depth of field is enabled.
  60993. */
  60994. depthOfFieldEnabled: boolean;
  60995. /**
  60996. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60997. */
  60998. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60999. /**
  61000. * If the anti aliasing is enabled.
  61001. */
  61002. fxaaEnabled: boolean;
  61003. private _samples;
  61004. /**
  61005. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61006. */
  61007. samples: number;
  61008. /**
  61009. * If image processing is enabled.
  61010. */
  61011. imageProcessingEnabled: boolean;
  61012. /**
  61013. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  61014. */
  61015. glowLayerEnabled: boolean;
  61016. /**
  61017. * Gets the glow layer (or null if not defined)
  61018. */
  61019. readonly glowLayer: Nullable<GlowLayer>;
  61020. /**
  61021. * Enable or disable the chromaticAberration process from the pipeline
  61022. */
  61023. chromaticAberrationEnabled: boolean;
  61024. /**
  61025. * Enable or disable the grain process from the pipeline
  61026. */
  61027. grainEnabled: boolean;
  61028. /**
  61029. * @constructor
  61030. * @param name - The rendering pipeline name (default: "")
  61031. * @param hdr - If high dynamic range textures should be used (default: true)
  61032. * @param scene - The scene linked to this pipeline (default: the last created scene)
  61033. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  61034. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  61035. */
  61036. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  61037. /**
  61038. * Get the class name
  61039. * @returns "DefaultRenderingPipeline"
  61040. */
  61041. getClassName(): string;
  61042. /**
  61043. * Force the compilation of the entire pipeline.
  61044. */
  61045. prepare(): void;
  61046. private _hasCleared;
  61047. private _prevPostProcess;
  61048. private _prevPrevPostProcess;
  61049. private _setAutoClearAndTextureSharing;
  61050. private _depthOfFieldSceneObserver;
  61051. private _buildPipeline;
  61052. private _disposePostProcesses;
  61053. /**
  61054. * Adds a camera to the pipeline
  61055. * @param camera the camera to be added
  61056. */
  61057. addCamera(camera: Camera): void;
  61058. /**
  61059. * Removes a camera from the pipeline
  61060. * @param camera the camera to remove
  61061. */
  61062. removeCamera(camera: Camera): void;
  61063. /**
  61064. * Dispose of the pipeline and stop all post processes
  61065. */
  61066. dispose(): void;
  61067. /**
  61068. * Serialize the rendering pipeline (Used when exporting)
  61069. * @returns the serialized object
  61070. */
  61071. serialize(): any;
  61072. /**
  61073. * Parse the serialized pipeline
  61074. * @param source Source pipeline.
  61075. * @param scene The scene to load the pipeline to.
  61076. * @param rootUrl The URL of the serialized pipeline.
  61077. * @returns An instantiated pipeline from the serialized object.
  61078. */
  61079. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  61080. }
  61081. }
  61082. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  61083. /** @hidden */
  61084. export var lensHighlightsPixelShader: {
  61085. name: string;
  61086. shader: string;
  61087. };
  61088. }
  61089. declare module "babylonjs/Shaders/depthOfField.fragment" {
  61090. /** @hidden */
  61091. export var depthOfFieldPixelShader: {
  61092. name: string;
  61093. shader: string;
  61094. };
  61095. }
  61096. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  61097. import { Camera } from "babylonjs/Cameras/camera";
  61098. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61099. import { Scene } from "babylonjs/scene";
  61100. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61101. import "babylonjs/Shaders/chromaticAberration.fragment";
  61102. import "babylonjs/Shaders/lensHighlights.fragment";
  61103. import "babylonjs/Shaders/depthOfField.fragment";
  61104. /**
  61105. * BABYLON.JS Chromatic Aberration GLSL Shader
  61106. * Author: Olivier Guyot
  61107. * Separates very slightly R, G and B colors on the edges of the screen
  61108. * Inspired by Francois Tarlier & Martins Upitis
  61109. */
  61110. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  61111. /**
  61112. * @ignore
  61113. * The chromatic aberration PostProcess id in the pipeline
  61114. */
  61115. LensChromaticAberrationEffect: string;
  61116. /**
  61117. * @ignore
  61118. * The highlights enhancing PostProcess id in the pipeline
  61119. */
  61120. HighlightsEnhancingEffect: string;
  61121. /**
  61122. * @ignore
  61123. * The depth-of-field PostProcess id in the pipeline
  61124. */
  61125. LensDepthOfFieldEffect: string;
  61126. private _scene;
  61127. private _depthTexture;
  61128. private _grainTexture;
  61129. private _chromaticAberrationPostProcess;
  61130. private _highlightsPostProcess;
  61131. private _depthOfFieldPostProcess;
  61132. private _edgeBlur;
  61133. private _grainAmount;
  61134. private _chromaticAberration;
  61135. private _distortion;
  61136. private _highlightsGain;
  61137. private _highlightsThreshold;
  61138. private _dofDistance;
  61139. private _dofAperture;
  61140. private _dofDarken;
  61141. private _dofPentagon;
  61142. private _blurNoise;
  61143. /**
  61144. * @constructor
  61145. *
  61146. * Effect parameters are as follow:
  61147. * {
  61148. * chromatic_aberration: number; // from 0 to x (1 for realism)
  61149. * edge_blur: number; // from 0 to x (1 for realism)
  61150. * distortion: number; // from 0 to x (1 for realism)
  61151. * grain_amount: number; // from 0 to 1
  61152. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  61153. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  61154. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  61155. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  61156. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  61157. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  61158. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  61159. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  61160. * }
  61161. * Note: if an effect parameter is unset, effect is disabled
  61162. *
  61163. * @param name The rendering pipeline name
  61164. * @param parameters - An object containing all parameters (see above)
  61165. * @param scene The scene linked to this pipeline
  61166. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  61167. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61168. */
  61169. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  61170. /**
  61171. * Get the class name
  61172. * @returns "LensRenderingPipeline"
  61173. */
  61174. getClassName(): string;
  61175. /**
  61176. * Gets associated scene
  61177. */
  61178. readonly scene: Scene;
  61179. /**
  61180. * Gets or sets the edge blur
  61181. */
  61182. edgeBlur: number;
  61183. /**
  61184. * Gets or sets the grain amount
  61185. */
  61186. grainAmount: number;
  61187. /**
  61188. * Gets or sets the chromatic aberration amount
  61189. */
  61190. chromaticAberration: number;
  61191. /**
  61192. * Gets or sets the depth of field aperture
  61193. */
  61194. dofAperture: number;
  61195. /**
  61196. * Gets or sets the edge distortion
  61197. */
  61198. edgeDistortion: number;
  61199. /**
  61200. * Gets or sets the depth of field distortion
  61201. */
  61202. dofDistortion: number;
  61203. /**
  61204. * Gets or sets the darken out of focus amount
  61205. */
  61206. darkenOutOfFocus: number;
  61207. /**
  61208. * Gets or sets a boolean indicating if blur noise is enabled
  61209. */
  61210. blurNoise: boolean;
  61211. /**
  61212. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  61213. */
  61214. pentagonBokeh: boolean;
  61215. /**
  61216. * Gets or sets the highlight grain amount
  61217. */
  61218. highlightsGain: number;
  61219. /**
  61220. * Gets or sets the highlight threshold
  61221. */
  61222. highlightsThreshold: number;
  61223. /**
  61224. * Sets the amount of blur at the edges
  61225. * @param amount blur amount
  61226. */
  61227. setEdgeBlur(amount: number): void;
  61228. /**
  61229. * Sets edge blur to 0
  61230. */
  61231. disableEdgeBlur(): void;
  61232. /**
  61233. * Sets the amout of grain
  61234. * @param amount Amount of grain
  61235. */
  61236. setGrainAmount(amount: number): void;
  61237. /**
  61238. * Set grain amount to 0
  61239. */
  61240. disableGrain(): void;
  61241. /**
  61242. * Sets the chromatic aberration amount
  61243. * @param amount amount of chromatic aberration
  61244. */
  61245. setChromaticAberration(amount: number): void;
  61246. /**
  61247. * Sets chromatic aberration amount to 0
  61248. */
  61249. disableChromaticAberration(): void;
  61250. /**
  61251. * Sets the EdgeDistortion amount
  61252. * @param amount amount of EdgeDistortion
  61253. */
  61254. setEdgeDistortion(amount: number): void;
  61255. /**
  61256. * Sets edge distortion to 0
  61257. */
  61258. disableEdgeDistortion(): void;
  61259. /**
  61260. * Sets the FocusDistance amount
  61261. * @param amount amount of FocusDistance
  61262. */
  61263. setFocusDistance(amount: number): void;
  61264. /**
  61265. * Disables depth of field
  61266. */
  61267. disableDepthOfField(): void;
  61268. /**
  61269. * Sets the Aperture amount
  61270. * @param amount amount of Aperture
  61271. */
  61272. setAperture(amount: number): void;
  61273. /**
  61274. * Sets the DarkenOutOfFocus amount
  61275. * @param amount amount of DarkenOutOfFocus
  61276. */
  61277. setDarkenOutOfFocus(amount: number): void;
  61278. private _pentagonBokehIsEnabled;
  61279. /**
  61280. * Creates a pentagon bokeh effect
  61281. */
  61282. enablePentagonBokeh(): void;
  61283. /**
  61284. * Disables the pentagon bokeh effect
  61285. */
  61286. disablePentagonBokeh(): void;
  61287. /**
  61288. * Enables noise blur
  61289. */
  61290. enableNoiseBlur(): void;
  61291. /**
  61292. * Disables noise blur
  61293. */
  61294. disableNoiseBlur(): void;
  61295. /**
  61296. * Sets the HighlightsGain amount
  61297. * @param amount amount of HighlightsGain
  61298. */
  61299. setHighlightsGain(amount: number): void;
  61300. /**
  61301. * Sets the HighlightsThreshold amount
  61302. * @param amount amount of HighlightsThreshold
  61303. */
  61304. setHighlightsThreshold(amount: number): void;
  61305. /**
  61306. * Disables highlights
  61307. */
  61308. disableHighlights(): void;
  61309. /**
  61310. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  61311. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  61312. */
  61313. dispose(disableDepthRender?: boolean): void;
  61314. private _createChromaticAberrationPostProcess;
  61315. private _createHighlightsPostProcess;
  61316. private _createDepthOfFieldPostProcess;
  61317. private _createGrainTexture;
  61318. }
  61319. }
  61320. declare module "babylonjs/Shaders/ssao2.fragment" {
  61321. /** @hidden */
  61322. export var ssao2PixelShader: {
  61323. name: string;
  61324. shader: string;
  61325. };
  61326. }
  61327. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  61328. /** @hidden */
  61329. export var ssaoCombinePixelShader: {
  61330. name: string;
  61331. shader: string;
  61332. };
  61333. }
  61334. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  61335. import { Camera } from "babylonjs/Cameras/camera";
  61336. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61337. import { Scene } from "babylonjs/scene";
  61338. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61339. import "babylonjs/Shaders/ssao2.fragment";
  61340. import "babylonjs/Shaders/ssaoCombine.fragment";
  61341. /**
  61342. * Render pipeline to produce ssao effect
  61343. */
  61344. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  61345. /**
  61346. * @ignore
  61347. * The PassPostProcess id in the pipeline that contains the original scene color
  61348. */
  61349. SSAOOriginalSceneColorEffect: string;
  61350. /**
  61351. * @ignore
  61352. * The SSAO PostProcess id in the pipeline
  61353. */
  61354. SSAORenderEffect: string;
  61355. /**
  61356. * @ignore
  61357. * The horizontal blur PostProcess id in the pipeline
  61358. */
  61359. SSAOBlurHRenderEffect: string;
  61360. /**
  61361. * @ignore
  61362. * The vertical blur PostProcess id in the pipeline
  61363. */
  61364. SSAOBlurVRenderEffect: string;
  61365. /**
  61366. * @ignore
  61367. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61368. */
  61369. SSAOCombineRenderEffect: string;
  61370. /**
  61371. * The output strength of the SSAO post-process. Default value is 1.0.
  61372. */
  61373. totalStrength: number;
  61374. /**
  61375. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  61376. */
  61377. maxZ: number;
  61378. /**
  61379. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  61380. */
  61381. minZAspect: number;
  61382. private _samples;
  61383. /**
  61384. * Number of samples used for the SSAO calculations. Default value is 8
  61385. */
  61386. samples: number;
  61387. private _textureSamples;
  61388. /**
  61389. * Number of samples to use for antialiasing
  61390. */
  61391. textureSamples: number;
  61392. /**
  61393. * Ratio object used for SSAO ratio and blur ratio
  61394. */
  61395. private _ratio;
  61396. /**
  61397. * Dynamically generated sphere sampler.
  61398. */
  61399. private _sampleSphere;
  61400. /**
  61401. * Blur filter offsets
  61402. */
  61403. private _samplerOffsets;
  61404. private _expensiveBlur;
  61405. /**
  61406. * If bilateral blur should be used
  61407. */
  61408. expensiveBlur: boolean;
  61409. /**
  61410. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  61411. */
  61412. radius: number;
  61413. /**
  61414. * The base color of the SSAO post-process
  61415. * The final result is "base + ssao" between [0, 1]
  61416. */
  61417. base: number;
  61418. /**
  61419. * Support test.
  61420. */
  61421. static readonly IsSupported: boolean;
  61422. private _scene;
  61423. private _depthTexture;
  61424. private _normalTexture;
  61425. private _randomTexture;
  61426. private _originalColorPostProcess;
  61427. private _ssaoPostProcess;
  61428. private _blurHPostProcess;
  61429. private _blurVPostProcess;
  61430. private _ssaoCombinePostProcess;
  61431. private _firstUpdate;
  61432. /**
  61433. * Gets active scene
  61434. */
  61435. readonly scene: Scene;
  61436. /**
  61437. * @constructor
  61438. * @param name The rendering pipeline name
  61439. * @param scene The scene linked to this pipeline
  61440. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  61441. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61442. */
  61443. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61444. /**
  61445. * Get the class name
  61446. * @returns "SSAO2RenderingPipeline"
  61447. */
  61448. getClassName(): string;
  61449. /**
  61450. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61451. */
  61452. dispose(disableGeometryBufferRenderer?: boolean): void;
  61453. private _createBlurPostProcess;
  61454. /** @hidden */
  61455. _rebuild(): void;
  61456. private _bits;
  61457. private _radicalInverse_VdC;
  61458. private _hammersley;
  61459. private _hemisphereSample_uniform;
  61460. private _generateHemisphere;
  61461. private _createSSAOPostProcess;
  61462. private _createSSAOCombinePostProcess;
  61463. private _createRandomTexture;
  61464. /**
  61465. * Serialize the rendering pipeline (Used when exporting)
  61466. * @returns the serialized object
  61467. */
  61468. serialize(): any;
  61469. /**
  61470. * Parse the serialized pipeline
  61471. * @param source Source pipeline.
  61472. * @param scene The scene to load the pipeline to.
  61473. * @param rootUrl The URL of the serialized pipeline.
  61474. * @returns An instantiated pipeline from the serialized object.
  61475. */
  61476. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61477. }
  61478. }
  61479. declare module "babylonjs/Shaders/ssao.fragment" {
  61480. /** @hidden */
  61481. export var ssaoPixelShader: {
  61482. name: string;
  61483. shader: string;
  61484. };
  61485. }
  61486. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61487. import { Camera } from "babylonjs/Cameras/camera";
  61488. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61489. import { Scene } from "babylonjs/scene";
  61490. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61491. import "babylonjs/Shaders/ssao.fragment";
  61492. import "babylonjs/Shaders/ssaoCombine.fragment";
  61493. /**
  61494. * Render pipeline to produce ssao effect
  61495. */
  61496. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61497. /**
  61498. * @ignore
  61499. * The PassPostProcess id in the pipeline that contains the original scene color
  61500. */
  61501. SSAOOriginalSceneColorEffect: string;
  61502. /**
  61503. * @ignore
  61504. * The SSAO PostProcess id in the pipeline
  61505. */
  61506. SSAORenderEffect: string;
  61507. /**
  61508. * @ignore
  61509. * The horizontal blur PostProcess id in the pipeline
  61510. */
  61511. SSAOBlurHRenderEffect: string;
  61512. /**
  61513. * @ignore
  61514. * The vertical blur PostProcess id in the pipeline
  61515. */
  61516. SSAOBlurVRenderEffect: string;
  61517. /**
  61518. * @ignore
  61519. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61520. */
  61521. SSAOCombineRenderEffect: string;
  61522. /**
  61523. * The output strength of the SSAO post-process. Default value is 1.0.
  61524. */
  61525. totalStrength: number;
  61526. /**
  61527. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61528. */
  61529. radius: number;
  61530. /**
  61531. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61532. * Must not be equal to fallOff and superior to fallOff.
  61533. * Default value is 0.0075
  61534. */
  61535. area: number;
  61536. /**
  61537. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61538. * Must not be equal to area and inferior to area.
  61539. * Default value is 0.000001
  61540. */
  61541. fallOff: number;
  61542. /**
  61543. * The base color of the SSAO post-process
  61544. * The final result is "base + ssao" between [0, 1]
  61545. */
  61546. base: number;
  61547. private _scene;
  61548. private _depthTexture;
  61549. private _randomTexture;
  61550. private _originalColorPostProcess;
  61551. private _ssaoPostProcess;
  61552. private _blurHPostProcess;
  61553. private _blurVPostProcess;
  61554. private _ssaoCombinePostProcess;
  61555. private _firstUpdate;
  61556. /**
  61557. * Gets active scene
  61558. */
  61559. readonly scene: Scene;
  61560. /**
  61561. * @constructor
  61562. * @param name - The rendering pipeline name
  61563. * @param scene - The scene linked to this pipeline
  61564. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  61565. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61566. */
  61567. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61568. /**
  61569. * Get the class name
  61570. * @returns "SSAORenderingPipeline"
  61571. */
  61572. getClassName(): string;
  61573. /**
  61574. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61575. */
  61576. dispose(disableDepthRender?: boolean): void;
  61577. private _createBlurPostProcess;
  61578. /** @hidden */
  61579. _rebuild(): void;
  61580. private _createSSAOPostProcess;
  61581. private _createSSAOCombinePostProcess;
  61582. private _createRandomTexture;
  61583. }
  61584. }
  61585. declare module "babylonjs/Shaders/standard.fragment" {
  61586. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61587. /** @hidden */
  61588. export var standardPixelShader: {
  61589. name: string;
  61590. shader: string;
  61591. };
  61592. }
  61593. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61594. import { Nullable } from "babylonjs/types";
  61595. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61596. import { Camera } from "babylonjs/Cameras/camera";
  61597. import { Texture } from "babylonjs/Materials/Textures/texture";
  61598. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61599. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61600. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61601. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61602. import { IDisposable } from "babylonjs/scene";
  61603. import { SpotLight } from "babylonjs/Lights/spotLight";
  61604. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61605. import { Scene } from "babylonjs/scene";
  61606. import { Animation } from "babylonjs/Animations/animation";
  61607. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61608. import "babylonjs/Shaders/standard.fragment";
  61609. /**
  61610. * Standard rendering pipeline
  61611. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61612. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61613. */
  61614. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61615. /**
  61616. * Public members
  61617. */
  61618. /**
  61619. * Post-process which contains the original scene color before the pipeline applies all the effects
  61620. */
  61621. originalPostProcess: Nullable<PostProcess>;
  61622. /**
  61623. * Post-process used to down scale an image x4
  61624. */
  61625. downSampleX4PostProcess: Nullable<PostProcess>;
  61626. /**
  61627. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61628. */
  61629. brightPassPostProcess: Nullable<PostProcess>;
  61630. /**
  61631. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61632. */
  61633. blurHPostProcesses: PostProcess[];
  61634. /**
  61635. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61636. */
  61637. blurVPostProcesses: PostProcess[];
  61638. /**
  61639. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61640. */
  61641. textureAdderPostProcess: Nullable<PostProcess>;
  61642. /**
  61643. * Post-process used to create volumetric lighting effect
  61644. */
  61645. volumetricLightPostProcess: Nullable<PostProcess>;
  61646. /**
  61647. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61648. */
  61649. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61650. /**
  61651. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61652. */
  61653. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61654. /**
  61655. * Post-process used to merge the volumetric light effect and the real scene color
  61656. */
  61657. volumetricLightMergePostProces: Nullable<PostProcess>;
  61658. /**
  61659. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61660. */
  61661. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61662. /**
  61663. * Base post-process used to calculate the average luminance of the final image for HDR
  61664. */
  61665. luminancePostProcess: Nullable<PostProcess>;
  61666. /**
  61667. * Post-processes used to create down sample post-processes in order to get
  61668. * the average luminance of the final image for HDR
  61669. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61670. */
  61671. luminanceDownSamplePostProcesses: PostProcess[];
  61672. /**
  61673. * Post-process used to create a HDR effect (light adaptation)
  61674. */
  61675. hdrPostProcess: Nullable<PostProcess>;
  61676. /**
  61677. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61678. */
  61679. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61680. /**
  61681. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61682. */
  61683. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61684. /**
  61685. * Post-process used to merge the final HDR post-process and the real scene color
  61686. */
  61687. hdrFinalPostProcess: Nullable<PostProcess>;
  61688. /**
  61689. * Post-process used to create a lens flare effect
  61690. */
  61691. lensFlarePostProcess: Nullable<PostProcess>;
  61692. /**
  61693. * Post-process that merges the result of the lens flare post-process and the real scene color
  61694. */
  61695. lensFlareComposePostProcess: Nullable<PostProcess>;
  61696. /**
  61697. * Post-process used to create a motion blur effect
  61698. */
  61699. motionBlurPostProcess: Nullable<PostProcess>;
  61700. /**
  61701. * Post-process used to create a depth of field effect
  61702. */
  61703. depthOfFieldPostProcess: Nullable<PostProcess>;
  61704. /**
  61705. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61706. */
  61707. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61708. /**
  61709. * Represents the brightness threshold in order to configure the illuminated surfaces
  61710. */
  61711. brightThreshold: number;
  61712. /**
  61713. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61714. */
  61715. blurWidth: number;
  61716. /**
  61717. * Sets if the blur for highlighted surfaces must be only horizontal
  61718. */
  61719. horizontalBlur: boolean;
  61720. /**
  61721. * Gets the overall exposure used by the pipeline
  61722. */
  61723. /**
  61724. * Sets the overall exposure used by the pipeline
  61725. */
  61726. exposure: number;
  61727. /**
  61728. * Texture used typically to simulate "dirty" on camera lens
  61729. */
  61730. lensTexture: Nullable<Texture>;
  61731. /**
  61732. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61733. */
  61734. volumetricLightCoefficient: number;
  61735. /**
  61736. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61737. */
  61738. volumetricLightPower: number;
  61739. /**
  61740. * Used the set the blur intensity to smooth the volumetric lights
  61741. */
  61742. volumetricLightBlurScale: number;
  61743. /**
  61744. * Light (spot or directional) used to generate the volumetric lights rays
  61745. * The source light must have a shadow generate so the pipeline can get its
  61746. * depth map
  61747. */
  61748. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61749. /**
  61750. * For eye adaptation, represents the minimum luminance the eye can see
  61751. */
  61752. hdrMinimumLuminance: number;
  61753. /**
  61754. * For eye adaptation, represents the decrease luminance speed
  61755. */
  61756. hdrDecreaseRate: number;
  61757. /**
  61758. * For eye adaptation, represents the increase luminance speed
  61759. */
  61760. hdrIncreaseRate: number;
  61761. /**
  61762. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61763. */
  61764. /**
  61765. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61766. */
  61767. hdrAutoExposure: boolean;
  61768. /**
  61769. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61770. */
  61771. lensColorTexture: Nullable<Texture>;
  61772. /**
  61773. * The overall strengh for the lens flare effect
  61774. */
  61775. lensFlareStrength: number;
  61776. /**
  61777. * Dispersion coefficient for lens flare ghosts
  61778. */
  61779. lensFlareGhostDispersal: number;
  61780. /**
  61781. * Main lens flare halo width
  61782. */
  61783. lensFlareHaloWidth: number;
  61784. /**
  61785. * Based on the lens distortion effect, defines how much the lens flare result
  61786. * is distorted
  61787. */
  61788. lensFlareDistortionStrength: number;
  61789. /**
  61790. * Lens star texture must be used to simulate rays on the flares and is available
  61791. * in the documentation
  61792. */
  61793. lensStarTexture: Nullable<Texture>;
  61794. /**
  61795. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61796. * flare effect by taking account of the dirt texture
  61797. */
  61798. lensFlareDirtTexture: Nullable<Texture>;
  61799. /**
  61800. * Represents the focal length for the depth of field effect
  61801. */
  61802. depthOfFieldDistance: number;
  61803. /**
  61804. * Represents the blur intensity for the blurred part of the depth of field effect
  61805. */
  61806. depthOfFieldBlurWidth: number;
  61807. /**
  61808. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61809. */
  61810. /**
  61811. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61812. */
  61813. motionStrength: number;
  61814. /**
  61815. * Gets wether or not the motion blur post-process is object based or screen based.
  61816. */
  61817. /**
  61818. * Sets wether or not the motion blur post-process should be object based or screen based
  61819. */
  61820. objectBasedMotionBlur: boolean;
  61821. /**
  61822. * List of animations for the pipeline (IAnimatable implementation)
  61823. */
  61824. animations: Animation[];
  61825. /**
  61826. * Private members
  61827. */
  61828. private _scene;
  61829. private _currentDepthOfFieldSource;
  61830. private _basePostProcess;
  61831. private _fixedExposure;
  61832. private _currentExposure;
  61833. private _hdrAutoExposure;
  61834. private _hdrCurrentLuminance;
  61835. private _motionStrength;
  61836. private _isObjectBasedMotionBlur;
  61837. private _floatTextureType;
  61838. private _ratio;
  61839. private _bloomEnabled;
  61840. private _depthOfFieldEnabled;
  61841. private _vlsEnabled;
  61842. private _lensFlareEnabled;
  61843. private _hdrEnabled;
  61844. private _motionBlurEnabled;
  61845. private _fxaaEnabled;
  61846. private _motionBlurSamples;
  61847. private _volumetricLightStepsCount;
  61848. private _samples;
  61849. /**
  61850. * @ignore
  61851. * Specifies if the bloom pipeline is enabled
  61852. */
  61853. BloomEnabled: boolean;
  61854. /**
  61855. * @ignore
  61856. * Specifies if the depth of field pipeline is enabed
  61857. */
  61858. DepthOfFieldEnabled: boolean;
  61859. /**
  61860. * @ignore
  61861. * Specifies if the lens flare pipeline is enabed
  61862. */
  61863. LensFlareEnabled: boolean;
  61864. /**
  61865. * @ignore
  61866. * Specifies if the HDR pipeline is enabled
  61867. */
  61868. HDREnabled: boolean;
  61869. /**
  61870. * @ignore
  61871. * Specifies if the volumetric lights scattering effect is enabled
  61872. */
  61873. VLSEnabled: boolean;
  61874. /**
  61875. * @ignore
  61876. * Specifies if the motion blur effect is enabled
  61877. */
  61878. MotionBlurEnabled: boolean;
  61879. /**
  61880. * Specifies if anti-aliasing is enabled
  61881. */
  61882. fxaaEnabled: boolean;
  61883. /**
  61884. * Specifies the number of steps used to calculate the volumetric lights
  61885. * Typically in interval [50, 200]
  61886. */
  61887. volumetricLightStepsCount: number;
  61888. /**
  61889. * Specifies the number of samples used for the motion blur effect
  61890. * Typically in interval [16, 64]
  61891. */
  61892. motionBlurSamples: number;
  61893. /**
  61894. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61895. */
  61896. samples: number;
  61897. /**
  61898. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61899. * @constructor
  61900. * @param name The rendering pipeline name
  61901. * @param scene The scene linked to this pipeline
  61902. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  61903. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61904. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61905. */
  61906. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61907. private _buildPipeline;
  61908. private _createDownSampleX4PostProcess;
  61909. private _createBrightPassPostProcess;
  61910. private _createBlurPostProcesses;
  61911. private _createTextureAdderPostProcess;
  61912. private _createVolumetricLightPostProcess;
  61913. private _createLuminancePostProcesses;
  61914. private _createHdrPostProcess;
  61915. private _createLensFlarePostProcess;
  61916. private _createDepthOfFieldPostProcess;
  61917. private _createMotionBlurPostProcess;
  61918. private _getDepthTexture;
  61919. private _disposePostProcesses;
  61920. /**
  61921. * Dispose of the pipeline and stop all post processes
  61922. */
  61923. dispose(): void;
  61924. /**
  61925. * Serialize the rendering pipeline (Used when exporting)
  61926. * @returns the serialized object
  61927. */
  61928. serialize(): any;
  61929. /**
  61930. * Parse the serialized pipeline
  61931. * @param source Source pipeline.
  61932. * @param scene The scene to load the pipeline to.
  61933. * @param rootUrl The URL of the serialized pipeline.
  61934. * @returns An instantiated pipeline from the serialized object.
  61935. */
  61936. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61937. /**
  61938. * Luminance steps
  61939. */
  61940. static LuminanceSteps: number;
  61941. }
  61942. }
  61943. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  61944. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  61945. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  61946. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  61947. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  61948. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  61949. }
  61950. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  61951. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  61952. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61953. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61954. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61955. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61956. }
  61957. declare module "babylonjs/Shaders/tonemap.fragment" {
  61958. /** @hidden */
  61959. export var tonemapPixelShader: {
  61960. name: string;
  61961. shader: string;
  61962. };
  61963. }
  61964. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  61965. import { Camera } from "babylonjs/Cameras/camera";
  61966. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61967. import "babylonjs/Shaders/tonemap.fragment";
  61968. import { Engine } from "babylonjs/Engines/engine";
  61969. /** Defines operator used for tonemapping */
  61970. export enum TonemappingOperator {
  61971. /** Hable */
  61972. Hable = 0,
  61973. /** Reinhard */
  61974. Reinhard = 1,
  61975. /** HejiDawson */
  61976. HejiDawson = 2,
  61977. /** Photographic */
  61978. Photographic = 3
  61979. }
  61980. /**
  61981. * Defines a post process to apply tone mapping
  61982. */
  61983. export class TonemapPostProcess extends PostProcess {
  61984. private _operator;
  61985. /** Defines the required exposure adjustement */
  61986. exposureAdjustment: number;
  61987. /**
  61988. * Creates a new TonemapPostProcess
  61989. * @param name defines the name of the postprocess
  61990. * @param _operator defines the operator to use
  61991. * @param exposureAdjustment defines the required exposure adjustement
  61992. * @param camera defines the camera to use (can be null)
  61993. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61994. * @param engine defines the hosting engine (can be ignore if camera is set)
  61995. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61996. */
  61997. constructor(name: string, _operator: TonemappingOperator,
  61998. /** Defines the required exposure adjustement */
  61999. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  62000. }
  62001. }
  62002. declare module "babylonjs/Shaders/depth.vertex" {
  62003. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62004. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62005. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62006. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62007. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62008. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62009. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62010. /** @hidden */
  62011. export var depthVertexShader: {
  62012. name: string;
  62013. shader: string;
  62014. };
  62015. }
  62016. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  62017. /** @hidden */
  62018. export var volumetricLightScatteringPixelShader: {
  62019. name: string;
  62020. shader: string;
  62021. };
  62022. }
  62023. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  62024. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62025. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62026. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62027. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62028. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62029. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62030. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62031. /** @hidden */
  62032. export var volumetricLightScatteringPassVertexShader: {
  62033. name: string;
  62034. shader: string;
  62035. };
  62036. }
  62037. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  62038. /** @hidden */
  62039. export var volumetricLightScatteringPassPixelShader: {
  62040. name: string;
  62041. shader: string;
  62042. };
  62043. }
  62044. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  62045. import { Vector3 } from "babylonjs/Maths/math.vector";
  62046. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62047. import { Mesh } from "babylonjs/Meshes/mesh";
  62048. import { Camera } from "babylonjs/Cameras/camera";
  62049. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62050. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62051. import { Scene } from "babylonjs/scene";
  62052. import "babylonjs/Meshes/Builders/planeBuilder";
  62053. import "babylonjs/Shaders/depth.vertex";
  62054. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  62055. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  62056. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  62057. import { Engine } from "babylonjs/Engines/engine";
  62058. /**
  62059. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  62060. */
  62061. export class VolumetricLightScatteringPostProcess extends PostProcess {
  62062. private _volumetricLightScatteringPass;
  62063. private _volumetricLightScatteringRTT;
  62064. private _viewPort;
  62065. private _screenCoordinates;
  62066. private _cachedDefines;
  62067. /**
  62068. * If not undefined, the mesh position is computed from the attached node position
  62069. */
  62070. attachedNode: {
  62071. position: Vector3;
  62072. };
  62073. /**
  62074. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  62075. */
  62076. customMeshPosition: Vector3;
  62077. /**
  62078. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  62079. */
  62080. useCustomMeshPosition: boolean;
  62081. /**
  62082. * If the post-process should inverse the light scattering direction
  62083. */
  62084. invert: boolean;
  62085. /**
  62086. * The internal mesh used by the post-process
  62087. */
  62088. mesh: Mesh;
  62089. /**
  62090. * @hidden
  62091. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  62092. */
  62093. useDiffuseColor: boolean;
  62094. /**
  62095. * Array containing the excluded meshes not rendered in the internal pass
  62096. */
  62097. excludedMeshes: AbstractMesh[];
  62098. /**
  62099. * Controls the overall intensity of the post-process
  62100. */
  62101. exposure: number;
  62102. /**
  62103. * Dissipates each sample's contribution in range [0, 1]
  62104. */
  62105. decay: number;
  62106. /**
  62107. * Controls the overall intensity of each sample
  62108. */
  62109. weight: number;
  62110. /**
  62111. * Controls the density of each sample
  62112. */
  62113. density: number;
  62114. /**
  62115. * @constructor
  62116. * @param name The post-process name
  62117. * @param 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)
  62118. * @param camera The camera that the post-process will be attached to
  62119. * @param mesh The mesh used to create the light scattering
  62120. * @param samples The post-process quality, default 100
  62121. * @param samplingModeThe post-process filtering mode
  62122. * @param engine The babylon engine
  62123. * @param reusable If the post-process is reusable
  62124. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  62125. */
  62126. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  62127. /**
  62128. * Returns the string "VolumetricLightScatteringPostProcess"
  62129. * @returns "VolumetricLightScatteringPostProcess"
  62130. */
  62131. getClassName(): string;
  62132. private _isReady;
  62133. /**
  62134. * Sets the new light position for light scattering effect
  62135. * @param position The new custom light position
  62136. */
  62137. setCustomMeshPosition(position: Vector3): void;
  62138. /**
  62139. * Returns the light position for light scattering effect
  62140. * @return Vector3 The custom light position
  62141. */
  62142. getCustomMeshPosition(): Vector3;
  62143. /**
  62144. * Disposes the internal assets and detaches the post-process from the camera
  62145. */
  62146. dispose(camera: Camera): void;
  62147. /**
  62148. * Returns the render target texture used by the post-process
  62149. * @return the render target texture used by the post-process
  62150. */
  62151. getPass(): RenderTargetTexture;
  62152. private _meshExcluded;
  62153. private _createPass;
  62154. private _updateMeshScreenCoordinates;
  62155. /**
  62156. * Creates a default mesh for the Volumeric Light Scattering post-process
  62157. * @param name The mesh name
  62158. * @param scene The scene where to create the mesh
  62159. * @return the default mesh
  62160. */
  62161. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  62162. }
  62163. }
  62164. declare module "babylonjs/PostProcesses/index" {
  62165. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  62166. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  62167. export * from "babylonjs/PostProcesses/bloomEffect";
  62168. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  62169. export * from "babylonjs/PostProcesses/blurPostProcess";
  62170. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62171. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  62172. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  62173. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  62174. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  62175. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  62176. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  62177. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  62178. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62179. export * from "babylonjs/PostProcesses/filterPostProcess";
  62180. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  62181. export * from "babylonjs/PostProcesses/grainPostProcess";
  62182. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  62183. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62184. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  62185. export * from "babylonjs/PostProcesses/passPostProcess";
  62186. export * from "babylonjs/PostProcesses/postProcess";
  62187. export * from "babylonjs/PostProcesses/postProcessManager";
  62188. export * from "babylonjs/PostProcesses/refractionPostProcess";
  62189. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  62190. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  62191. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  62192. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  62193. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  62194. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  62195. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  62196. }
  62197. declare module "babylonjs/Probes/index" {
  62198. export * from "babylonjs/Probes/reflectionProbe";
  62199. }
  62200. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  62201. import { Scene } from "babylonjs/scene";
  62202. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62203. import { SmartArray } from "babylonjs/Misc/smartArray";
  62204. import { ISceneComponent } from "babylonjs/sceneComponent";
  62205. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  62206. import "babylonjs/Meshes/Builders/boxBuilder";
  62207. import "babylonjs/Shaders/color.fragment";
  62208. import "babylonjs/Shaders/color.vertex";
  62209. import { Color3 } from "babylonjs/Maths/math.color";
  62210. module "babylonjs/scene" {
  62211. interface Scene {
  62212. /** @hidden (Backing field) */
  62213. _boundingBoxRenderer: BoundingBoxRenderer;
  62214. /** @hidden (Backing field) */
  62215. _forceShowBoundingBoxes: boolean;
  62216. /**
  62217. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  62218. */
  62219. forceShowBoundingBoxes: boolean;
  62220. /**
  62221. * Gets the bounding box renderer associated with the scene
  62222. * @returns a BoundingBoxRenderer
  62223. */
  62224. getBoundingBoxRenderer(): BoundingBoxRenderer;
  62225. }
  62226. }
  62227. module "babylonjs/Meshes/abstractMesh" {
  62228. interface AbstractMesh {
  62229. /** @hidden (Backing field) */
  62230. _showBoundingBox: boolean;
  62231. /**
  62232. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  62233. */
  62234. showBoundingBox: boolean;
  62235. }
  62236. }
  62237. /**
  62238. * Component responsible of rendering the bounding box of the meshes in a scene.
  62239. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  62240. */
  62241. export class BoundingBoxRenderer implements ISceneComponent {
  62242. /**
  62243. * The component name helpfull to identify the component in the list of scene components.
  62244. */
  62245. readonly name: string;
  62246. /**
  62247. * The scene the component belongs to.
  62248. */
  62249. scene: Scene;
  62250. /**
  62251. * Color of the bounding box lines placed in front of an object
  62252. */
  62253. frontColor: Color3;
  62254. /**
  62255. * Color of the bounding box lines placed behind an object
  62256. */
  62257. backColor: Color3;
  62258. /**
  62259. * Defines if the renderer should show the back lines or not
  62260. */
  62261. showBackLines: boolean;
  62262. /**
  62263. * @hidden
  62264. */
  62265. renderList: SmartArray<BoundingBox>;
  62266. private _colorShader;
  62267. private _vertexBuffers;
  62268. private _indexBuffer;
  62269. private _fillIndexBuffer;
  62270. private _fillIndexData;
  62271. /**
  62272. * Instantiates a new bounding box renderer in a scene.
  62273. * @param scene the scene the renderer renders in
  62274. */
  62275. constructor(scene: Scene);
  62276. /**
  62277. * Registers the component in a given scene
  62278. */
  62279. register(): void;
  62280. private _evaluateSubMesh;
  62281. private _activeMesh;
  62282. private _prepareRessources;
  62283. private _createIndexBuffer;
  62284. /**
  62285. * Rebuilds the elements related to this component in case of
  62286. * context lost for instance.
  62287. */
  62288. rebuild(): void;
  62289. /**
  62290. * @hidden
  62291. */
  62292. reset(): void;
  62293. /**
  62294. * Render the bounding boxes of a specific rendering group
  62295. * @param renderingGroupId defines the rendering group to render
  62296. */
  62297. render(renderingGroupId: number): void;
  62298. /**
  62299. * In case of occlusion queries, we can render the occlusion bounding box through this method
  62300. * @param mesh Define the mesh to render the occlusion bounding box for
  62301. */
  62302. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  62303. /**
  62304. * Dispose and release the resources attached to this renderer.
  62305. */
  62306. dispose(): void;
  62307. }
  62308. }
  62309. declare module "babylonjs/Shaders/depth.fragment" {
  62310. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62311. /** @hidden */
  62312. export var depthPixelShader: {
  62313. name: string;
  62314. shader: string;
  62315. };
  62316. }
  62317. declare module "babylonjs/Rendering/depthRenderer" {
  62318. import { Nullable } from "babylonjs/types";
  62319. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62320. import { Scene } from "babylonjs/scene";
  62321. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62322. import { Camera } from "babylonjs/Cameras/camera";
  62323. import "babylonjs/Shaders/depth.fragment";
  62324. import "babylonjs/Shaders/depth.vertex";
  62325. /**
  62326. * This represents a depth renderer in Babylon.
  62327. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  62328. */
  62329. export class DepthRenderer {
  62330. private _scene;
  62331. private _depthMap;
  62332. private _effect;
  62333. private readonly _storeNonLinearDepth;
  62334. private readonly _clearColor;
  62335. /** Get if the depth renderer is using packed depth or not */
  62336. readonly isPacked: boolean;
  62337. private _cachedDefines;
  62338. private _camera;
  62339. /**
  62340. * Specifiess that the depth renderer will only be used within
  62341. * the camera it is created for.
  62342. * This can help forcing its rendering during the camera processing.
  62343. */
  62344. useOnlyInActiveCamera: boolean;
  62345. /** @hidden */
  62346. static _SceneComponentInitialization: (scene: Scene) => void;
  62347. /**
  62348. * Instantiates a depth renderer
  62349. * @param scene The scene the renderer belongs to
  62350. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  62351. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  62352. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62353. */
  62354. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  62355. /**
  62356. * Creates the depth rendering effect and checks if the effect is ready.
  62357. * @param subMesh The submesh to be used to render the depth map of
  62358. * @param useInstances If multiple world instances should be used
  62359. * @returns if the depth renderer is ready to render the depth map
  62360. */
  62361. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62362. /**
  62363. * Gets the texture which the depth map will be written to.
  62364. * @returns The depth map texture
  62365. */
  62366. getDepthMap(): RenderTargetTexture;
  62367. /**
  62368. * Disposes of the depth renderer.
  62369. */
  62370. dispose(): void;
  62371. }
  62372. }
  62373. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  62374. import { Nullable } from "babylonjs/types";
  62375. import { Scene } from "babylonjs/scene";
  62376. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  62377. import { Camera } from "babylonjs/Cameras/camera";
  62378. import { ISceneComponent } from "babylonjs/sceneComponent";
  62379. module "babylonjs/scene" {
  62380. interface Scene {
  62381. /** @hidden (Backing field) */
  62382. _depthRenderer: {
  62383. [id: string]: DepthRenderer;
  62384. };
  62385. /**
  62386. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  62387. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  62388. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62389. * @returns the created depth renderer
  62390. */
  62391. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  62392. /**
  62393. * Disables a depth renderer for a given camera
  62394. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  62395. */
  62396. disableDepthRenderer(camera?: Nullable<Camera>): void;
  62397. }
  62398. }
  62399. /**
  62400. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  62401. * in several rendering techniques.
  62402. */
  62403. export class DepthRendererSceneComponent implements ISceneComponent {
  62404. /**
  62405. * The component name helpfull to identify the component in the list of scene components.
  62406. */
  62407. readonly name: string;
  62408. /**
  62409. * The scene the component belongs to.
  62410. */
  62411. scene: Scene;
  62412. /**
  62413. * Creates a new instance of the component for the given scene
  62414. * @param scene Defines the scene to register the component in
  62415. */
  62416. constructor(scene: Scene);
  62417. /**
  62418. * Registers the component in a given scene
  62419. */
  62420. register(): void;
  62421. /**
  62422. * Rebuilds the elements related to this component in case of
  62423. * context lost for instance.
  62424. */
  62425. rebuild(): void;
  62426. /**
  62427. * Disposes the component and the associated ressources
  62428. */
  62429. dispose(): void;
  62430. private _gatherRenderTargets;
  62431. private _gatherActiveCameraRenderTargets;
  62432. }
  62433. }
  62434. declare module "babylonjs/Shaders/outline.fragment" {
  62435. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62436. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62437. /** @hidden */
  62438. export var outlinePixelShader: {
  62439. name: string;
  62440. shader: string;
  62441. };
  62442. }
  62443. declare module "babylonjs/Shaders/outline.vertex" {
  62444. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62445. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62446. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62447. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62448. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62449. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62450. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62451. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62452. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62453. /** @hidden */
  62454. export var outlineVertexShader: {
  62455. name: string;
  62456. shader: string;
  62457. };
  62458. }
  62459. declare module "babylonjs/Rendering/outlineRenderer" {
  62460. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62461. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62462. import { Scene } from "babylonjs/scene";
  62463. import { ISceneComponent } from "babylonjs/sceneComponent";
  62464. import "babylonjs/Shaders/outline.fragment";
  62465. import "babylonjs/Shaders/outline.vertex";
  62466. module "babylonjs/scene" {
  62467. interface Scene {
  62468. /** @hidden */
  62469. _outlineRenderer: OutlineRenderer;
  62470. /**
  62471. * Gets the outline renderer associated with the scene
  62472. * @returns a OutlineRenderer
  62473. */
  62474. getOutlineRenderer(): OutlineRenderer;
  62475. }
  62476. }
  62477. module "babylonjs/Meshes/abstractMesh" {
  62478. interface AbstractMesh {
  62479. /** @hidden (Backing field) */
  62480. _renderOutline: boolean;
  62481. /**
  62482. * Gets or sets a boolean indicating if the outline must be rendered as well
  62483. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62484. */
  62485. renderOutline: boolean;
  62486. /** @hidden (Backing field) */
  62487. _renderOverlay: boolean;
  62488. /**
  62489. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62490. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62491. */
  62492. renderOverlay: boolean;
  62493. }
  62494. }
  62495. /**
  62496. * This class is responsible to draw bothe outline/overlay of meshes.
  62497. * It should not be used directly but through the available method on mesh.
  62498. */
  62499. export class OutlineRenderer implements ISceneComponent {
  62500. /**
  62501. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62502. */
  62503. private static _StencilReference;
  62504. /**
  62505. * The name of the component. Each component must have a unique name.
  62506. */
  62507. name: string;
  62508. /**
  62509. * The scene the component belongs to.
  62510. */
  62511. scene: Scene;
  62512. /**
  62513. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62514. */
  62515. zOffset: number;
  62516. private _engine;
  62517. private _effect;
  62518. private _cachedDefines;
  62519. private _savedDepthWrite;
  62520. /**
  62521. * Instantiates a new outline renderer. (There could be only one per scene).
  62522. * @param scene Defines the scene it belongs to
  62523. */
  62524. constructor(scene: Scene);
  62525. /**
  62526. * Register the component to one instance of a scene.
  62527. */
  62528. register(): void;
  62529. /**
  62530. * Rebuilds the elements related to this component in case of
  62531. * context lost for instance.
  62532. */
  62533. rebuild(): void;
  62534. /**
  62535. * Disposes the component and the associated ressources.
  62536. */
  62537. dispose(): void;
  62538. /**
  62539. * Renders the outline in the canvas.
  62540. * @param subMesh Defines the sumesh to render
  62541. * @param batch Defines the batch of meshes in case of instances
  62542. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62543. */
  62544. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62545. /**
  62546. * Returns whether or not the outline renderer is ready for a given submesh.
  62547. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62548. * @param subMesh Defines the submesh to check readyness for
  62549. * @param useInstances Defines wheter wee are trying to render instances or not
  62550. * @returns true if ready otherwise false
  62551. */
  62552. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62553. private _beforeRenderingMesh;
  62554. private _afterRenderingMesh;
  62555. }
  62556. }
  62557. declare module "babylonjs/Rendering/index" {
  62558. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62559. export * from "babylonjs/Rendering/depthRenderer";
  62560. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62561. export * from "babylonjs/Rendering/edgesRenderer";
  62562. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62563. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62564. export * from "babylonjs/Rendering/outlineRenderer";
  62565. export * from "babylonjs/Rendering/renderingGroup";
  62566. export * from "babylonjs/Rendering/renderingManager";
  62567. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62568. }
  62569. declare module "babylonjs/Sprites/index" {
  62570. export * from "babylonjs/Sprites/sprite";
  62571. export * from "babylonjs/Sprites/spriteManager";
  62572. export * from "babylonjs/Sprites/spriteSceneComponent";
  62573. }
  62574. declare module "babylonjs/Misc/assetsManager" {
  62575. import { Scene } from "babylonjs/scene";
  62576. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62577. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62578. import { Skeleton } from "babylonjs/Bones/skeleton";
  62579. import { Observable } from "babylonjs/Misc/observable";
  62580. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  62581. import { Texture } from "babylonjs/Materials/Textures/texture";
  62582. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  62583. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  62584. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  62585. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  62586. /**
  62587. * Defines the list of states available for a task inside a AssetsManager
  62588. */
  62589. export enum AssetTaskState {
  62590. /**
  62591. * Initialization
  62592. */
  62593. INIT = 0,
  62594. /**
  62595. * Running
  62596. */
  62597. RUNNING = 1,
  62598. /**
  62599. * Done
  62600. */
  62601. DONE = 2,
  62602. /**
  62603. * Error
  62604. */
  62605. ERROR = 3
  62606. }
  62607. /**
  62608. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62609. */
  62610. export abstract class AbstractAssetTask {
  62611. /**
  62612. * Task name
  62613. */ name: string;
  62614. /**
  62615. * Callback called when the task is successful
  62616. */
  62617. onSuccess: (task: any) => void;
  62618. /**
  62619. * Callback called when the task is not successful
  62620. */
  62621. onError: (task: any, message?: string, exception?: any) => void;
  62622. /**
  62623. * Creates a new AssetsManager
  62624. * @param name defines the name of the task
  62625. */
  62626. constructor(
  62627. /**
  62628. * Task name
  62629. */ name: string);
  62630. private _isCompleted;
  62631. private _taskState;
  62632. private _errorObject;
  62633. /**
  62634. * Get if the task is completed
  62635. */
  62636. readonly isCompleted: boolean;
  62637. /**
  62638. * Gets the current state of the task
  62639. */
  62640. readonly taskState: AssetTaskState;
  62641. /**
  62642. * Gets the current error object (if task is in error)
  62643. */
  62644. readonly errorObject: {
  62645. message?: string;
  62646. exception?: any;
  62647. };
  62648. /**
  62649. * Internal only
  62650. * @hidden
  62651. */
  62652. _setErrorObject(message?: string, exception?: any): void;
  62653. /**
  62654. * Execute the current task
  62655. * @param scene defines the scene where you want your assets to be loaded
  62656. * @param onSuccess is a callback called when the task is successfully executed
  62657. * @param onError is a callback called if an error occurs
  62658. */
  62659. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62660. /**
  62661. * Execute the current task
  62662. * @param scene defines the scene where you want your assets to be loaded
  62663. * @param onSuccess is a callback called when the task is successfully executed
  62664. * @param onError is a callback called if an error occurs
  62665. */
  62666. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62667. /**
  62668. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62669. * This can be used with failed tasks that have the reason for failure fixed.
  62670. */
  62671. reset(): void;
  62672. private onErrorCallback;
  62673. private onDoneCallback;
  62674. }
  62675. /**
  62676. * Define the interface used by progress events raised during assets loading
  62677. */
  62678. export interface IAssetsProgressEvent {
  62679. /**
  62680. * Defines the number of remaining tasks to process
  62681. */
  62682. remainingCount: number;
  62683. /**
  62684. * Defines the total number of tasks
  62685. */
  62686. totalCount: number;
  62687. /**
  62688. * Defines the task that was just processed
  62689. */
  62690. task: AbstractAssetTask;
  62691. }
  62692. /**
  62693. * Class used to share progress information about assets loading
  62694. */
  62695. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62696. /**
  62697. * Defines the number of remaining tasks to process
  62698. */
  62699. remainingCount: number;
  62700. /**
  62701. * Defines the total number of tasks
  62702. */
  62703. totalCount: number;
  62704. /**
  62705. * Defines the task that was just processed
  62706. */
  62707. task: AbstractAssetTask;
  62708. /**
  62709. * Creates a AssetsProgressEvent
  62710. * @param remainingCount defines the number of remaining tasks to process
  62711. * @param totalCount defines the total number of tasks
  62712. * @param task defines the task that was just processed
  62713. */
  62714. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62715. }
  62716. /**
  62717. * Define a task used by AssetsManager to load meshes
  62718. */
  62719. export class MeshAssetTask extends AbstractAssetTask {
  62720. /**
  62721. * Defines the name of the task
  62722. */
  62723. name: string;
  62724. /**
  62725. * Defines the list of mesh's names you want to load
  62726. */
  62727. meshesNames: any;
  62728. /**
  62729. * Defines the root url to use as a base to load your meshes and associated resources
  62730. */
  62731. rootUrl: string;
  62732. /**
  62733. * Defines the filename of the scene to load from
  62734. */
  62735. sceneFilename: string;
  62736. /**
  62737. * Gets the list of loaded meshes
  62738. */
  62739. loadedMeshes: Array<AbstractMesh>;
  62740. /**
  62741. * Gets the list of loaded particle systems
  62742. */
  62743. loadedParticleSystems: Array<IParticleSystem>;
  62744. /**
  62745. * Gets the list of loaded skeletons
  62746. */
  62747. loadedSkeletons: Array<Skeleton>;
  62748. /**
  62749. * Gets the list of loaded animation groups
  62750. */
  62751. loadedAnimationGroups: Array<AnimationGroup>;
  62752. /**
  62753. * Callback called when the task is successful
  62754. */
  62755. onSuccess: (task: MeshAssetTask) => void;
  62756. /**
  62757. * Callback called when the task is successful
  62758. */
  62759. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62760. /**
  62761. * Creates a new MeshAssetTask
  62762. * @param name defines the name of the task
  62763. * @param meshesNames defines the list of mesh's names you want to load
  62764. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62765. * @param sceneFilename defines the filename of the scene to load from
  62766. */
  62767. constructor(
  62768. /**
  62769. * Defines the name of the task
  62770. */
  62771. name: string,
  62772. /**
  62773. * Defines the list of mesh's names you want to load
  62774. */
  62775. meshesNames: any,
  62776. /**
  62777. * Defines the root url to use as a base to load your meshes and associated resources
  62778. */
  62779. rootUrl: string,
  62780. /**
  62781. * Defines the filename of the scene to load from
  62782. */
  62783. sceneFilename: string);
  62784. /**
  62785. * Execute the current task
  62786. * @param scene defines the scene where you want your assets to be loaded
  62787. * @param onSuccess is a callback called when the task is successfully executed
  62788. * @param onError is a callback called if an error occurs
  62789. */
  62790. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62791. }
  62792. /**
  62793. * Define a task used by AssetsManager to load text content
  62794. */
  62795. export class TextFileAssetTask extends AbstractAssetTask {
  62796. /**
  62797. * Defines the name of the task
  62798. */
  62799. name: string;
  62800. /**
  62801. * Defines the location of the file to load
  62802. */
  62803. url: string;
  62804. /**
  62805. * Gets the loaded text string
  62806. */
  62807. text: string;
  62808. /**
  62809. * Callback called when the task is successful
  62810. */
  62811. onSuccess: (task: TextFileAssetTask) => void;
  62812. /**
  62813. * Callback called when the task is successful
  62814. */
  62815. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62816. /**
  62817. * Creates a new TextFileAssetTask object
  62818. * @param name defines the name of the task
  62819. * @param url defines the location of the file to load
  62820. */
  62821. constructor(
  62822. /**
  62823. * Defines the name of the task
  62824. */
  62825. name: string,
  62826. /**
  62827. * Defines the location of the file to load
  62828. */
  62829. url: string);
  62830. /**
  62831. * Execute the current task
  62832. * @param scene defines the scene where you want your assets to be loaded
  62833. * @param onSuccess is a callback called when the task is successfully executed
  62834. * @param onError is a callback called if an error occurs
  62835. */
  62836. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62837. }
  62838. /**
  62839. * Define a task used by AssetsManager to load binary data
  62840. */
  62841. export class BinaryFileAssetTask extends AbstractAssetTask {
  62842. /**
  62843. * Defines the name of the task
  62844. */
  62845. name: string;
  62846. /**
  62847. * Defines the location of the file to load
  62848. */
  62849. url: string;
  62850. /**
  62851. * Gets the lodaded data (as an array buffer)
  62852. */
  62853. data: ArrayBuffer;
  62854. /**
  62855. * Callback called when the task is successful
  62856. */
  62857. onSuccess: (task: BinaryFileAssetTask) => void;
  62858. /**
  62859. * Callback called when the task is successful
  62860. */
  62861. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62862. /**
  62863. * Creates a new BinaryFileAssetTask object
  62864. * @param name defines the name of the new task
  62865. * @param url defines the location of the file to load
  62866. */
  62867. constructor(
  62868. /**
  62869. * Defines the name of the task
  62870. */
  62871. name: string,
  62872. /**
  62873. * Defines the location of the file to load
  62874. */
  62875. url: string);
  62876. /**
  62877. * Execute the current task
  62878. * @param scene defines the scene where you want your assets to be loaded
  62879. * @param onSuccess is a callback called when the task is successfully executed
  62880. * @param onError is a callback called if an error occurs
  62881. */
  62882. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62883. }
  62884. /**
  62885. * Define a task used by AssetsManager to load images
  62886. */
  62887. export class ImageAssetTask extends AbstractAssetTask {
  62888. /**
  62889. * Defines the name of the task
  62890. */
  62891. name: string;
  62892. /**
  62893. * Defines the location of the image to load
  62894. */
  62895. url: string;
  62896. /**
  62897. * Gets the loaded images
  62898. */
  62899. image: HTMLImageElement;
  62900. /**
  62901. * Callback called when the task is successful
  62902. */
  62903. onSuccess: (task: ImageAssetTask) => void;
  62904. /**
  62905. * Callback called when the task is successful
  62906. */
  62907. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62908. /**
  62909. * Creates a new ImageAssetTask
  62910. * @param name defines the name of the task
  62911. * @param url defines the location of the image to load
  62912. */
  62913. constructor(
  62914. /**
  62915. * Defines the name of the task
  62916. */
  62917. name: string,
  62918. /**
  62919. * Defines the location of the image to load
  62920. */
  62921. url: string);
  62922. /**
  62923. * Execute the current task
  62924. * @param scene defines the scene where you want your assets to be loaded
  62925. * @param onSuccess is a callback called when the task is successfully executed
  62926. * @param onError is a callback called if an error occurs
  62927. */
  62928. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62929. }
  62930. /**
  62931. * Defines the interface used by texture loading tasks
  62932. */
  62933. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62934. /**
  62935. * Gets the loaded texture
  62936. */
  62937. texture: TEX;
  62938. }
  62939. /**
  62940. * Define a task used by AssetsManager to load 2D textures
  62941. */
  62942. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62943. /**
  62944. * Defines the name of the task
  62945. */
  62946. name: string;
  62947. /**
  62948. * Defines the location of the file to load
  62949. */
  62950. url: string;
  62951. /**
  62952. * Defines if mipmap should not be generated (default is false)
  62953. */
  62954. noMipmap?: boolean | undefined;
  62955. /**
  62956. * Defines if texture must be inverted on Y axis (default is false)
  62957. */
  62958. invertY?: boolean | undefined;
  62959. /**
  62960. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62961. */
  62962. samplingMode: number;
  62963. /**
  62964. * Gets the loaded texture
  62965. */
  62966. texture: Texture;
  62967. /**
  62968. * Callback called when the task is successful
  62969. */
  62970. onSuccess: (task: TextureAssetTask) => void;
  62971. /**
  62972. * Callback called when the task is successful
  62973. */
  62974. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62975. /**
  62976. * Creates a new TextureAssetTask object
  62977. * @param name defines the name of the task
  62978. * @param url defines the location of the file to load
  62979. * @param noMipmap defines if mipmap should not be generated (default is false)
  62980. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62981. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62982. */
  62983. constructor(
  62984. /**
  62985. * Defines the name of the task
  62986. */
  62987. name: string,
  62988. /**
  62989. * Defines the location of the file to load
  62990. */
  62991. url: string,
  62992. /**
  62993. * Defines if mipmap should not be generated (default is false)
  62994. */
  62995. noMipmap?: boolean | undefined,
  62996. /**
  62997. * Defines if texture must be inverted on Y axis (default is false)
  62998. */
  62999. invertY?: boolean | undefined,
  63000. /**
  63001. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63002. */
  63003. samplingMode?: number);
  63004. /**
  63005. * Execute the current task
  63006. * @param scene defines the scene where you want your assets to be loaded
  63007. * @param onSuccess is a callback called when the task is successfully executed
  63008. * @param onError is a callback called if an error occurs
  63009. */
  63010. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63011. }
  63012. /**
  63013. * Define a task used by AssetsManager to load cube textures
  63014. */
  63015. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  63016. /**
  63017. * Defines the name of the task
  63018. */
  63019. name: string;
  63020. /**
  63021. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63022. */
  63023. url: string;
  63024. /**
  63025. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63026. */
  63027. extensions?: string[] | undefined;
  63028. /**
  63029. * Defines if mipmaps should not be generated (default is false)
  63030. */
  63031. noMipmap?: boolean | undefined;
  63032. /**
  63033. * Defines the explicit list of files (undefined by default)
  63034. */
  63035. files?: string[] | undefined;
  63036. /**
  63037. * Gets the loaded texture
  63038. */
  63039. texture: CubeTexture;
  63040. /**
  63041. * Callback called when the task is successful
  63042. */
  63043. onSuccess: (task: CubeTextureAssetTask) => void;
  63044. /**
  63045. * Callback called when the task is successful
  63046. */
  63047. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  63048. /**
  63049. * Creates a new CubeTextureAssetTask
  63050. * @param name defines the name of the task
  63051. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63052. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63053. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63054. * @param files defines the explicit list of files (undefined by default)
  63055. */
  63056. constructor(
  63057. /**
  63058. * Defines the name of the task
  63059. */
  63060. name: string,
  63061. /**
  63062. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63063. */
  63064. url: string,
  63065. /**
  63066. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63067. */
  63068. extensions?: string[] | undefined,
  63069. /**
  63070. * Defines if mipmaps should not be generated (default is false)
  63071. */
  63072. noMipmap?: boolean | undefined,
  63073. /**
  63074. * Defines the explicit list of files (undefined by default)
  63075. */
  63076. files?: string[] | undefined);
  63077. /**
  63078. * Execute the current task
  63079. * @param scene defines the scene where you want your assets to be loaded
  63080. * @param onSuccess is a callback called when the task is successfully executed
  63081. * @param onError is a callback called if an error occurs
  63082. */
  63083. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63084. }
  63085. /**
  63086. * Define a task used by AssetsManager to load HDR cube textures
  63087. */
  63088. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  63089. /**
  63090. * Defines the name of the task
  63091. */
  63092. name: string;
  63093. /**
  63094. * Defines the location of the file to load
  63095. */
  63096. url: string;
  63097. /**
  63098. * Defines the desired size (the more it increases the longer the generation will be)
  63099. */
  63100. size: number;
  63101. /**
  63102. * Defines if mipmaps should not be generated (default is false)
  63103. */
  63104. noMipmap: boolean;
  63105. /**
  63106. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63107. */
  63108. generateHarmonics: boolean;
  63109. /**
  63110. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  63111. */
  63112. gammaSpace: boolean;
  63113. /**
  63114. * Internal Use Only
  63115. */
  63116. reserved: boolean;
  63117. /**
  63118. * Gets the loaded texture
  63119. */
  63120. texture: HDRCubeTexture;
  63121. /**
  63122. * Callback called when the task is successful
  63123. */
  63124. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  63125. /**
  63126. * Callback called when the task is successful
  63127. */
  63128. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  63129. /**
  63130. * Creates a new HDRCubeTextureAssetTask object
  63131. * @param name defines the name of the task
  63132. * @param url defines the location of the file to load
  63133. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  63134. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63135. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63136. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  63137. * @param reserved Internal use only
  63138. */
  63139. constructor(
  63140. /**
  63141. * Defines the name of the task
  63142. */
  63143. name: string,
  63144. /**
  63145. * Defines the location of the file to load
  63146. */
  63147. url: string,
  63148. /**
  63149. * Defines the desired size (the more it increases the longer the generation will be)
  63150. */
  63151. size: number,
  63152. /**
  63153. * Defines if mipmaps should not be generated (default is false)
  63154. */
  63155. noMipmap?: boolean,
  63156. /**
  63157. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63158. */
  63159. generateHarmonics?: boolean,
  63160. /**
  63161. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  63162. */
  63163. gammaSpace?: boolean,
  63164. /**
  63165. * Internal Use Only
  63166. */
  63167. reserved?: boolean);
  63168. /**
  63169. * Execute the current task
  63170. * @param scene defines the scene where you want your assets to be loaded
  63171. * @param onSuccess is a callback called when the task is successfully executed
  63172. * @param onError is a callback called if an error occurs
  63173. */
  63174. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63175. }
  63176. /**
  63177. * Define a task used by AssetsManager to load Equirectangular cube textures
  63178. */
  63179. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  63180. /**
  63181. * Defines the name of the task
  63182. */
  63183. name: string;
  63184. /**
  63185. * Defines the location of the file to load
  63186. */
  63187. url: string;
  63188. /**
  63189. * Defines the desired size (the more it increases the longer the generation will be)
  63190. */
  63191. size: number;
  63192. /**
  63193. * Defines if mipmaps should not be generated (default is false)
  63194. */
  63195. noMipmap: boolean;
  63196. /**
  63197. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63198. * but the standard material would require them in Gamma space) (default is true)
  63199. */
  63200. gammaSpace: boolean;
  63201. /**
  63202. * Gets the loaded texture
  63203. */
  63204. texture: EquiRectangularCubeTexture;
  63205. /**
  63206. * Callback called when the task is successful
  63207. */
  63208. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  63209. /**
  63210. * Callback called when the task is successful
  63211. */
  63212. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  63213. /**
  63214. * Creates a new EquiRectangularCubeTextureAssetTask object
  63215. * @param name defines the name of the task
  63216. * @param url defines the location of the file to load
  63217. * @param size defines the desired size (the more it increases the longer the generation will be)
  63218. * If the size is omitted this implies you are using a preprocessed cubemap.
  63219. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63220. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  63221. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  63222. * (default is true)
  63223. */
  63224. constructor(
  63225. /**
  63226. * Defines the name of the task
  63227. */
  63228. name: string,
  63229. /**
  63230. * Defines the location of the file to load
  63231. */
  63232. url: string,
  63233. /**
  63234. * Defines the desired size (the more it increases the longer the generation will be)
  63235. */
  63236. size: number,
  63237. /**
  63238. * Defines if mipmaps should not be generated (default is false)
  63239. */
  63240. noMipmap?: boolean,
  63241. /**
  63242. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63243. * but the standard material would require them in Gamma space) (default is true)
  63244. */
  63245. gammaSpace?: boolean);
  63246. /**
  63247. * Execute the current task
  63248. * @param scene defines the scene where you want your assets to be loaded
  63249. * @param onSuccess is a callback called when the task is successfully executed
  63250. * @param onError is a callback called if an error occurs
  63251. */
  63252. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63253. }
  63254. /**
  63255. * This class can be used to easily import assets into a scene
  63256. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  63257. */
  63258. export class AssetsManager {
  63259. private _scene;
  63260. private _isLoading;
  63261. protected _tasks: AbstractAssetTask[];
  63262. protected _waitingTasksCount: number;
  63263. protected _totalTasksCount: number;
  63264. /**
  63265. * Callback called when all tasks are processed
  63266. */
  63267. onFinish: (tasks: AbstractAssetTask[]) => void;
  63268. /**
  63269. * Callback called when a task is successful
  63270. */
  63271. onTaskSuccess: (task: AbstractAssetTask) => void;
  63272. /**
  63273. * Callback called when a task had an error
  63274. */
  63275. onTaskError: (task: AbstractAssetTask) => void;
  63276. /**
  63277. * Callback called when a task is done (whatever the result is)
  63278. */
  63279. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  63280. /**
  63281. * Observable called when all tasks are processed
  63282. */
  63283. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  63284. /**
  63285. * Observable called when a task had an error
  63286. */
  63287. onTaskErrorObservable: Observable<AbstractAssetTask>;
  63288. /**
  63289. * Observable called when all tasks were executed
  63290. */
  63291. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  63292. /**
  63293. * Observable called when a task is done (whatever the result is)
  63294. */
  63295. onProgressObservable: Observable<IAssetsProgressEvent>;
  63296. /**
  63297. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  63298. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  63299. */
  63300. useDefaultLoadingScreen: boolean;
  63301. /**
  63302. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  63303. * when all assets have been downloaded.
  63304. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  63305. */
  63306. autoHideLoadingUI: boolean;
  63307. /**
  63308. * Creates a new AssetsManager
  63309. * @param scene defines the scene to work on
  63310. */
  63311. constructor(scene: Scene);
  63312. /**
  63313. * Add a MeshAssetTask to the list of active tasks
  63314. * @param taskName defines the name of the new task
  63315. * @param meshesNames defines the name of meshes to load
  63316. * @param rootUrl defines the root url to use to locate files
  63317. * @param sceneFilename defines the filename of the scene file
  63318. * @returns a new MeshAssetTask object
  63319. */
  63320. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  63321. /**
  63322. * Add a TextFileAssetTask to the list of active tasks
  63323. * @param taskName defines the name of the new task
  63324. * @param url defines the url of the file to load
  63325. * @returns a new TextFileAssetTask object
  63326. */
  63327. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  63328. /**
  63329. * Add a BinaryFileAssetTask to the list of active tasks
  63330. * @param taskName defines the name of the new task
  63331. * @param url defines the url of the file to load
  63332. * @returns a new BinaryFileAssetTask object
  63333. */
  63334. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  63335. /**
  63336. * Add a ImageAssetTask to the list of active tasks
  63337. * @param taskName defines the name of the new task
  63338. * @param url defines the url of the file to load
  63339. * @returns a new ImageAssetTask object
  63340. */
  63341. addImageTask(taskName: string, url: string): ImageAssetTask;
  63342. /**
  63343. * Add a TextureAssetTask to the list of active tasks
  63344. * @param taskName defines the name of the new task
  63345. * @param url defines the url of the file to load
  63346. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63347. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  63348. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  63349. * @returns a new TextureAssetTask object
  63350. */
  63351. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  63352. /**
  63353. * Add a CubeTextureAssetTask to the list of active tasks
  63354. * @param taskName defines the name of the new task
  63355. * @param url defines the url of the file to load
  63356. * @param extensions defines the extension to use to load the cube map (can be null)
  63357. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63358. * @param files defines the list of files to load (can be null)
  63359. * @returns a new CubeTextureAssetTask object
  63360. */
  63361. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  63362. /**
  63363. *
  63364. * Add a HDRCubeTextureAssetTask to the list of active tasks
  63365. * @param taskName defines the name of the new task
  63366. * @param url defines the url of the file to load
  63367. * @param size defines the size you want for the cubemap (can be null)
  63368. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63369. * @param generateHarmonics defines if you want to automatically generate (true by default)
  63370. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  63371. * @param reserved Internal use only
  63372. * @returns a new HDRCubeTextureAssetTask object
  63373. */
  63374. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  63375. /**
  63376. *
  63377. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  63378. * @param taskName defines the name of the new task
  63379. * @param url defines the url of the file to load
  63380. * @param size defines the size you want for the cubemap (can be null)
  63381. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63382. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  63383. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  63384. * @returns a new EquiRectangularCubeTextureAssetTask object
  63385. */
  63386. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  63387. /**
  63388. * Remove a task from the assets manager.
  63389. * @param task the task to remove
  63390. */
  63391. removeTask(task: AbstractAssetTask): void;
  63392. private _decreaseWaitingTasksCount;
  63393. private _runTask;
  63394. /**
  63395. * Reset the AssetsManager and remove all tasks
  63396. * @return the current instance of the AssetsManager
  63397. */
  63398. reset(): AssetsManager;
  63399. /**
  63400. * Start the loading process
  63401. * @return the current instance of the AssetsManager
  63402. */
  63403. load(): AssetsManager;
  63404. /**
  63405. * Start the loading process as an async operation
  63406. * @return a promise returning the list of failed tasks
  63407. */
  63408. loadAsync(): Promise<void>;
  63409. }
  63410. }
  63411. declare module "babylonjs/Misc/deferred" {
  63412. /**
  63413. * Wrapper class for promise with external resolve and reject.
  63414. */
  63415. export class Deferred<T> {
  63416. /**
  63417. * The promise associated with this deferred object.
  63418. */
  63419. readonly promise: Promise<T>;
  63420. private _resolve;
  63421. private _reject;
  63422. /**
  63423. * The resolve method of the promise associated with this deferred object.
  63424. */
  63425. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  63426. /**
  63427. * The reject method of the promise associated with this deferred object.
  63428. */
  63429. readonly reject: (reason?: any) => void;
  63430. /**
  63431. * Constructor for this deferred object.
  63432. */
  63433. constructor();
  63434. }
  63435. }
  63436. declare module "babylonjs/Misc/meshExploder" {
  63437. import { Mesh } from "babylonjs/Meshes/mesh";
  63438. /**
  63439. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63440. */
  63441. export class MeshExploder {
  63442. private _centerMesh;
  63443. private _meshes;
  63444. private _meshesOrigins;
  63445. private _toCenterVectors;
  63446. private _scaledDirection;
  63447. private _newPosition;
  63448. private _centerPosition;
  63449. /**
  63450. * Explodes meshes from a center mesh.
  63451. * @param meshes The meshes to explode.
  63452. * @param centerMesh The mesh to be center of explosion.
  63453. */
  63454. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63455. private _setCenterMesh;
  63456. /**
  63457. * Get class name
  63458. * @returns "MeshExploder"
  63459. */
  63460. getClassName(): string;
  63461. /**
  63462. * "Exploded meshes"
  63463. * @returns Array of meshes with the centerMesh at index 0.
  63464. */
  63465. getMeshes(): Array<Mesh>;
  63466. /**
  63467. * Explodes meshes giving a specific direction
  63468. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63469. */
  63470. explode(direction?: number): void;
  63471. }
  63472. }
  63473. declare module "babylonjs/Misc/filesInput" {
  63474. import { Engine } from "babylonjs/Engines/engine";
  63475. import { Scene } from "babylonjs/scene";
  63476. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63477. /**
  63478. * Class used to help managing file picking and drag'n'drop
  63479. */
  63480. export class FilesInput {
  63481. /**
  63482. * List of files ready to be loaded
  63483. */
  63484. static readonly FilesToLoad: {
  63485. [key: string]: File;
  63486. };
  63487. /**
  63488. * Callback called when a file is processed
  63489. */
  63490. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63491. private _engine;
  63492. private _currentScene;
  63493. private _sceneLoadedCallback;
  63494. private _progressCallback;
  63495. private _additionalRenderLoopLogicCallback;
  63496. private _textureLoadingCallback;
  63497. private _startingProcessingFilesCallback;
  63498. private _onReloadCallback;
  63499. private _errorCallback;
  63500. private _elementToMonitor;
  63501. private _sceneFileToLoad;
  63502. private _filesToLoad;
  63503. /**
  63504. * Creates a new FilesInput
  63505. * @param engine defines the rendering engine
  63506. * @param scene defines the hosting scene
  63507. * @param sceneLoadedCallback callback called when scene is loaded
  63508. * @param progressCallback callback called to track progress
  63509. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63510. * @param textureLoadingCallback callback called when a texture is loading
  63511. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63512. * @param onReloadCallback callback called when a reload is requested
  63513. * @param errorCallback callback call if an error occurs
  63514. */
  63515. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  63516. private _dragEnterHandler;
  63517. private _dragOverHandler;
  63518. private _dropHandler;
  63519. /**
  63520. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63521. * @param elementToMonitor defines the DOM element to track
  63522. */
  63523. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63524. /**
  63525. * Release all associated resources
  63526. */
  63527. dispose(): void;
  63528. private renderFunction;
  63529. private drag;
  63530. private drop;
  63531. private _traverseFolder;
  63532. private _processFiles;
  63533. /**
  63534. * Load files from a drop event
  63535. * @param event defines the drop event to use as source
  63536. */
  63537. loadFiles(event: any): void;
  63538. private _processReload;
  63539. /**
  63540. * Reload the current scene from the loaded files
  63541. */
  63542. reload(): void;
  63543. }
  63544. }
  63545. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63546. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63547. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63548. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63549. }
  63550. declare module "babylonjs/Misc/sceneOptimizer" {
  63551. import { Scene, IDisposable } from "babylonjs/scene";
  63552. import { Observable } from "babylonjs/Misc/observable";
  63553. /**
  63554. * Defines the root class used to create scene optimization to use with SceneOptimizer
  63555. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63556. */
  63557. export class SceneOptimization {
  63558. /**
  63559. * Defines the priority of this optimization (0 by default which means first in the list)
  63560. */
  63561. priority: number;
  63562. /**
  63563. * Gets a string describing the action executed by the current optimization
  63564. * @returns description string
  63565. */
  63566. getDescription(): string;
  63567. /**
  63568. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63569. * @param scene defines the current scene where to apply this optimization
  63570. * @param optimizer defines the current optimizer
  63571. * @returns true if everything that can be done was applied
  63572. */
  63573. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63574. /**
  63575. * Creates the SceneOptimization object
  63576. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63577. * @param desc defines the description associated with the optimization
  63578. */
  63579. constructor(
  63580. /**
  63581. * Defines the priority of this optimization (0 by default which means first in the list)
  63582. */
  63583. priority?: number);
  63584. }
  63585. /**
  63586. * Defines an optimization used to reduce the size of render target textures
  63587. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63588. */
  63589. export class TextureOptimization extends SceneOptimization {
  63590. /**
  63591. * Defines the priority of this optimization (0 by default which means first in the list)
  63592. */
  63593. priority: number;
  63594. /**
  63595. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63596. */
  63597. maximumSize: number;
  63598. /**
  63599. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63600. */
  63601. step: number;
  63602. /**
  63603. * Gets a string describing the action executed by the current optimization
  63604. * @returns description string
  63605. */
  63606. getDescription(): string;
  63607. /**
  63608. * Creates the TextureOptimization object
  63609. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63610. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63611. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63612. */
  63613. constructor(
  63614. /**
  63615. * Defines the priority of this optimization (0 by default which means first in the list)
  63616. */
  63617. priority?: number,
  63618. /**
  63619. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63620. */
  63621. maximumSize?: number,
  63622. /**
  63623. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63624. */
  63625. step?: number);
  63626. /**
  63627. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63628. * @param scene defines the current scene where to apply this optimization
  63629. * @param optimizer defines the current optimizer
  63630. * @returns true if everything that can be done was applied
  63631. */
  63632. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63633. }
  63634. /**
  63635. * Defines an optimization used to increase or decrease the rendering resolution
  63636. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63637. */
  63638. export class HardwareScalingOptimization extends SceneOptimization {
  63639. /**
  63640. * Defines the priority of this optimization (0 by default which means first in the list)
  63641. */
  63642. priority: number;
  63643. /**
  63644. * Defines the maximum scale to use (2 by default)
  63645. */
  63646. maximumScale: number;
  63647. /**
  63648. * Defines the step to use between two passes (0.5 by default)
  63649. */
  63650. step: number;
  63651. private _currentScale;
  63652. private _directionOffset;
  63653. /**
  63654. * Gets a string describing the action executed by the current optimization
  63655. * @return description string
  63656. */
  63657. getDescription(): string;
  63658. /**
  63659. * Creates the HardwareScalingOptimization object
  63660. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63661. * @param maximumScale defines the maximum scale to use (2 by default)
  63662. * @param step defines the step to use between two passes (0.5 by default)
  63663. */
  63664. constructor(
  63665. /**
  63666. * Defines the priority of this optimization (0 by default which means first in the list)
  63667. */
  63668. priority?: number,
  63669. /**
  63670. * Defines the maximum scale to use (2 by default)
  63671. */
  63672. maximumScale?: number,
  63673. /**
  63674. * Defines the step to use between two passes (0.5 by default)
  63675. */
  63676. step?: number);
  63677. /**
  63678. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63679. * @param scene defines the current scene where to apply this optimization
  63680. * @param optimizer defines the current optimizer
  63681. * @returns true if everything that can be done was applied
  63682. */
  63683. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63684. }
  63685. /**
  63686. * Defines an optimization used to remove shadows
  63687. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63688. */
  63689. export class ShadowsOptimization extends SceneOptimization {
  63690. /**
  63691. * Gets a string describing the action executed by the current optimization
  63692. * @return description string
  63693. */
  63694. getDescription(): string;
  63695. /**
  63696. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63697. * @param scene defines the current scene where to apply this optimization
  63698. * @param optimizer defines the current optimizer
  63699. * @returns true if everything that can be done was applied
  63700. */
  63701. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63702. }
  63703. /**
  63704. * Defines an optimization used to turn post-processes off
  63705. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63706. */
  63707. export class PostProcessesOptimization extends SceneOptimization {
  63708. /**
  63709. * Gets a string describing the action executed by the current optimization
  63710. * @return description string
  63711. */
  63712. getDescription(): string;
  63713. /**
  63714. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63715. * @param scene defines the current scene where to apply this optimization
  63716. * @param optimizer defines the current optimizer
  63717. * @returns true if everything that can be done was applied
  63718. */
  63719. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63720. }
  63721. /**
  63722. * Defines an optimization used to turn lens flares off
  63723. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63724. */
  63725. export class LensFlaresOptimization extends SceneOptimization {
  63726. /**
  63727. * Gets a string describing the action executed by the current optimization
  63728. * @return description string
  63729. */
  63730. getDescription(): string;
  63731. /**
  63732. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63733. * @param scene defines the current scene where to apply this optimization
  63734. * @param optimizer defines the current optimizer
  63735. * @returns true if everything that can be done was applied
  63736. */
  63737. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63738. }
  63739. /**
  63740. * Defines an optimization based on user defined callback.
  63741. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63742. */
  63743. export class CustomOptimization extends SceneOptimization {
  63744. /**
  63745. * Callback called to apply the custom optimization.
  63746. */
  63747. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63748. /**
  63749. * Callback called to get custom description
  63750. */
  63751. onGetDescription: () => string;
  63752. /**
  63753. * Gets a string describing the action executed by the current optimization
  63754. * @returns description string
  63755. */
  63756. getDescription(): string;
  63757. /**
  63758. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63759. * @param scene defines the current scene where to apply this optimization
  63760. * @param optimizer defines the current optimizer
  63761. * @returns true if everything that can be done was applied
  63762. */
  63763. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63764. }
  63765. /**
  63766. * Defines an optimization used to turn particles off
  63767. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63768. */
  63769. export class ParticlesOptimization extends SceneOptimization {
  63770. /**
  63771. * Gets a string describing the action executed by the current optimization
  63772. * @return description string
  63773. */
  63774. getDescription(): string;
  63775. /**
  63776. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63777. * @param scene defines the current scene where to apply this optimization
  63778. * @param optimizer defines the current optimizer
  63779. * @returns true if everything that can be done was applied
  63780. */
  63781. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63782. }
  63783. /**
  63784. * Defines an optimization used to turn render targets off
  63785. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63786. */
  63787. export class RenderTargetsOptimization extends SceneOptimization {
  63788. /**
  63789. * Gets a string describing the action executed by the current optimization
  63790. * @return description string
  63791. */
  63792. getDescription(): string;
  63793. /**
  63794. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63795. * @param scene defines the current scene where to apply this optimization
  63796. * @param optimizer defines the current optimizer
  63797. * @returns true if everything that can be done was applied
  63798. */
  63799. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63800. }
  63801. /**
  63802. * Defines an optimization used to merge meshes with compatible materials
  63803. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63804. */
  63805. export class MergeMeshesOptimization extends SceneOptimization {
  63806. private static _UpdateSelectionTree;
  63807. /**
  63808. * Gets or sets a boolean which defines if optimization octree has to be updated
  63809. */
  63810. /**
  63811. * Gets or sets a boolean which defines if optimization octree has to be updated
  63812. */
  63813. static UpdateSelectionTree: boolean;
  63814. /**
  63815. * Gets a string describing the action executed by the current optimization
  63816. * @return description string
  63817. */
  63818. getDescription(): string;
  63819. private _canBeMerged;
  63820. /**
  63821. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63822. * @param scene defines the current scene where to apply this optimization
  63823. * @param optimizer defines the current optimizer
  63824. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63825. * @returns true if everything that can be done was applied
  63826. */
  63827. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63828. }
  63829. /**
  63830. * Defines a list of options used by SceneOptimizer
  63831. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63832. */
  63833. export class SceneOptimizerOptions {
  63834. /**
  63835. * Defines the target frame rate to reach (60 by default)
  63836. */
  63837. targetFrameRate: number;
  63838. /**
  63839. * Defines the interval between two checkes (2000ms by default)
  63840. */
  63841. trackerDuration: number;
  63842. /**
  63843. * Gets the list of optimizations to apply
  63844. */
  63845. optimizations: SceneOptimization[];
  63846. /**
  63847. * Creates a new list of options used by SceneOptimizer
  63848. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63849. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63850. */
  63851. constructor(
  63852. /**
  63853. * Defines the target frame rate to reach (60 by default)
  63854. */
  63855. targetFrameRate?: number,
  63856. /**
  63857. * Defines the interval between two checkes (2000ms by default)
  63858. */
  63859. trackerDuration?: number);
  63860. /**
  63861. * Add a new optimization
  63862. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63863. * @returns the current SceneOptimizerOptions
  63864. */
  63865. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63866. /**
  63867. * Add a new custom optimization
  63868. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63869. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63870. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63871. * @returns the current SceneOptimizerOptions
  63872. */
  63873. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63874. /**
  63875. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63876. * @param targetFrameRate defines the target frame rate (60 by default)
  63877. * @returns a SceneOptimizerOptions object
  63878. */
  63879. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63880. /**
  63881. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63882. * @param targetFrameRate defines the target frame rate (60 by default)
  63883. * @returns a SceneOptimizerOptions object
  63884. */
  63885. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63886. /**
  63887. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63888. * @param targetFrameRate defines the target frame rate (60 by default)
  63889. * @returns a SceneOptimizerOptions object
  63890. */
  63891. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63892. }
  63893. /**
  63894. * Class used to run optimizations in order to reach a target frame rate
  63895. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63896. */
  63897. export class SceneOptimizer implements IDisposable {
  63898. private _isRunning;
  63899. private _options;
  63900. private _scene;
  63901. private _currentPriorityLevel;
  63902. private _targetFrameRate;
  63903. private _trackerDuration;
  63904. private _currentFrameRate;
  63905. private _sceneDisposeObserver;
  63906. private _improvementMode;
  63907. /**
  63908. * Defines an observable called when the optimizer reaches the target frame rate
  63909. */
  63910. onSuccessObservable: Observable<SceneOptimizer>;
  63911. /**
  63912. * Defines an observable called when the optimizer enables an optimization
  63913. */
  63914. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63915. /**
  63916. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63917. */
  63918. onFailureObservable: Observable<SceneOptimizer>;
  63919. /**
  63920. * Gets a boolean indicating if the optimizer is in improvement mode
  63921. */
  63922. readonly isInImprovementMode: boolean;
  63923. /**
  63924. * Gets the current priority level (0 at start)
  63925. */
  63926. readonly currentPriorityLevel: number;
  63927. /**
  63928. * Gets the current frame rate checked by the SceneOptimizer
  63929. */
  63930. readonly currentFrameRate: number;
  63931. /**
  63932. * Gets or sets the current target frame rate (60 by default)
  63933. */
  63934. /**
  63935. * Gets or sets the current target frame rate (60 by default)
  63936. */
  63937. targetFrameRate: number;
  63938. /**
  63939. * Gets or sets the current interval between two checks (every 2000ms by default)
  63940. */
  63941. /**
  63942. * Gets or sets the current interval between two checks (every 2000ms by default)
  63943. */
  63944. trackerDuration: number;
  63945. /**
  63946. * Gets the list of active optimizations
  63947. */
  63948. readonly optimizations: SceneOptimization[];
  63949. /**
  63950. * Creates a new SceneOptimizer
  63951. * @param scene defines the scene to work on
  63952. * @param options defines the options to use with the SceneOptimizer
  63953. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63954. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  63955. */
  63956. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63957. /**
  63958. * Stops the current optimizer
  63959. */
  63960. stop(): void;
  63961. /**
  63962. * Reset the optimizer to initial step (current priority level = 0)
  63963. */
  63964. reset(): void;
  63965. /**
  63966. * Start the optimizer. By default it will try to reach a specific framerate
  63967. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63968. */
  63969. start(): void;
  63970. private _checkCurrentState;
  63971. /**
  63972. * Release all resources
  63973. */
  63974. dispose(): void;
  63975. /**
  63976. * Helper function to create a SceneOptimizer with one single line of code
  63977. * @param scene defines the scene to work on
  63978. * @param options defines the options to use with the SceneOptimizer
  63979. * @param onSuccess defines a callback to call on success
  63980. * @param onFailure defines a callback to call on failure
  63981. * @returns the new SceneOptimizer object
  63982. */
  63983. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63984. }
  63985. }
  63986. declare module "babylonjs/Misc/sceneSerializer" {
  63987. import { Scene } from "babylonjs/scene";
  63988. /**
  63989. * Class used to serialize a scene into a string
  63990. */
  63991. export class SceneSerializer {
  63992. /**
  63993. * Clear cache used by a previous serialization
  63994. */
  63995. static ClearCache(): void;
  63996. /**
  63997. * Serialize a scene into a JSON compatible object
  63998. * @param scene defines the scene to serialize
  63999. * @returns a JSON compatible object
  64000. */
  64001. static Serialize(scene: Scene): any;
  64002. /**
  64003. * Serialize a mesh into a JSON compatible object
  64004. * @param toSerialize defines the mesh to serialize
  64005. * @param withParents defines if parents must be serialized as well
  64006. * @param withChildren defines if children must be serialized as well
  64007. * @returns a JSON compatible object
  64008. */
  64009. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  64010. }
  64011. }
  64012. declare module "babylonjs/Misc/textureTools" {
  64013. import { Texture } from "babylonjs/Materials/Textures/texture";
  64014. /**
  64015. * Class used to host texture specific utilities
  64016. */
  64017. export class TextureTools {
  64018. /**
  64019. * Uses the GPU to create a copy texture rescaled at a given size
  64020. * @param texture Texture to copy from
  64021. * @param width defines the desired width
  64022. * @param height defines the desired height
  64023. * @param useBilinearMode defines if bilinear mode has to be used
  64024. * @return the generated texture
  64025. */
  64026. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  64027. }
  64028. }
  64029. declare module "babylonjs/Misc/videoRecorder" {
  64030. import { Nullable } from "babylonjs/types";
  64031. import { Engine } from "babylonjs/Engines/engine";
  64032. /**
  64033. * This represents the different options available for the video capture.
  64034. */
  64035. export interface VideoRecorderOptions {
  64036. /** Defines the mime type of the video. */
  64037. mimeType: string;
  64038. /** Defines the FPS the video should be recorded at. */
  64039. fps: number;
  64040. /** Defines the chunk size for the recording data. */
  64041. recordChunckSize: number;
  64042. /** The audio tracks to attach to the recording. */
  64043. audioTracks?: MediaStreamTrack[];
  64044. }
  64045. /**
  64046. * This can help with recording videos from BabylonJS.
  64047. * This is based on the available WebRTC functionalities of the browser.
  64048. *
  64049. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  64050. */
  64051. export class VideoRecorder {
  64052. private static readonly _defaultOptions;
  64053. /**
  64054. * Returns whether or not the VideoRecorder is available in your browser.
  64055. * @param engine Defines the Babylon Engine.
  64056. * @returns true if supported otherwise false.
  64057. */
  64058. static IsSupported(engine: Engine): boolean;
  64059. private readonly _options;
  64060. private _canvas;
  64061. private _mediaRecorder;
  64062. private _recordedChunks;
  64063. private _fileName;
  64064. private _resolve;
  64065. private _reject;
  64066. /**
  64067. * True when a recording is already in progress.
  64068. */
  64069. readonly isRecording: boolean;
  64070. /**
  64071. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  64072. * @param engine Defines the BabylonJS Engine you wish to record.
  64073. * @param options Defines options that can be used to customize the capture.
  64074. */
  64075. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  64076. /**
  64077. * Stops the current recording before the default capture timeout passed in the startRecording function.
  64078. */
  64079. stopRecording(): void;
  64080. /**
  64081. * Starts recording the canvas for a max duration specified in parameters.
  64082. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  64083. * If null no automatic download will start and you can rely on the promise to get the data back.
  64084. * @param maxDuration Defines the maximum recording time in seconds.
  64085. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  64086. * @return A promise callback at the end of the recording with the video data in Blob.
  64087. */
  64088. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  64089. /**
  64090. * Releases internal resources used during the recording.
  64091. */
  64092. dispose(): void;
  64093. private _handleDataAvailable;
  64094. private _handleError;
  64095. private _handleStop;
  64096. }
  64097. }
  64098. declare module "babylonjs/Misc/screenshotTools" {
  64099. import { Camera } from "babylonjs/Cameras/camera";
  64100. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  64101. import { Engine } from "babylonjs/Engines/engine";
  64102. /**
  64103. * Class containing a set of static utilities functions for screenshots
  64104. */
  64105. export class ScreenshotTools {
  64106. /**
  64107. * Captures a screenshot of the current rendering
  64108. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64109. * @param engine defines the rendering engine
  64110. * @param camera defines the source camera
  64111. * @param size This parameter can be set to a single number or to an object with the
  64112. * following (optional) properties: precision, width, height. If a single number is passed,
  64113. * it will be used for both width and height. If an object is passed, the screenshot size
  64114. * will be derived from the parameters. The precision property is a multiplier allowing
  64115. * rendering at a higher or lower resolution
  64116. * @param successCallback defines the callback receives a single parameter which contains the
  64117. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64118. * src parameter of an <img> to display it
  64119. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64120. * Check your browser for supported MIME types
  64121. */
  64122. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  64123. /**
  64124. * Captures a screenshot of the current rendering
  64125. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64126. * @param engine defines the rendering engine
  64127. * @param camera defines the source camera
  64128. * @param size This parameter can be set to a single number or to an object with the
  64129. * following (optional) properties: precision, width, height. If a single number is passed,
  64130. * it will be used for both width and height. If an object is passed, the screenshot size
  64131. * will be derived from the parameters. The precision property is a multiplier allowing
  64132. * rendering at a higher or lower resolution
  64133. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64134. * Check your browser for supported MIME types
  64135. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64136. * to the src parameter of an <img> to display it
  64137. */
  64138. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  64139. /**
  64140. * Generates an image screenshot from the specified camera.
  64141. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64142. * @param engine The engine to use for rendering
  64143. * @param camera The camera to use for rendering
  64144. * @param size This parameter can be set to a single number or to an object with the
  64145. * following (optional) properties: precision, width, height. If a single number is passed,
  64146. * it will be used for both width and height. If an object is passed, the screenshot size
  64147. * will be derived from the parameters. The precision property is a multiplier allowing
  64148. * rendering at a higher or lower resolution
  64149. * @param successCallback The callback receives a single parameter which contains the
  64150. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64151. * src parameter of an <img> to display it
  64152. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64153. * Check your browser for supported MIME types
  64154. * @param samples Texture samples (default: 1)
  64155. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64156. * @param fileName A name for for the downloaded file.
  64157. */
  64158. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  64159. /**
  64160. * Generates an image screenshot from the specified camera.
  64161. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64162. * @param engine The engine to use for rendering
  64163. * @param camera The camera to use for rendering
  64164. * @param size This parameter can be set to a single number or to an object with the
  64165. * following (optional) properties: precision, width, height. If a single number is passed,
  64166. * it will be used for both width and height. If an object is passed, the screenshot size
  64167. * will be derived from the parameters. The precision property is a multiplier allowing
  64168. * rendering at a higher or lower resolution
  64169. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64170. * Check your browser for supported MIME types
  64171. * @param samples Texture samples (default: 1)
  64172. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64173. * @param fileName A name for for the downloaded file.
  64174. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64175. * to the src parameter of an <img> to display it
  64176. */
  64177. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  64178. /**
  64179. * Gets height and width for screenshot size
  64180. * @private
  64181. */
  64182. private static _getScreenshotSize;
  64183. }
  64184. }
  64185. declare module "babylonjs/Misc/index" {
  64186. export * from "babylonjs/Misc/andOrNotEvaluator";
  64187. export * from "babylonjs/Misc/assetsManager";
  64188. export * from "babylonjs/Misc/dds";
  64189. export * from "babylonjs/Misc/decorators";
  64190. export * from "babylonjs/Misc/deferred";
  64191. export * from "babylonjs/Misc/environmentTextureTools";
  64192. export * from "babylonjs/Misc/meshExploder";
  64193. export * from "babylonjs/Misc/filesInput";
  64194. export * from "babylonjs/Misc/HighDynamicRange/index";
  64195. export * from "babylonjs/Misc/khronosTextureContainer";
  64196. export * from "babylonjs/Misc/observable";
  64197. export * from "babylonjs/Misc/performanceMonitor";
  64198. export * from "babylonjs/Misc/promise";
  64199. export * from "babylonjs/Misc/sceneOptimizer";
  64200. export * from "babylonjs/Misc/sceneSerializer";
  64201. export * from "babylonjs/Misc/smartArray";
  64202. export * from "babylonjs/Misc/stringDictionary";
  64203. export * from "babylonjs/Misc/tags";
  64204. export * from "babylonjs/Misc/textureTools";
  64205. export * from "babylonjs/Misc/tga";
  64206. export * from "babylonjs/Misc/tools";
  64207. export * from "babylonjs/Misc/videoRecorder";
  64208. export * from "babylonjs/Misc/virtualJoystick";
  64209. export * from "babylonjs/Misc/workerPool";
  64210. export * from "babylonjs/Misc/logger";
  64211. export * from "babylonjs/Misc/typeStore";
  64212. export * from "babylonjs/Misc/filesInputStore";
  64213. export * from "babylonjs/Misc/deepCopier";
  64214. export * from "babylonjs/Misc/pivotTools";
  64215. export * from "babylonjs/Misc/precisionDate";
  64216. export * from "babylonjs/Misc/screenshotTools";
  64217. export * from "babylonjs/Misc/typeStore";
  64218. export * from "babylonjs/Misc/webRequest";
  64219. export * from "babylonjs/Misc/iInspectable";
  64220. export * from "babylonjs/Misc/brdfTextureTools";
  64221. export * from "babylonjs/Misc/gradients";
  64222. export * from "babylonjs/Misc/perfCounter";
  64223. export * from "babylonjs/Misc/fileRequest";
  64224. export * from "babylonjs/Misc/customAnimationFrameRequester";
  64225. export * from "babylonjs/Misc/retryStrategy";
  64226. export * from "babylonjs/Misc/loadFileError";
  64227. }
  64228. declare module "babylonjs/index" {
  64229. export * from "babylonjs/abstractScene";
  64230. export * from "babylonjs/Actions/index";
  64231. export * from "babylonjs/Animations/index";
  64232. export * from "babylonjs/assetContainer";
  64233. export * from "babylonjs/Audio/index";
  64234. export * from "babylonjs/Behaviors/index";
  64235. export * from "babylonjs/Bones/index";
  64236. export * from "babylonjs/Cameras/index";
  64237. export * from "babylonjs/Collisions/index";
  64238. export * from "babylonjs/Culling/index";
  64239. export * from "babylonjs/Debug/index";
  64240. export * from "babylonjs/Engines/index";
  64241. export * from "babylonjs/Events/index";
  64242. export * from "babylonjs/Gamepads/index";
  64243. export * from "babylonjs/Gizmos/index";
  64244. export * from "babylonjs/Helpers/index";
  64245. export * from "babylonjs/Instrumentation/index";
  64246. export * from "babylonjs/Layers/index";
  64247. export * from "babylonjs/LensFlares/index";
  64248. export * from "babylonjs/Lights/index";
  64249. export * from "babylonjs/Loading/index";
  64250. export * from "babylonjs/Materials/index";
  64251. export * from "babylonjs/Maths/index";
  64252. export * from "babylonjs/Meshes/index";
  64253. export * from "babylonjs/Morph/index";
  64254. export * from "babylonjs/Navigation/index";
  64255. export * from "babylonjs/node";
  64256. export * from "babylonjs/Offline/index";
  64257. export * from "babylonjs/Particles/index";
  64258. export * from "babylonjs/Physics/index";
  64259. export * from "babylonjs/PostProcesses/index";
  64260. export * from "babylonjs/Probes/index";
  64261. export * from "babylonjs/Rendering/index";
  64262. export * from "babylonjs/scene";
  64263. export * from "babylonjs/sceneComponent";
  64264. export * from "babylonjs/Sprites/index";
  64265. export * from "babylonjs/States/index";
  64266. export * from "babylonjs/Misc/index";
  64267. export * from "babylonjs/types";
  64268. }
  64269. declare module "babylonjs/Animations/pathCursor" {
  64270. import { Vector3 } from "babylonjs/Maths/math.vector";
  64271. import { Path2 } from "babylonjs/Maths/math.path";
  64272. /**
  64273. * A cursor which tracks a point on a path
  64274. */
  64275. export class PathCursor {
  64276. private path;
  64277. /**
  64278. * Stores path cursor callbacks for when an onchange event is triggered
  64279. */
  64280. private _onchange;
  64281. /**
  64282. * The value of the path cursor
  64283. */
  64284. value: number;
  64285. /**
  64286. * The animation array of the path cursor
  64287. */
  64288. animations: Animation[];
  64289. /**
  64290. * Initializes the path cursor
  64291. * @param path The path to track
  64292. */
  64293. constructor(path: Path2);
  64294. /**
  64295. * Gets the cursor point on the path
  64296. * @returns A point on the path cursor at the cursor location
  64297. */
  64298. getPoint(): Vector3;
  64299. /**
  64300. * Moves the cursor ahead by the step amount
  64301. * @param step The amount to move the cursor forward
  64302. * @returns This path cursor
  64303. */
  64304. moveAhead(step?: number): PathCursor;
  64305. /**
  64306. * Moves the cursor behind by the step amount
  64307. * @param step The amount to move the cursor back
  64308. * @returns This path cursor
  64309. */
  64310. moveBack(step?: number): PathCursor;
  64311. /**
  64312. * Moves the cursor by the step amount
  64313. * If the step amount is greater than one, an exception is thrown
  64314. * @param step The amount to move the cursor
  64315. * @returns This path cursor
  64316. */
  64317. move(step: number): PathCursor;
  64318. /**
  64319. * Ensures that the value is limited between zero and one
  64320. * @returns This path cursor
  64321. */
  64322. private ensureLimits;
  64323. /**
  64324. * Runs onchange callbacks on change (used by the animation engine)
  64325. * @returns This path cursor
  64326. */
  64327. private raiseOnChange;
  64328. /**
  64329. * Executes a function on change
  64330. * @param f A path cursor onchange callback
  64331. * @returns This path cursor
  64332. */
  64333. onchange(f: (cursor: PathCursor) => void): PathCursor;
  64334. }
  64335. }
  64336. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  64337. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  64338. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  64339. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  64340. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  64341. }
  64342. declare module "babylonjs/Engines/Processors/Expressions/index" {
  64343. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  64344. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  64345. }
  64346. declare module "babylonjs/Engines/Processors/index" {
  64347. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  64348. export * from "babylonjs/Engines/Processors/Expressions/index";
  64349. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  64350. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  64351. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  64352. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  64353. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  64354. export * from "babylonjs/Engines/Processors/shaderProcessor";
  64355. }
  64356. declare module "babylonjs/Legacy/legacy" {
  64357. import * as Babylon from "babylonjs/index";
  64358. export * from "babylonjs/index";
  64359. }
  64360. declare module "babylonjs/Shaders/blur.fragment" {
  64361. /** @hidden */
  64362. export var blurPixelShader: {
  64363. name: string;
  64364. shader: string;
  64365. };
  64366. }
  64367. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  64368. /** @hidden */
  64369. export var pointCloudVertexDeclaration: {
  64370. name: string;
  64371. shader: string;
  64372. };
  64373. }
  64374. declare module "babylonjs" {
  64375. export * from "babylonjs/Legacy/legacy";
  64376. }
  64377. declare module BABYLON {
  64378. /** Alias type for value that can be null */
  64379. export type Nullable<T> = T | null;
  64380. /**
  64381. * Alias type for number that are floats
  64382. * @ignorenaming
  64383. */
  64384. export type float = number;
  64385. /**
  64386. * Alias type for number that are doubles.
  64387. * @ignorenaming
  64388. */
  64389. export type double = number;
  64390. /**
  64391. * Alias type for number that are integer
  64392. * @ignorenaming
  64393. */
  64394. export type int = number;
  64395. /** Alias type for number array or Float32Array */
  64396. export type FloatArray = number[] | Float32Array;
  64397. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  64398. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  64399. /**
  64400. * Alias for types that can be used by a Buffer or VertexBuffer.
  64401. */
  64402. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  64403. /**
  64404. * Alias type for primitive types
  64405. * @ignorenaming
  64406. */
  64407. type Primitive = undefined | null | boolean | string | number | Function;
  64408. /**
  64409. * Type modifier to make all the properties of an object Readonly
  64410. */
  64411. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  64412. /**
  64413. * Type modifier to make all the properties of an object Readonly recursively
  64414. */
  64415. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  64416. /** @hidden */
  64417. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  64418. }
  64419. /** @hidden */
  64420. /** @hidden */
  64421. type DeepImmutableObject<T> = {
  64422. readonly [K in keyof T]: DeepImmutable<T[K]>;
  64423. };
  64424. }
  64425. declare module BABYLON {
  64426. /**
  64427. * A class serves as a medium between the observable and its observers
  64428. */
  64429. export class EventState {
  64430. /**
  64431. * Create a new EventState
  64432. * @param mask defines the mask associated with this state
  64433. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64434. * @param target defines the original target of the state
  64435. * @param currentTarget defines the current target of the state
  64436. */
  64437. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64438. /**
  64439. * Initialize the current event state
  64440. * @param mask defines the mask associated with this state
  64441. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64442. * @param target defines the original target of the state
  64443. * @param currentTarget defines the current target of the state
  64444. * @returns the current event state
  64445. */
  64446. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64447. /**
  64448. * An Observer can set this property to true to prevent subsequent observers of being notified
  64449. */
  64450. skipNextObservers: boolean;
  64451. /**
  64452. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64453. */
  64454. mask: number;
  64455. /**
  64456. * The object that originally notified the event
  64457. */
  64458. target?: any;
  64459. /**
  64460. * The current object in the bubbling phase
  64461. */
  64462. currentTarget?: any;
  64463. /**
  64464. * This will be populated with the return value of the last function that was executed.
  64465. * If it is the first function in the callback chain it will be the event data.
  64466. */
  64467. lastReturnValue?: any;
  64468. }
  64469. /**
  64470. * Represent an Observer registered to a given Observable object.
  64471. */
  64472. export class Observer<T> {
  64473. /**
  64474. * Defines the callback to call when the observer is notified
  64475. */
  64476. callback: (eventData: T, eventState: EventState) => void;
  64477. /**
  64478. * Defines the mask of the observer (used to filter notifications)
  64479. */
  64480. mask: number;
  64481. /**
  64482. * Defines the current scope used to restore the JS context
  64483. */
  64484. scope: any;
  64485. /** @hidden */
  64486. _willBeUnregistered: boolean;
  64487. /**
  64488. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64489. */
  64490. unregisterOnNextCall: boolean;
  64491. /**
  64492. * Creates a new observer
  64493. * @param callback defines the callback to call when the observer is notified
  64494. * @param mask defines the mask of the observer (used to filter notifications)
  64495. * @param scope defines the current scope used to restore the JS context
  64496. */
  64497. constructor(
  64498. /**
  64499. * Defines the callback to call when the observer is notified
  64500. */
  64501. callback: (eventData: T, eventState: EventState) => void,
  64502. /**
  64503. * Defines the mask of the observer (used to filter notifications)
  64504. */
  64505. mask: number,
  64506. /**
  64507. * Defines the current scope used to restore the JS context
  64508. */
  64509. scope?: any);
  64510. }
  64511. /**
  64512. * Represent a list of observers registered to multiple Observables object.
  64513. */
  64514. export class MultiObserver<T> {
  64515. private _observers;
  64516. private _observables;
  64517. /**
  64518. * Release associated resources
  64519. */
  64520. dispose(): void;
  64521. /**
  64522. * Raise a callback when one of the observable will notify
  64523. * @param observables defines a list of observables to watch
  64524. * @param callback defines the callback to call on notification
  64525. * @param mask defines the mask used to filter notifications
  64526. * @param scope defines the current scope used to restore the JS context
  64527. * @returns the new MultiObserver
  64528. */
  64529. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64530. }
  64531. /**
  64532. * The Observable class is a simple implementation of the Observable pattern.
  64533. *
  64534. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  64535. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64536. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  64537. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  64538. */
  64539. export class Observable<T> {
  64540. private _observers;
  64541. private _eventState;
  64542. private _onObserverAdded;
  64543. /**
  64544. * Gets the list of observers
  64545. */
  64546. readonly observers: Array<Observer<T>>;
  64547. /**
  64548. * Creates a new observable
  64549. * @param onObserverAdded defines a callback to call when a new observer is added
  64550. */
  64551. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64552. /**
  64553. * Create a new Observer with the specified callback
  64554. * @param callback the callback that will be executed for that Observer
  64555. * @param mask the mask used to filter observers
  64556. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  64557. * @param scope optional scope for the callback to be called from
  64558. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  64559. * @returns the new observer created for the callback
  64560. */
  64561. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  64562. /**
  64563. * Create a new Observer with the specified callback and unregisters after the next notification
  64564. * @param callback the callback that will be executed for that Observer
  64565. * @returns the new observer created for the callback
  64566. */
  64567. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  64568. /**
  64569. * Remove an Observer from the Observable object
  64570. * @param observer the instance of the Observer to remove
  64571. * @returns false if it doesn't belong to this Observable
  64572. */
  64573. remove(observer: Nullable<Observer<T>>): boolean;
  64574. /**
  64575. * Remove a callback from the Observable object
  64576. * @param callback the callback to remove
  64577. * @param scope optional scope. If used only the callbacks with this scope will be removed
  64578. * @returns false if it doesn't belong to this Observable
  64579. */
  64580. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  64581. private _deferUnregister;
  64582. private _remove;
  64583. /**
  64584. * Moves the observable to the top of the observer list making it get called first when notified
  64585. * @param observer the observer to move
  64586. */
  64587. makeObserverTopPriority(observer: Observer<T>): void;
  64588. /**
  64589. * Moves the observable to the bottom of the observer list making it get called last when notified
  64590. * @param observer the observer to move
  64591. */
  64592. makeObserverBottomPriority(observer: Observer<T>): void;
  64593. /**
  64594. * Notify all Observers by calling their respective callback with the given data
  64595. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  64596. * @param eventData defines the data to send to all observers
  64597. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  64598. * @param target defines the original target of the state
  64599. * @param currentTarget defines the current target of the state
  64600. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  64601. */
  64602. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  64603. /**
  64604. * Calling this will execute each callback, expecting it to be a promise or return a value.
  64605. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  64606. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  64607. * and it is crucial that all callbacks will be executed.
  64608. * The order of the callbacks is kept, callbacks are not executed parallel.
  64609. *
  64610. * @param eventData The data to be sent to each callback
  64611. * @param mask is used to filter observers defaults to -1
  64612. * @param target defines the callback target (see EventState)
  64613. * @param currentTarget defines he current object in the bubbling phase
  64614. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64615. */
  64616. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64617. /**
  64618. * Notify a specific observer
  64619. * @param observer defines the observer to notify
  64620. * @param eventData defines the data to be sent to each callback
  64621. * @param mask is used to filter observers defaults to -1
  64622. */
  64623. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64624. /**
  64625. * Gets a boolean indicating if the observable has at least one observer
  64626. * @returns true is the Observable has at least one Observer registered
  64627. */
  64628. hasObservers(): boolean;
  64629. /**
  64630. * Clear the list of observers
  64631. */
  64632. clear(): void;
  64633. /**
  64634. * Clone the current observable
  64635. * @returns a new observable
  64636. */
  64637. clone(): Observable<T>;
  64638. /**
  64639. * Does this observable handles observer registered with a given mask
  64640. * @param mask defines the mask to be tested
  64641. * @return whether or not one observer registered with the given mask is handeled
  64642. **/
  64643. hasSpecificMask(mask?: number): boolean;
  64644. }
  64645. }
  64646. declare module BABYLON {
  64647. /**
  64648. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64649. * Babylon.js
  64650. */
  64651. export class DomManagement {
  64652. /**
  64653. * Checks if the window object exists
  64654. * @returns true if the window object exists
  64655. */
  64656. static IsWindowObjectExist(): boolean;
  64657. /**
  64658. * Extracts text content from a DOM element hierarchy
  64659. * @param element defines the root element
  64660. * @returns a string
  64661. */
  64662. static GetDOMTextContent(element: HTMLElement): string;
  64663. }
  64664. }
  64665. declare module BABYLON {
  64666. /**
  64667. * Logger used througouht the application to allow configuration of
  64668. * the log level required for the messages.
  64669. */
  64670. export class Logger {
  64671. /**
  64672. * No log
  64673. */
  64674. static readonly NoneLogLevel: number;
  64675. /**
  64676. * Only message logs
  64677. */
  64678. static readonly MessageLogLevel: number;
  64679. /**
  64680. * Only warning logs
  64681. */
  64682. static readonly WarningLogLevel: number;
  64683. /**
  64684. * Only error logs
  64685. */
  64686. static readonly ErrorLogLevel: number;
  64687. /**
  64688. * All logs
  64689. */
  64690. static readonly AllLogLevel: number;
  64691. private static _LogCache;
  64692. /**
  64693. * Gets a value indicating the number of loading errors
  64694. * @ignorenaming
  64695. */
  64696. static errorsCount: number;
  64697. /**
  64698. * Callback called when a new log is added
  64699. */
  64700. static OnNewCacheEntry: (entry: string) => void;
  64701. private static _AddLogEntry;
  64702. private static _FormatMessage;
  64703. private static _LogDisabled;
  64704. private static _LogEnabled;
  64705. private static _WarnDisabled;
  64706. private static _WarnEnabled;
  64707. private static _ErrorDisabled;
  64708. private static _ErrorEnabled;
  64709. /**
  64710. * Log a message to the console
  64711. */
  64712. static Log: (message: string) => void;
  64713. /**
  64714. * Write a warning message to the console
  64715. */
  64716. static Warn: (message: string) => void;
  64717. /**
  64718. * Write an error message to the console
  64719. */
  64720. static Error: (message: string) => void;
  64721. /**
  64722. * Gets current log cache (list of logs)
  64723. */
  64724. static readonly LogCache: string;
  64725. /**
  64726. * Clears the log cache
  64727. */
  64728. static ClearLogCache(): void;
  64729. /**
  64730. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64731. */
  64732. static LogLevels: number;
  64733. }
  64734. }
  64735. declare module BABYLON {
  64736. /** @hidden */
  64737. export class _TypeStore {
  64738. /** @hidden */
  64739. static RegisteredTypes: {
  64740. [key: string]: Object;
  64741. };
  64742. /** @hidden */
  64743. static GetClass(fqdn: string): any;
  64744. }
  64745. }
  64746. declare module BABYLON {
  64747. /**
  64748. * Class containing a set of static utilities functions for deep copy.
  64749. */
  64750. export class DeepCopier {
  64751. /**
  64752. * Tries to copy an object by duplicating every property
  64753. * @param source defines the source object
  64754. * @param destination defines the target object
  64755. * @param doNotCopyList defines a list of properties to avoid
  64756. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64757. */
  64758. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64759. }
  64760. }
  64761. declare module BABYLON {
  64762. /**
  64763. * Class containing a set of static utilities functions for precision date
  64764. */
  64765. export class PrecisionDate {
  64766. /**
  64767. * Gets either window.performance.now() if supported or Date.now() else
  64768. */
  64769. static readonly Now: number;
  64770. }
  64771. }
  64772. declare module BABYLON {
  64773. /** @hidden */
  64774. export class _DevTools {
  64775. static WarnImport(name: string): string;
  64776. }
  64777. }
  64778. declare module BABYLON {
  64779. /**
  64780. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64781. */
  64782. export class WebRequest {
  64783. private _xhr;
  64784. /**
  64785. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64786. * i.e. when loading files, where the server/service expects an Authorization header
  64787. */
  64788. static CustomRequestHeaders: {
  64789. [key: string]: string;
  64790. };
  64791. /**
  64792. * Add callback functions in this array to update all the requests before they get sent to the network
  64793. */
  64794. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64795. private _injectCustomRequestHeaders;
  64796. /**
  64797. * Gets or sets a function to be called when loading progress changes
  64798. */
  64799. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64800. /**
  64801. * Returns client's state
  64802. */
  64803. readonly readyState: number;
  64804. /**
  64805. * Returns client's status
  64806. */
  64807. readonly status: number;
  64808. /**
  64809. * Returns client's status as a text
  64810. */
  64811. readonly statusText: string;
  64812. /**
  64813. * Returns client's response
  64814. */
  64815. readonly response: any;
  64816. /**
  64817. * Returns client's response url
  64818. */
  64819. readonly responseURL: string;
  64820. /**
  64821. * Returns client's response as text
  64822. */
  64823. readonly responseText: string;
  64824. /**
  64825. * Gets or sets the expected response type
  64826. */
  64827. responseType: XMLHttpRequestResponseType;
  64828. /** @hidden */
  64829. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  64830. /** @hidden */
  64831. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  64832. /**
  64833. * Cancels any network activity
  64834. */
  64835. abort(): void;
  64836. /**
  64837. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  64838. * @param body defines an optional request body
  64839. */
  64840. send(body?: Document | BodyInit | null): void;
  64841. /**
  64842. * Sets the request method, request URL
  64843. * @param method defines the method to use (GET, POST, etc..)
  64844. * @param url defines the url to connect with
  64845. */
  64846. open(method: string, url: string): void;
  64847. }
  64848. }
  64849. declare module BABYLON {
  64850. /**
  64851. * File request interface
  64852. */
  64853. export interface IFileRequest {
  64854. /**
  64855. * Raised when the request is complete (success or error).
  64856. */
  64857. onCompleteObservable: Observable<IFileRequest>;
  64858. /**
  64859. * Aborts the request for a file.
  64860. */
  64861. abort: () => void;
  64862. }
  64863. }
  64864. declare module BABYLON {
  64865. /**
  64866. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  64867. */
  64868. export class PerformanceMonitor {
  64869. private _enabled;
  64870. private _rollingFrameTime;
  64871. private _lastFrameTimeMs;
  64872. /**
  64873. * constructor
  64874. * @param frameSampleSize The number of samples required to saturate the sliding window
  64875. */
  64876. constructor(frameSampleSize?: number);
  64877. /**
  64878. * Samples current frame
  64879. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  64880. */
  64881. sampleFrame(timeMs?: number): void;
  64882. /**
  64883. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64884. */
  64885. readonly averageFrameTime: number;
  64886. /**
  64887. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64888. */
  64889. readonly averageFrameTimeVariance: number;
  64890. /**
  64891. * Returns the frame time of the most recent frame
  64892. */
  64893. readonly instantaneousFrameTime: number;
  64894. /**
  64895. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  64896. */
  64897. readonly averageFPS: number;
  64898. /**
  64899. * Returns the average framerate in frames per second using the most recent frame time
  64900. */
  64901. readonly instantaneousFPS: number;
  64902. /**
  64903. * Returns true if enough samples have been taken to completely fill the sliding window
  64904. */
  64905. readonly isSaturated: boolean;
  64906. /**
  64907. * Enables contributions to the sliding window sample set
  64908. */
  64909. enable(): void;
  64910. /**
  64911. * Disables contributions to the sliding window sample set
  64912. * Samples will not be interpolated over the disabled period
  64913. */
  64914. disable(): void;
  64915. /**
  64916. * Returns true if sampling is enabled
  64917. */
  64918. readonly isEnabled: boolean;
  64919. /**
  64920. * Resets performance monitor
  64921. */
  64922. reset(): void;
  64923. }
  64924. /**
  64925. * RollingAverage
  64926. *
  64927. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  64928. */
  64929. export class RollingAverage {
  64930. /**
  64931. * Current average
  64932. */
  64933. average: number;
  64934. /**
  64935. * Current variance
  64936. */
  64937. variance: number;
  64938. protected _samples: Array<number>;
  64939. protected _sampleCount: number;
  64940. protected _pos: number;
  64941. protected _m2: number;
  64942. /**
  64943. * constructor
  64944. * @param length The number of samples required to saturate the sliding window
  64945. */
  64946. constructor(length: number);
  64947. /**
  64948. * Adds a sample to the sample set
  64949. * @param v The sample value
  64950. */
  64951. add(v: number): void;
  64952. /**
  64953. * Returns previously added values or null if outside of history or outside the sliding window domain
  64954. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  64955. * @return Value previously recorded with add() or null if outside of range
  64956. */
  64957. history(i: number): number;
  64958. /**
  64959. * Returns true if enough samples have been taken to completely fill the sliding window
  64960. * @return true if sample-set saturated
  64961. */
  64962. isSaturated(): boolean;
  64963. /**
  64964. * Resets the rolling average (equivalent to 0 samples taken so far)
  64965. */
  64966. reset(): void;
  64967. /**
  64968. * Wraps a value around the sample range boundaries
  64969. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  64970. * @return Wrapped position in sample range
  64971. */
  64972. protected _wrapPosition(i: number): number;
  64973. }
  64974. }
  64975. declare module BABYLON {
  64976. /**
  64977. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64978. * The underlying implementation relies on an associative array to ensure the best performances.
  64979. * The value can be anything including 'null' but except 'undefined'
  64980. */
  64981. export class StringDictionary<T> {
  64982. /**
  64983. * This will clear this dictionary and copy the content from the 'source' one.
  64984. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64985. * @param source the dictionary to take the content from and copy to this dictionary
  64986. */
  64987. copyFrom(source: StringDictionary<T>): void;
  64988. /**
  64989. * Get a value based from its key
  64990. * @param key the given key to get the matching value from
  64991. * @return the value if found, otherwise undefined is returned
  64992. */
  64993. get(key: string): T | undefined;
  64994. /**
  64995. * Get a value from its key or add it if it doesn't exist.
  64996. * This method will ensure you that a given key/data will be present in the dictionary.
  64997. * @param key the given key to get the matching value from
  64998. * @param factory the factory that will create the value if the key is not present in the dictionary.
  64999. * The factory will only be invoked if there's no data for the given key.
  65000. * @return the value corresponding to the key.
  65001. */
  65002. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  65003. /**
  65004. * Get a value from its key if present in the dictionary otherwise add it
  65005. * @param key the key to get the value from
  65006. * @param val if there's no such key/value pair in the dictionary add it with this value
  65007. * @return the value corresponding to the key
  65008. */
  65009. getOrAdd(key: string, val: T): T;
  65010. /**
  65011. * Check if there's a given key in the dictionary
  65012. * @param key the key to check for
  65013. * @return true if the key is present, false otherwise
  65014. */
  65015. contains(key: string): boolean;
  65016. /**
  65017. * Add a new key and its corresponding value
  65018. * @param key the key to add
  65019. * @param value the value corresponding to the key
  65020. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  65021. */
  65022. add(key: string, value: T): boolean;
  65023. /**
  65024. * Update a specific value associated to a key
  65025. * @param key defines the key to use
  65026. * @param value defines the value to store
  65027. * @returns true if the value was updated (or false if the key was not found)
  65028. */
  65029. set(key: string, value: T): boolean;
  65030. /**
  65031. * Get the element of the given key and remove it from the dictionary
  65032. * @param key defines the key to search
  65033. * @returns the value associated with the key or null if not found
  65034. */
  65035. getAndRemove(key: string): Nullable<T>;
  65036. /**
  65037. * Remove a key/value from the dictionary.
  65038. * @param key the key to remove
  65039. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65040. */
  65041. remove(key: string): boolean;
  65042. /**
  65043. * Clear the whole content of the dictionary
  65044. */
  65045. clear(): void;
  65046. /**
  65047. * Gets the current count
  65048. */
  65049. readonly count: number;
  65050. /**
  65051. * Execute a callback on each key/val of the dictionary.
  65052. * Note that you can remove any element in this dictionary in the callback implementation
  65053. * @param callback the callback to execute on a given key/value pair
  65054. */
  65055. forEach(callback: (key: string, val: T) => void): void;
  65056. /**
  65057. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65058. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65059. * Note that you can remove any element in this dictionary in the callback implementation
  65060. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65061. * @returns the first item
  65062. */
  65063. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  65064. private _count;
  65065. private _data;
  65066. }
  65067. }
  65068. declare module BABYLON {
  65069. /**
  65070. * Class used to store gfx data (like WebGLBuffer)
  65071. */
  65072. export class DataBuffer {
  65073. /**
  65074. * Gets or sets the number of objects referencing this buffer
  65075. */
  65076. references: number;
  65077. /** Gets or sets the size of the underlying buffer */
  65078. capacity: number;
  65079. /**
  65080. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  65081. */
  65082. is32Bits: boolean;
  65083. /**
  65084. * Gets the underlying buffer
  65085. */
  65086. readonly underlyingResource: any;
  65087. }
  65088. }
  65089. declare module BABYLON {
  65090. /**
  65091. * Class used to store data that will be store in GPU memory
  65092. */
  65093. export class Buffer {
  65094. private _engine;
  65095. private _buffer;
  65096. /** @hidden */
  65097. _data: Nullable<DataArray>;
  65098. private _updatable;
  65099. private _instanced;
  65100. /**
  65101. * Gets the byte stride.
  65102. */
  65103. readonly byteStride: number;
  65104. /**
  65105. * Constructor
  65106. * @param engine the engine
  65107. * @param data the data to use for this buffer
  65108. * @param updatable whether the data is updatable
  65109. * @param stride the stride (optional)
  65110. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65111. * @param instanced whether the buffer is instanced (optional)
  65112. * @param useBytes set to true if the stride in in bytes (optional)
  65113. */
  65114. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  65115. /**
  65116. * Create a new VertexBuffer based on the current buffer
  65117. * @param kind defines the vertex buffer kind (position, normal, etc.)
  65118. * @param offset defines offset in the buffer (0 by default)
  65119. * @param size defines the size in floats of attributes (position is 3 for instance)
  65120. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  65121. * @param instanced defines if the vertex buffer contains indexed data
  65122. * @param useBytes defines if the offset and stride are in bytes
  65123. * @returns the new vertex buffer
  65124. */
  65125. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  65126. /**
  65127. * Gets a boolean indicating if the Buffer is updatable?
  65128. * @returns true if the buffer is updatable
  65129. */
  65130. isUpdatable(): boolean;
  65131. /**
  65132. * Gets current buffer's data
  65133. * @returns a DataArray or null
  65134. */
  65135. getData(): Nullable<DataArray>;
  65136. /**
  65137. * Gets underlying native buffer
  65138. * @returns underlying native buffer
  65139. */
  65140. getBuffer(): Nullable<DataBuffer>;
  65141. /**
  65142. * Gets the stride in float32 units (i.e. byte stride / 4).
  65143. * May not be an integer if the byte stride is not divisible by 4.
  65144. * DEPRECATED. Use byteStride instead.
  65145. * @returns the stride in float32 units
  65146. */
  65147. getStrideSize(): number;
  65148. /**
  65149. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65150. * @param data defines the data to store
  65151. */
  65152. create(data?: Nullable<DataArray>): void;
  65153. /** @hidden */
  65154. _rebuild(): void;
  65155. /**
  65156. * Update current buffer data
  65157. * @param data defines the data to store
  65158. */
  65159. update(data: DataArray): void;
  65160. /**
  65161. * Updates the data directly.
  65162. * @param data the new data
  65163. * @param offset the new offset
  65164. * @param vertexCount the vertex count (optional)
  65165. * @param useBytes set to true if the offset is in bytes
  65166. */
  65167. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  65168. /**
  65169. * Release all resources
  65170. */
  65171. dispose(): void;
  65172. }
  65173. /**
  65174. * Specialized buffer used to store vertex data
  65175. */
  65176. export class VertexBuffer {
  65177. /** @hidden */
  65178. _buffer: Buffer;
  65179. private _kind;
  65180. private _size;
  65181. private _ownsBuffer;
  65182. private _instanced;
  65183. private _instanceDivisor;
  65184. /**
  65185. * The byte type.
  65186. */
  65187. static readonly BYTE: number;
  65188. /**
  65189. * The unsigned byte type.
  65190. */
  65191. static readonly UNSIGNED_BYTE: number;
  65192. /**
  65193. * The short type.
  65194. */
  65195. static readonly SHORT: number;
  65196. /**
  65197. * The unsigned short type.
  65198. */
  65199. static readonly UNSIGNED_SHORT: number;
  65200. /**
  65201. * The integer type.
  65202. */
  65203. static readonly INT: number;
  65204. /**
  65205. * The unsigned integer type.
  65206. */
  65207. static readonly UNSIGNED_INT: number;
  65208. /**
  65209. * The float type.
  65210. */
  65211. static readonly FLOAT: number;
  65212. /**
  65213. * Gets or sets the instance divisor when in instanced mode
  65214. */
  65215. instanceDivisor: number;
  65216. /**
  65217. * Gets the byte stride.
  65218. */
  65219. readonly byteStride: number;
  65220. /**
  65221. * Gets the byte offset.
  65222. */
  65223. readonly byteOffset: number;
  65224. /**
  65225. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  65226. */
  65227. readonly normalized: boolean;
  65228. /**
  65229. * Gets the data type of each component in the array.
  65230. */
  65231. readonly type: number;
  65232. /**
  65233. * Constructor
  65234. * @param engine the engine
  65235. * @param data the data to use for this vertex buffer
  65236. * @param kind the vertex buffer kind
  65237. * @param updatable whether the data is updatable
  65238. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65239. * @param stride the stride (optional)
  65240. * @param instanced whether the buffer is instanced (optional)
  65241. * @param offset the offset of the data (optional)
  65242. * @param size the number of components (optional)
  65243. * @param type the type of the component (optional)
  65244. * @param normalized whether the data contains normalized data (optional)
  65245. * @param useBytes set to true if stride and offset are in bytes (optional)
  65246. */
  65247. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  65248. /** @hidden */
  65249. _rebuild(): void;
  65250. /**
  65251. * Returns the kind of the VertexBuffer (string)
  65252. * @returns a string
  65253. */
  65254. getKind(): string;
  65255. /**
  65256. * Gets a boolean indicating if the VertexBuffer is updatable?
  65257. * @returns true if the buffer is updatable
  65258. */
  65259. isUpdatable(): boolean;
  65260. /**
  65261. * Gets current buffer's data
  65262. * @returns a DataArray or null
  65263. */
  65264. getData(): Nullable<DataArray>;
  65265. /**
  65266. * Gets underlying native buffer
  65267. * @returns underlying native buffer
  65268. */
  65269. getBuffer(): Nullable<DataBuffer>;
  65270. /**
  65271. * Gets the stride in float32 units (i.e. byte stride / 4).
  65272. * May not be an integer if the byte stride is not divisible by 4.
  65273. * DEPRECATED. Use byteStride instead.
  65274. * @returns the stride in float32 units
  65275. */
  65276. getStrideSize(): number;
  65277. /**
  65278. * Returns the offset as a multiple of the type byte length.
  65279. * DEPRECATED. Use byteOffset instead.
  65280. * @returns the offset in bytes
  65281. */
  65282. getOffset(): number;
  65283. /**
  65284. * Returns the number of components per vertex attribute (integer)
  65285. * @returns the size in float
  65286. */
  65287. getSize(): number;
  65288. /**
  65289. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  65290. * @returns true if this buffer is instanced
  65291. */
  65292. getIsInstanced(): boolean;
  65293. /**
  65294. * Returns the instancing divisor, zero for non-instanced (integer).
  65295. * @returns a number
  65296. */
  65297. getInstanceDivisor(): number;
  65298. /**
  65299. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65300. * @param data defines the data to store
  65301. */
  65302. create(data?: DataArray): void;
  65303. /**
  65304. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  65305. * This function will create a new buffer if the current one is not updatable
  65306. * @param data defines the data to store
  65307. */
  65308. update(data: DataArray): void;
  65309. /**
  65310. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  65311. * Returns the directly updated WebGLBuffer.
  65312. * @param data the new data
  65313. * @param offset the new offset
  65314. * @param useBytes set to true if the offset is in bytes
  65315. */
  65316. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  65317. /**
  65318. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  65319. */
  65320. dispose(): void;
  65321. /**
  65322. * Enumerates each value of this vertex buffer as numbers.
  65323. * @param count the number of values to enumerate
  65324. * @param callback the callback function called for each value
  65325. */
  65326. forEach(count: number, callback: (value: number, index: number) => void): void;
  65327. /**
  65328. * Positions
  65329. */
  65330. static readonly PositionKind: string;
  65331. /**
  65332. * Normals
  65333. */
  65334. static readonly NormalKind: string;
  65335. /**
  65336. * Tangents
  65337. */
  65338. static readonly TangentKind: string;
  65339. /**
  65340. * Texture coordinates
  65341. */
  65342. static readonly UVKind: string;
  65343. /**
  65344. * Texture coordinates 2
  65345. */
  65346. static readonly UV2Kind: string;
  65347. /**
  65348. * Texture coordinates 3
  65349. */
  65350. static readonly UV3Kind: string;
  65351. /**
  65352. * Texture coordinates 4
  65353. */
  65354. static readonly UV4Kind: string;
  65355. /**
  65356. * Texture coordinates 5
  65357. */
  65358. static readonly UV5Kind: string;
  65359. /**
  65360. * Texture coordinates 6
  65361. */
  65362. static readonly UV6Kind: string;
  65363. /**
  65364. * Colors
  65365. */
  65366. static readonly ColorKind: string;
  65367. /**
  65368. * Matrix indices (for bones)
  65369. */
  65370. static readonly MatricesIndicesKind: string;
  65371. /**
  65372. * Matrix weights (for bones)
  65373. */
  65374. static readonly MatricesWeightsKind: string;
  65375. /**
  65376. * Additional matrix indices (for bones)
  65377. */
  65378. static readonly MatricesIndicesExtraKind: string;
  65379. /**
  65380. * Additional matrix weights (for bones)
  65381. */
  65382. static readonly MatricesWeightsExtraKind: string;
  65383. /**
  65384. * Deduces the stride given a kind.
  65385. * @param kind The kind string to deduce
  65386. * @returns The deduced stride
  65387. */
  65388. static DeduceStride(kind: string): number;
  65389. /**
  65390. * Gets the byte length of the given type.
  65391. * @param type the type
  65392. * @returns the number of bytes
  65393. */
  65394. static GetTypeByteLength(type: number): number;
  65395. /**
  65396. * Enumerates each value of the given parameters as numbers.
  65397. * @param data the data to enumerate
  65398. * @param byteOffset the byte offset of the data
  65399. * @param byteStride the byte stride of the data
  65400. * @param componentCount the number of components per element
  65401. * @param componentType the type of the component
  65402. * @param count the number of values to enumerate
  65403. * @param normalized whether the data is normalized
  65404. * @param callback the callback function called for each value
  65405. */
  65406. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  65407. private static _GetFloatValue;
  65408. }
  65409. }
  65410. declare module BABYLON {
  65411. /**
  65412. * Scalar computation library
  65413. */
  65414. export class Scalar {
  65415. /**
  65416. * Two pi constants convenient for computation.
  65417. */
  65418. static TwoPi: number;
  65419. /**
  65420. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65421. * @param a number
  65422. * @param b number
  65423. * @param epsilon (default = 1.401298E-45)
  65424. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65425. */
  65426. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  65427. /**
  65428. * Returns a string : the upper case translation of the number i to hexadecimal.
  65429. * @param i number
  65430. * @returns the upper case translation of the number i to hexadecimal.
  65431. */
  65432. static ToHex(i: number): string;
  65433. /**
  65434. * Returns -1 if value is negative and +1 is value is positive.
  65435. * @param value the value
  65436. * @returns the value itself if it's equal to zero.
  65437. */
  65438. static Sign(value: number): number;
  65439. /**
  65440. * Returns the value itself if it's between min and max.
  65441. * Returns min if the value is lower than min.
  65442. * Returns max if the value is greater than max.
  65443. * @param value the value to clmap
  65444. * @param min the min value to clamp to (default: 0)
  65445. * @param max the max value to clamp to (default: 1)
  65446. * @returns the clamped value
  65447. */
  65448. static Clamp(value: number, min?: number, max?: number): number;
  65449. /**
  65450. * the log2 of value.
  65451. * @param value the value to compute log2 of
  65452. * @returns the log2 of value.
  65453. */
  65454. static Log2(value: number): number;
  65455. /**
  65456. * Loops the value, so that it is never larger than length and never smaller than 0.
  65457. *
  65458. * This is similar to the modulo operator but it works with floating point numbers.
  65459. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65460. * With t = 5 and length = 2.5, the result would be 0.0.
  65461. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65462. * @param value the value
  65463. * @param length the length
  65464. * @returns the looped value
  65465. */
  65466. static Repeat(value: number, length: number): number;
  65467. /**
  65468. * Normalize the value between 0.0 and 1.0 using min and max values
  65469. * @param value value to normalize
  65470. * @param min max to normalize between
  65471. * @param max min to normalize between
  65472. * @returns the normalized value
  65473. */
  65474. static Normalize(value: number, min: number, max: number): number;
  65475. /**
  65476. * Denormalize the value from 0.0 and 1.0 using min and max values
  65477. * @param normalized value to denormalize
  65478. * @param min max to denormalize between
  65479. * @param max min to denormalize between
  65480. * @returns the denormalized value
  65481. */
  65482. static Denormalize(normalized: number, min: number, max: number): number;
  65483. /**
  65484. * Calculates the shortest difference between two given angles given in degrees.
  65485. * @param current current angle in degrees
  65486. * @param target target angle in degrees
  65487. * @returns the delta
  65488. */
  65489. static DeltaAngle(current: number, target: number): number;
  65490. /**
  65491. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65492. * @param tx value
  65493. * @param length length
  65494. * @returns The returned value will move back and forth between 0 and length
  65495. */
  65496. static PingPong(tx: number, length: number): number;
  65497. /**
  65498. * Interpolates between min and max with smoothing at the limits.
  65499. *
  65500. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65501. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65502. * @param from from
  65503. * @param to to
  65504. * @param tx value
  65505. * @returns the smooth stepped value
  65506. */
  65507. static SmoothStep(from: number, to: number, tx: number): number;
  65508. /**
  65509. * Moves a value current towards target.
  65510. *
  65511. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65512. * Negative values of maxDelta pushes the value away from target.
  65513. * @param current current value
  65514. * @param target target value
  65515. * @param maxDelta max distance to move
  65516. * @returns resulting value
  65517. */
  65518. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65519. /**
  65520. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65521. *
  65522. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65523. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65524. * @param current current value
  65525. * @param target target value
  65526. * @param maxDelta max distance to move
  65527. * @returns resulting angle
  65528. */
  65529. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65530. /**
  65531. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65532. * @param start start value
  65533. * @param end target value
  65534. * @param amount amount to lerp between
  65535. * @returns the lerped value
  65536. */
  65537. static Lerp(start: number, end: number, amount: number): number;
  65538. /**
  65539. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65540. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65541. * @param start start value
  65542. * @param end target value
  65543. * @param amount amount to lerp between
  65544. * @returns the lerped value
  65545. */
  65546. static LerpAngle(start: number, end: number, amount: number): number;
  65547. /**
  65548. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65549. * @param a start value
  65550. * @param b target value
  65551. * @param value value between a and b
  65552. * @returns the inverseLerp value
  65553. */
  65554. static InverseLerp(a: number, b: number, value: number): number;
  65555. /**
  65556. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  65557. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  65558. * @param value1 spline value
  65559. * @param tangent1 spline value
  65560. * @param value2 spline value
  65561. * @param tangent2 spline value
  65562. * @param amount input value
  65563. * @returns hermite result
  65564. */
  65565. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  65566. /**
  65567. * Returns a random float number between and min and max values
  65568. * @param min min value of random
  65569. * @param max max value of random
  65570. * @returns random value
  65571. */
  65572. static RandomRange(min: number, max: number): number;
  65573. /**
  65574. * This function returns percentage of a number in a given range.
  65575. *
  65576. * RangeToPercent(40,20,60) will return 0.5 (50%)
  65577. * RangeToPercent(34,0,100) will return 0.34 (34%)
  65578. * @param number to convert to percentage
  65579. * @param min min range
  65580. * @param max max range
  65581. * @returns the percentage
  65582. */
  65583. static RangeToPercent(number: number, min: number, max: number): number;
  65584. /**
  65585. * This function returns number that corresponds to the percentage in a given range.
  65586. *
  65587. * PercentToRange(0.34,0,100) will return 34.
  65588. * @param percent to convert to number
  65589. * @param min min range
  65590. * @param max max range
  65591. * @returns the number
  65592. */
  65593. static PercentToRange(percent: number, min: number, max: number): number;
  65594. /**
  65595. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  65596. * @param angle The angle to normalize in radian.
  65597. * @return The converted angle.
  65598. */
  65599. static NormalizeRadians(angle: number): number;
  65600. }
  65601. }
  65602. declare module BABYLON {
  65603. /**
  65604. * Constant used to convert a value to gamma space
  65605. * @ignorenaming
  65606. */
  65607. export const ToGammaSpace: number;
  65608. /**
  65609. * Constant used to convert a value to linear space
  65610. * @ignorenaming
  65611. */
  65612. export const ToLinearSpace = 2.2;
  65613. /**
  65614. * Constant used to define the minimal number value in Babylon.js
  65615. * @ignorenaming
  65616. */
  65617. let Epsilon: number;
  65618. }
  65619. declare module BABYLON {
  65620. /**
  65621. * Class used to represent a viewport on screen
  65622. */
  65623. export class Viewport {
  65624. /** viewport left coordinate */
  65625. x: number;
  65626. /** viewport top coordinate */
  65627. y: number;
  65628. /**viewport width */
  65629. width: number;
  65630. /** viewport height */
  65631. height: number;
  65632. /**
  65633. * Creates a Viewport object located at (x, y) and sized (width, height)
  65634. * @param x defines viewport left coordinate
  65635. * @param y defines viewport top coordinate
  65636. * @param width defines the viewport width
  65637. * @param height defines the viewport height
  65638. */
  65639. constructor(
  65640. /** viewport left coordinate */
  65641. x: number,
  65642. /** viewport top coordinate */
  65643. y: number,
  65644. /**viewport width */
  65645. width: number,
  65646. /** viewport height */
  65647. height: number);
  65648. /**
  65649. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65650. * @param renderWidth defines the rendering width
  65651. * @param renderHeight defines the rendering height
  65652. * @returns a new Viewport
  65653. */
  65654. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65655. /**
  65656. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65657. * @param renderWidth defines the rendering width
  65658. * @param renderHeight defines the rendering height
  65659. * @param ref defines the target viewport
  65660. * @returns the current viewport
  65661. */
  65662. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65663. /**
  65664. * Returns a new Viewport copied from the current one
  65665. * @returns a new Viewport
  65666. */
  65667. clone(): Viewport;
  65668. }
  65669. }
  65670. declare module BABYLON {
  65671. /**
  65672. * Class containing a set of static utilities functions for arrays.
  65673. */
  65674. export class ArrayTools {
  65675. /**
  65676. * Returns an array of the given size filled with element built from the given constructor and the paramters
  65677. * @param size the number of element to construct and put in the array
  65678. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  65679. * @returns a new array filled with new objects
  65680. */
  65681. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  65682. }
  65683. }
  65684. declare module BABYLON {
  65685. /**
  65686. * @hidden
  65687. */
  65688. export interface IColor4Like {
  65689. r: float;
  65690. g: float;
  65691. b: float;
  65692. a: float;
  65693. }
  65694. /**
  65695. * @hidden
  65696. */
  65697. export interface IColor3Like {
  65698. r: float;
  65699. g: float;
  65700. b: float;
  65701. }
  65702. /**
  65703. * @hidden
  65704. */
  65705. export interface IVector4Like {
  65706. x: float;
  65707. y: float;
  65708. z: float;
  65709. w: float;
  65710. }
  65711. /**
  65712. * @hidden
  65713. */
  65714. export interface IVector3Like {
  65715. x: float;
  65716. y: float;
  65717. z: float;
  65718. }
  65719. /**
  65720. * @hidden
  65721. */
  65722. export interface IVector2Like {
  65723. x: float;
  65724. y: float;
  65725. }
  65726. /**
  65727. * @hidden
  65728. */
  65729. export interface IMatrixLike {
  65730. toArray(): DeepImmutable<Float32Array>;
  65731. updateFlag: int;
  65732. }
  65733. /**
  65734. * @hidden
  65735. */
  65736. export interface IViewportLike {
  65737. x: float;
  65738. y: float;
  65739. width: float;
  65740. height: float;
  65741. }
  65742. /**
  65743. * @hidden
  65744. */
  65745. export interface IPlaneLike {
  65746. normal: IVector3Like;
  65747. d: float;
  65748. normalize(): void;
  65749. }
  65750. }
  65751. declare module BABYLON {
  65752. /**
  65753. * Class representing a vector containing 2 coordinates
  65754. */
  65755. export class Vector2 {
  65756. /** defines the first coordinate */
  65757. x: number;
  65758. /** defines the second coordinate */
  65759. y: number;
  65760. /**
  65761. * Creates a new Vector2 from the given x and y coordinates
  65762. * @param x defines the first coordinate
  65763. * @param y defines the second coordinate
  65764. */
  65765. constructor(
  65766. /** defines the first coordinate */
  65767. x?: number,
  65768. /** defines the second coordinate */
  65769. y?: number);
  65770. /**
  65771. * Gets a string with the Vector2 coordinates
  65772. * @returns a string with the Vector2 coordinates
  65773. */
  65774. toString(): string;
  65775. /**
  65776. * Gets class name
  65777. * @returns the string "Vector2"
  65778. */
  65779. getClassName(): string;
  65780. /**
  65781. * Gets current vector hash code
  65782. * @returns the Vector2 hash code as a number
  65783. */
  65784. getHashCode(): number;
  65785. /**
  65786. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65787. * @param array defines the source array
  65788. * @param index defines the offset in source array
  65789. * @returns the current Vector2
  65790. */
  65791. toArray(array: FloatArray, index?: number): Vector2;
  65792. /**
  65793. * Copy the current vector to an array
  65794. * @returns a new array with 2 elements: the Vector2 coordinates.
  65795. */
  65796. asArray(): number[];
  65797. /**
  65798. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65799. * @param source defines the source Vector2
  65800. * @returns the current updated Vector2
  65801. */
  65802. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65803. /**
  65804. * Sets the Vector2 coordinates with the given floats
  65805. * @param x defines the first coordinate
  65806. * @param y defines the second coordinate
  65807. * @returns the current updated Vector2
  65808. */
  65809. copyFromFloats(x: number, y: number): Vector2;
  65810. /**
  65811. * Sets the Vector2 coordinates with the given floats
  65812. * @param x defines the first coordinate
  65813. * @param y defines the second coordinate
  65814. * @returns the current updated Vector2
  65815. */
  65816. set(x: number, y: number): Vector2;
  65817. /**
  65818. * Add another vector with the current one
  65819. * @param otherVector defines the other vector
  65820. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65821. */
  65822. add(otherVector: DeepImmutable<Vector2>): Vector2;
  65823. /**
  65824. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  65825. * @param otherVector defines the other vector
  65826. * @param result defines the target vector
  65827. * @returns the unmodified current Vector2
  65828. */
  65829. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65830. /**
  65831. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  65832. * @param otherVector defines the other vector
  65833. * @returns the current updated Vector2
  65834. */
  65835. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65836. /**
  65837. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  65838. * @param otherVector defines the other vector
  65839. * @returns a new Vector2
  65840. */
  65841. addVector3(otherVector: Vector3): Vector2;
  65842. /**
  65843. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  65844. * @param otherVector defines the other vector
  65845. * @returns a new Vector2
  65846. */
  65847. subtract(otherVector: Vector2): Vector2;
  65848. /**
  65849. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  65850. * @param otherVector defines the other vector
  65851. * @param result defines the target vector
  65852. * @returns the unmodified current Vector2
  65853. */
  65854. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65855. /**
  65856. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  65857. * @param otherVector defines the other vector
  65858. * @returns the current updated Vector2
  65859. */
  65860. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65861. /**
  65862. * Multiplies in place the current Vector2 coordinates by the given ones
  65863. * @param otherVector defines the other vector
  65864. * @returns the current updated Vector2
  65865. */
  65866. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65867. /**
  65868. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  65869. * @param otherVector defines the other vector
  65870. * @returns a new Vector2
  65871. */
  65872. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  65873. /**
  65874. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  65875. * @param otherVector defines the other vector
  65876. * @param result defines the target vector
  65877. * @returns the unmodified current Vector2
  65878. */
  65879. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65880. /**
  65881. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  65882. * @param x defines the first coordinate
  65883. * @param y defines the second coordinate
  65884. * @returns a new Vector2
  65885. */
  65886. multiplyByFloats(x: number, y: number): Vector2;
  65887. /**
  65888. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  65889. * @param otherVector defines the other vector
  65890. * @returns a new Vector2
  65891. */
  65892. divide(otherVector: Vector2): Vector2;
  65893. /**
  65894. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  65895. * @param otherVector defines the other vector
  65896. * @param result defines the target vector
  65897. * @returns the unmodified current Vector2
  65898. */
  65899. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65900. /**
  65901. * Divides the current Vector2 coordinates by the given ones
  65902. * @param otherVector defines the other vector
  65903. * @returns the current updated Vector2
  65904. */
  65905. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65906. /**
  65907. * Gets a new Vector2 with current Vector2 negated coordinates
  65908. * @returns a new Vector2
  65909. */
  65910. negate(): Vector2;
  65911. /**
  65912. * Multiply the Vector2 coordinates by scale
  65913. * @param scale defines the scaling factor
  65914. * @returns the current updated Vector2
  65915. */
  65916. scaleInPlace(scale: number): Vector2;
  65917. /**
  65918. * Returns a new Vector2 scaled by "scale" from the current Vector2
  65919. * @param scale defines the scaling factor
  65920. * @returns a new Vector2
  65921. */
  65922. scale(scale: number): Vector2;
  65923. /**
  65924. * Scale the current Vector2 values by a factor to a given Vector2
  65925. * @param scale defines the scale factor
  65926. * @param result defines the Vector2 object where to store the result
  65927. * @returns the unmodified current Vector2
  65928. */
  65929. scaleToRef(scale: number, result: Vector2): Vector2;
  65930. /**
  65931. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  65932. * @param scale defines the scale factor
  65933. * @param result defines the Vector2 object where to store the result
  65934. * @returns the unmodified current Vector2
  65935. */
  65936. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  65937. /**
  65938. * Gets a boolean if two vectors are equals
  65939. * @param otherVector defines the other vector
  65940. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  65941. */
  65942. equals(otherVector: DeepImmutable<Vector2>): boolean;
  65943. /**
  65944. * Gets a boolean if two vectors are equals (using an epsilon value)
  65945. * @param otherVector defines the other vector
  65946. * @param epsilon defines the minimal distance to consider equality
  65947. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  65948. */
  65949. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  65950. /**
  65951. * Gets a new Vector2 from current Vector2 floored values
  65952. * @returns a new Vector2
  65953. */
  65954. floor(): Vector2;
  65955. /**
  65956. * Gets a new Vector2 from current Vector2 floored values
  65957. * @returns a new Vector2
  65958. */
  65959. fract(): Vector2;
  65960. /**
  65961. * Gets the length of the vector
  65962. * @returns the vector length (float)
  65963. */
  65964. length(): number;
  65965. /**
  65966. * Gets the vector squared length
  65967. * @returns the vector squared length (float)
  65968. */
  65969. lengthSquared(): number;
  65970. /**
  65971. * Normalize the vector
  65972. * @returns the current updated Vector2
  65973. */
  65974. normalize(): Vector2;
  65975. /**
  65976. * Gets a new Vector2 copied from the Vector2
  65977. * @returns a new Vector2
  65978. */
  65979. clone(): Vector2;
  65980. /**
  65981. * Gets a new Vector2(0, 0)
  65982. * @returns a new Vector2
  65983. */
  65984. static Zero(): Vector2;
  65985. /**
  65986. * Gets a new Vector2(1, 1)
  65987. * @returns a new Vector2
  65988. */
  65989. static One(): Vector2;
  65990. /**
  65991. * Gets a new Vector2 set from the given index element of the given array
  65992. * @param array defines the data source
  65993. * @param offset defines the offset in the data source
  65994. * @returns a new Vector2
  65995. */
  65996. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  65997. /**
  65998. * Sets "result" from the given index element of the given array
  65999. * @param array defines the data source
  66000. * @param offset defines the offset in the data source
  66001. * @param result defines the target vector
  66002. */
  66003. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  66004. /**
  66005. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  66006. * @param value1 defines 1st point of control
  66007. * @param value2 defines 2nd point of control
  66008. * @param value3 defines 3rd point of control
  66009. * @param value4 defines 4th point of control
  66010. * @param amount defines the interpolation factor
  66011. * @returns a new Vector2
  66012. */
  66013. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  66014. /**
  66015. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  66016. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  66017. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  66018. * @param value defines the value to clamp
  66019. * @param min defines the lower limit
  66020. * @param max defines the upper limit
  66021. * @returns a new Vector2
  66022. */
  66023. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  66024. /**
  66025. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  66026. * @param value1 defines the 1st control point
  66027. * @param tangent1 defines the outgoing tangent
  66028. * @param value2 defines the 2nd control point
  66029. * @param tangent2 defines the incoming tangent
  66030. * @param amount defines the interpolation factor
  66031. * @returns a new Vector2
  66032. */
  66033. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  66034. /**
  66035. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  66036. * @param start defines the start vector
  66037. * @param end defines the end vector
  66038. * @param amount defines the interpolation factor
  66039. * @returns a new Vector2
  66040. */
  66041. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  66042. /**
  66043. * Gets the dot product of the vector "left" and the vector "right"
  66044. * @param left defines first vector
  66045. * @param right defines second vector
  66046. * @returns the dot product (float)
  66047. */
  66048. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  66049. /**
  66050. * Returns a new Vector2 equal to the normalized given vector
  66051. * @param vector defines the vector to normalize
  66052. * @returns a new Vector2
  66053. */
  66054. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  66055. /**
  66056. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  66057. * @param left defines 1st vector
  66058. * @param right defines 2nd vector
  66059. * @returns a new Vector2
  66060. */
  66061. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66062. /**
  66063. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  66064. * @param left defines 1st vector
  66065. * @param right defines 2nd vector
  66066. * @returns a new Vector2
  66067. */
  66068. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66069. /**
  66070. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  66071. * @param vector defines the vector to transform
  66072. * @param transformation defines the matrix to apply
  66073. * @returns a new Vector2
  66074. */
  66075. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  66076. /**
  66077. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  66078. * @param vector defines the vector to transform
  66079. * @param transformation defines the matrix to apply
  66080. * @param result defines the target vector
  66081. */
  66082. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  66083. /**
  66084. * Determines if a given vector is included in a triangle
  66085. * @param p defines the vector to test
  66086. * @param p0 defines 1st triangle point
  66087. * @param p1 defines 2nd triangle point
  66088. * @param p2 defines 3rd triangle point
  66089. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  66090. */
  66091. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  66092. /**
  66093. * Gets the distance between the vectors "value1" and "value2"
  66094. * @param value1 defines first vector
  66095. * @param value2 defines second vector
  66096. * @returns the distance between vectors
  66097. */
  66098. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66099. /**
  66100. * Returns the squared distance between the vectors "value1" and "value2"
  66101. * @param value1 defines first vector
  66102. * @param value2 defines second vector
  66103. * @returns the squared distance between vectors
  66104. */
  66105. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66106. /**
  66107. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  66108. * @param value1 defines first vector
  66109. * @param value2 defines second vector
  66110. * @returns a new Vector2
  66111. */
  66112. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  66113. /**
  66114. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  66115. * @param p defines the middle point
  66116. * @param segA defines one point of the segment
  66117. * @param segB defines the other point of the segment
  66118. * @returns the shortest distance
  66119. */
  66120. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  66121. }
  66122. /**
  66123. * Classed used to store (x,y,z) vector representation
  66124. * A Vector3 is the main object used in 3D geometry
  66125. * It can represent etiher the coordinates of a point the space, either a direction
  66126. * Reminder: js uses a left handed forward facing system
  66127. */
  66128. export class Vector3 {
  66129. /**
  66130. * Defines the first coordinates (on X axis)
  66131. */
  66132. x: number;
  66133. /**
  66134. * Defines the second coordinates (on Y axis)
  66135. */
  66136. y: number;
  66137. /**
  66138. * Defines the third coordinates (on Z axis)
  66139. */
  66140. z: number;
  66141. private static _UpReadOnly;
  66142. private static _ZeroReadOnly;
  66143. /**
  66144. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  66145. * @param x defines the first coordinates (on X axis)
  66146. * @param y defines the second coordinates (on Y axis)
  66147. * @param z defines the third coordinates (on Z axis)
  66148. */
  66149. constructor(
  66150. /**
  66151. * Defines the first coordinates (on X axis)
  66152. */
  66153. x?: number,
  66154. /**
  66155. * Defines the second coordinates (on Y axis)
  66156. */
  66157. y?: number,
  66158. /**
  66159. * Defines the third coordinates (on Z axis)
  66160. */
  66161. z?: number);
  66162. /**
  66163. * Creates a string representation of the Vector3
  66164. * @returns a string with the Vector3 coordinates.
  66165. */
  66166. toString(): string;
  66167. /**
  66168. * Gets the class name
  66169. * @returns the string "Vector3"
  66170. */
  66171. getClassName(): string;
  66172. /**
  66173. * Creates the Vector3 hash code
  66174. * @returns a number which tends to be unique between Vector3 instances
  66175. */
  66176. getHashCode(): number;
  66177. /**
  66178. * Creates an array containing three elements : the coordinates of the Vector3
  66179. * @returns a new array of numbers
  66180. */
  66181. asArray(): number[];
  66182. /**
  66183. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  66184. * @param array defines the destination array
  66185. * @param index defines the offset in the destination array
  66186. * @returns the current Vector3
  66187. */
  66188. toArray(array: FloatArray, index?: number): Vector3;
  66189. /**
  66190. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  66191. * @returns a new Quaternion object, computed from the Vector3 coordinates
  66192. */
  66193. toQuaternion(): Quaternion;
  66194. /**
  66195. * Adds the given vector to the current Vector3
  66196. * @param otherVector defines the second operand
  66197. * @returns the current updated Vector3
  66198. */
  66199. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66200. /**
  66201. * Adds the given coordinates to the current Vector3
  66202. * @param x defines the x coordinate of the operand
  66203. * @param y defines the y coordinate of the operand
  66204. * @param z defines the z coordinate of the operand
  66205. * @returns the current updated Vector3
  66206. */
  66207. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66208. /**
  66209. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  66210. * @param otherVector defines the second operand
  66211. * @returns the resulting Vector3
  66212. */
  66213. add(otherVector: DeepImmutable<Vector3>): Vector3;
  66214. /**
  66215. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  66216. * @param otherVector defines the second operand
  66217. * @param result defines the Vector3 object where to store the result
  66218. * @returns the current Vector3
  66219. */
  66220. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66221. /**
  66222. * Subtract the given vector from the current Vector3
  66223. * @param otherVector defines the second operand
  66224. * @returns the current updated Vector3
  66225. */
  66226. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66227. /**
  66228. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  66229. * @param otherVector defines the second operand
  66230. * @returns the resulting Vector3
  66231. */
  66232. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  66233. /**
  66234. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  66235. * @param otherVector defines the second operand
  66236. * @param result defines the Vector3 object where to store the result
  66237. * @returns the current Vector3
  66238. */
  66239. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66240. /**
  66241. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  66242. * @param x defines the x coordinate of the operand
  66243. * @param y defines the y coordinate of the operand
  66244. * @param z defines the z coordinate of the operand
  66245. * @returns the resulting Vector3
  66246. */
  66247. subtractFromFloats(x: number, y: number, z: number): Vector3;
  66248. /**
  66249. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  66250. * @param x defines the x coordinate of the operand
  66251. * @param y defines the y coordinate of the operand
  66252. * @param z defines the z coordinate of the operand
  66253. * @param result defines the Vector3 object where to store the result
  66254. * @returns the current Vector3
  66255. */
  66256. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  66257. /**
  66258. * Gets a new Vector3 set with the current Vector3 negated coordinates
  66259. * @returns a new Vector3
  66260. */
  66261. negate(): Vector3;
  66262. /**
  66263. * Multiplies the Vector3 coordinates by the float "scale"
  66264. * @param scale defines the multiplier factor
  66265. * @returns the current updated Vector3
  66266. */
  66267. scaleInPlace(scale: number): Vector3;
  66268. /**
  66269. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  66270. * @param scale defines the multiplier factor
  66271. * @returns a new Vector3
  66272. */
  66273. scale(scale: number): Vector3;
  66274. /**
  66275. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  66276. * @param scale defines the multiplier factor
  66277. * @param result defines the Vector3 object where to store the result
  66278. * @returns the current Vector3
  66279. */
  66280. scaleToRef(scale: number, result: Vector3): Vector3;
  66281. /**
  66282. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  66283. * @param scale defines the scale factor
  66284. * @param result defines the Vector3 object where to store the result
  66285. * @returns the unmodified current Vector3
  66286. */
  66287. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  66288. /**
  66289. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  66290. * @param otherVector defines the second operand
  66291. * @returns true if both vectors are equals
  66292. */
  66293. equals(otherVector: DeepImmutable<Vector3>): boolean;
  66294. /**
  66295. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  66296. * @param otherVector defines the second operand
  66297. * @param epsilon defines the minimal distance to define values as equals
  66298. * @returns true if both vectors are distant less than epsilon
  66299. */
  66300. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  66301. /**
  66302. * Returns true if the current Vector3 coordinates equals the given floats
  66303. * @param x defines the x coordinate of the operand
  66304. * @param y defines the y coordinate of the operand
  66305. * @param z defines the z coordinate of the operand
  66306. * @returns true if both vectors are equals
  66307. */
  66308. equalsToFloats(x: number, y: number, z: number): boolean;
  66309. /**
  66310. * Multiplies the current Vector3 coordinates by the given ones
  66311. * @param otherVector defines the second operand
  66312. * @returns the current updated Vector3
  66313. */
  66314. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66315. /**
  66316. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  66317. * @param otherVector defines the second operand
  66318. * @returns the new Vector3
  66319. */
  66320. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  66321. /**
  66322. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  66323. * @param otherVector defines the second operand
  66324. * @param result defines the Vector3 object where to store the result
  66325. * @returns the current Vector3
  66326. */
  66327. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66328. /**
  66329. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  66330. * @param x defines the x coordinate of the operand
  66331. * @param y defines the y coordinate of the operand
  66332. * @param z defines the z coordinate of the operand
  66333. * @returns the new Vector3
  66334. */
  66335. multiplyByFloats(x: number, y: number, z: number): Vector3;
  66336. /**
  66337. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  66338. * @param otherVector defines the second operand
  66339. * @returns the new Vector3
  66340. */
  66341. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  66342. /**
  66343. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  66344. * @param otherVector defines the second operand
  66345. * @param result defines the Vector3 object where to store the result
  66346. * @returns the current Vector3
  66347. */
  66348. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66349. /**
  66350. * Divides the current Vector3 coordinates by the given ones.
  66351. * @param otherVector defines the second operand
  66352. * @returns the current updated Vector3
  66353. */
  66354. divideInPlace(otherVector: Vector3): Vector3;
  66355. /**
  66356. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  66357. * @param other defines the second operand
  66358. * @returns the current updated Vector3
  66359. */
  66360. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66361. /**
  66362. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  66363. * @param other defines the second operand
  66364. * @returns the current updated Vector3
  66365. */
  66366. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66367. /**
  66368. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  66369. * @param x defines the x coordinate of the operand
  66370. * @param y defines the y coordinate of the operand
  66371. * @param z defines the z coordinate of the operand
  66372. * @returns the current updated Vector3
  66373. */
  66374. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66375. /**
  66376. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  66377. * @param x defines the x coordinate of the operand
  66378. * @param y defines the y coordinate of the operand
  66379. * @param z defines the z coordinate of the operand
  66380. * @returns the current updated Vector3
  66381. */
  66382. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66383. /**
  66384. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  66385. * Check if is non uniform within a certain amount of decimal places to account for this
  66386. * @param epsilon the amount the values can differ
  66387. * @returns if the the vector is non uniform to a certain number of decimal places
  66388. */
  66389. isNonUniformWithinEpsilon(epsilon: number): boolean;
  66390. /**
  66391. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  66392. */
  66393. readonly isNonUniform: boolean;
  66394. /**
  66395. * Gets a new Vector3 from current Vector3 floored values
  66396. * @returns a new Vector3
  66397. */
  66398. floor(): Vector3;
  66399. /**
  66400. * Gets a new Vector3 from current Vector3 floored values
  66401. * @returns a new Vector3
  66402. */
  66403. fract(): Vector3;
  66404. /**
  66405. * Gets the length of the Vector3
  66406. * @returns the length of the Vector3
  66407. */
  66408. length(): number;
  66409. /**
  66410. * Gets the squared length of the Vector3
  66411. * @returns squared length of the Vector3
  66412. */
  66413. lengthSquared(): number;
  66414. /**
  66415. * Normalize the current Vector3.
  66416. * Please note that this is an in place operation.
  66417. * @returns the current updated Vector3
  66418. */
  66419. normalize(): Vector3;
  66420. /**
  66421. * Reorders the x y z properties of the vector in place
  66422. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  66423. * @returns the current updated vector
  66424. */
  66425. reorderInPlace(order: string): this;
  66426. /**
  66427. * Rotates the vector around 0,0,0 by a quaternion
  66428. * @param quaternion the rotation quaternion
  66429. * @param result vector to store the result
  66430. * @returns the resulting vector
  66431. */
  66432. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  66433. /**
  66434. * Rotates a vector around a given point
  66435. * @param quaternion the rotation quaternion
  66436. * @param point the point to rotate around
  66437. * @param result vector to store the result
  66438. * @returns the resulting vector
  66439. */
  66440. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66441. /**
  66442. * Normalize the current Vector3 with the given input length.
  66443. * Please note that this is an in place operation.
  66444. * @param len the length of the vector
  66445. * @returns the current updated Vector3
  66446. */
  66447. normalizeFromLength(len: number): Vector3;
  66448. /**
  66449. * Normalize the current Vector3 to a new vector
  66450. * @returns the new Vector3
  66451. */
  66452. normalizeToNew(): Vector3;
  66453. /**
  66454. * Normalize the current Vector3 to the reference
  66455. * @param reference define the Vector3 to update
  66456. * @returns the updated Vector3
  66457. */
  66458. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66459. /**
  66460. * Creates a new Vector3 copied from the current Vector3
  66461. * @returns the new Vector3
  66462. */
  66463. clone(): Vector3;
  66464. /**
  66465. * Copies the given vector coordinates to the current Vector3 ones
  66466. * @param source defines the source Vector3
  66467. * @returns the current updated Vector3
  66468. */
  66469. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66470. /**
  66471. * Copies the given floats to the current Vector3 coordinates
  66472. * @param x defines the x coordinate of the operand
  66473. * @param y defines the y coordinate of the operand
  66474. * @param z defines the z coordinate of the operand
  66475. * @returns the current updated Vector3
  66476. */
  66477. copyFromFloats(x: number, y: number, z: number): Vector3;
  66478. /**
  66479. * Copies the given floats to the current Vector3 coordinates
  66480. * @param x defines the x coordinate of the operand
  66481. * @param y defines the y coordinate of the operand
  66482. * @param z defines the z coordinate of the operand
  66483. * @returns the current updated Vector3
  66484. */
  66485. set(x: number, y: number, z: number): Vector3;
  66486. /**
  66487. * Copies the given float to the current Vector3 coordinates
  66488. * @param v defines the x, y and z coordinates of the operand
  66489. * @returns the current updated Vector3
  66490. */
  66491. setAll(v: number): Vector3;
  66492. /**
  66493. * Get the clip factor between two vectors
  66494. * @param vector0 defines the first operand
  66495. * @param vector1 defines the second operand
  66496. * @param axis defines the axis to use
  66497. * @param size defines the size along the axis
  66498. * @returns the clip factor
  66499. */
  66500. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66501. /**
  66502. * Get angle between two vectors
  66503. * @param vector0 angle between vector0 and vector1
  66504. * @param vector1 angle between vector0 and vector1
  66505. * @param normal direction of the normal
  66506. * @return the angle between vector0 and vector1
  66507. */
  66508. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66509. /**
  66510. * Returns a new Vector3 set from the index "offset" of the given array
  66511. * @param array defines the source array
  66512. * @param offset defines the offset in the source array
  66513. * @returns the new Vector3
  66514. */
  66515. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66516. /**
  66517. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66518. * This function is deprecated. Use FromArray instead
  66519. * @param array defines the source array
  66520. * @param offset defines the offset in the source array
  66521. * @returns the new Vector3
  66522. */
  66523. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66524. /**
  66525. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66526. * @param array defines the source array
  66527. * @param offset defines the offset in the source array
  66528. * @param result defines the Vector3 where to store the result
  66529. */
  66530. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66531. /**
  66532. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66533. * This function is deprecated. Use FromArrayToRef instead.
  66534. * @param array defines the source array
  66535. * @param offset defines the offset in the source array
  66536. * @param result defines the Vector3 where to store the result
  66537. */
  66538. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66539. /**
  66540. * Sets the given vector "result" with the given floats.
  66541. * @param x defines the x coordinate of the source
  66542. * @param y defines the y coordinate of the source
  66543. * @param z defines the z coordinate of the source
  66544. * @param result defines the Vector3 where to store the result
  66545. */
  66546. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66547. /**
  66548. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66549. * @returns a new empty Vector3
  66550. */
  66551. static Zero(): Vector3;
  66552. /**
  66553. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66554. * @returns a new unit Vector3
  66555. */
  66556. static One(): Vector3;
  66557. /**
  66558. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  66559. * @returns a new up Vector3
  66560. */
  66561. static Up(): Vector3;
  66562. /**
  66563. * Gets a up Vector3 that must not be updated
  66564. */
  66565. static readonly UpReadOnly: DeepImmutable<Vector3>;
  66566. /**
  66567. * Gets a zero Vector3 that must not be updated
  66568. */
  66569. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  66570. /**
  66571. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  66572. * @returns a new down Vector3
  66573. */
  66574. static Down(): Vector3;
  66575. /**
  66576. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  66577. * @returns a new forward Vector3
  66578. */
  66579. static Forward(): Vector3;
  66580. /**
  66581. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  66582. * @returns a new forward Vector3
  66583. */
  66584. static Backward(): Vector3;
  66585. /**
  66586. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  66587. * @returns a new right Vector3
  66588. */
  66589. static Right(): Vector3;
  66590. /**
  66591. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  66592. * @returns a new left Vector3
  66593. */
  66594. static Left(): Vector3;
  66595. /**
  66596. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  66597. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66598. * @param vector defines the Vector3 to transform
  66599. * @param transformation defines the transformation matrix
  66600. * @returns the transformed Vector3
  66601. */
  66602. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66603. /**
  66604. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  66605. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66606. * @param vector defines the Vector3 to transform
  66607. * @param transformation defines the transformation matrix
  66608. * @param result defines the Vector3 where to store the result
  66609. */
  66610. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66611. /**
  66612. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66613. * This method computes tranformed coordinates only, not transformed direction vectors
  66614. * @param x define the x coordinate of the source vector
  66615. * @param y define the y coordinate of the source vector
  66616. * @param z define the z coordinate of the source vector
  66617. * @param transformation defines the transformation matrix
  66618. * @param result defines the Vector3 where to store the result
  66619. */
  66620. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66621. /**
  66622. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66623. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66624. * @param vector defines the Vector3 to transform
  66625. * @param transformation defines the transformation matrix
  66626. * @returns the new Vector3
  66627. */
  66628. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66629. /**
  66630. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66631. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66632. * @param vector defines the Vector3 to transform
  66633. * @param transformation defines the transformation matrix
  66634. * @param result defines the Vector3 where to store the result
  66635. */
  66636. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66637. /**
  66638. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66639. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66640. * @param x define the x coordinate of the source vector
  66641. * @param y define the y coordinate of the source vector
  66642. * @param z define the z coordinate of the source vector
  66643. * @param transformation defines the transformation matrix
  66644. * @param result defines the Vector3 where to store the result
  66645. */
  66646. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66647. /**
  66648. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66649. * @param value1 defines the first control point
  66650. * @param value2 defines the second control point
  66651. * @param value3 defines the third control point
  66652. * @param value4 defines the fourth control point
  66653. * @param amount defines the amount on the spline to use
  66654. * @returns the new Vector3
  66655. */
  66656. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66657. /**
  66658. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  66659. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66660. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66661. * @param value defines the current value
  66662. * @param min defines the lower range value
  66663. * @param max defines the upper range value
  66664. * @returns the new Vector3
  66665. */
  66666. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66667. /**
  66668. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  66669. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66670. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66671. * @param value defines the current value
  66672. * @param min defines the lower range value
  66673. * @param max defines the upper range value
  66674. * @param result defines the Vector3 where to store the result
  66675. */
  66676. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  66677. /**
  66678. * Checks if a given vector is inside a specific range
  66679. * @param v defines the vector to test
  66680. * @param min defines the minimum range
  66681. * @param max defines the maximum range
  66682. */
  66683. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  66684. /**
  66685. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  66686. * @param value1 defines the first control point
  66687. * @param tangent1 defines the first tangent vector
  66688. * @param value2 defines the second control point
  66689. * @param tangent2 defines the second tangent vector
  66690. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  66691. * @returns the new Vector3
  66692. */
  66693. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  66694. /**
  66695. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  66696. * @param start defines the start value
  66697. * @param end defines the end value
  66698. * @param amount max defines amount between both (between 0 and 1)
  66699. * @returns the new Vector3
  66700. */
  66701. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  66702. /**
  66703. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  66704. * @param start defines the start value
  66705. * @param end defines the end value
  66706. * @param amount max defines amount between both (between 0 and 1)
  66707. * @param result defines the Vector3 where to store the result
  66708. */
  66709. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  66710. /**
  66711. * Returns the dot product (float) between the vectors "left" and "right"
  66712. * @param left defines the left operand
  66713. * @param right defines the right operand
  66714. * @returns the dot product
  66715. */
  66716. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66717. /**
  66718. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66719. * The cross product is then orthogonal to both "left" and "right"
  66720. * @param left defines the left operand
  66721. * @param right defines the right operand
  66722. * @returns the cross product
  66723. */
  66724. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66725. /**
  66726. * Sets the given vector "result" with the cross product of "left" and "right"
  66727. * The cross product is then orthogonal to both "left" and "right"
  66728. * @param left defines the left operand
  66729. * @param right defines the right operand
  66730. * @param result defines the Vector3 where to store the result
  66731. */
  66732. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66733. /**
  66734. * Returns a new Vector3 as the normalization of the given vector
  66735. * @param vector defines the Vector3 to normalize
  66736. * @returns the new Vector3
  66737. */
  66738. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66739. /**
  66740. * Sets the given vector "result" with the normalization of the given first vector
  66741. * @param vector defines the Vector3 to normalize
  66742. * @param result defines the Vector3 where to store the result
  66743. */
  66744. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66745. /**
  66746. * Project a Vector3 onto screen space
  66747. * @param vector defines the Vector3 to project
  66748. * @param world defines the world matrix to use
  66749. * @param transform defines the transform (view x projection) matrix to use
  66750. * @param viewport defines the screen viewport to use
  66751. * @returns the new Vector3
  66752. */
  66753. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66754. /** @hidden */
  66755. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66756. /**
  66757. * Unproject from screen space to object space
  66758. * @param source defines the screen space Vector3 to use
  66759. * @param viewportWidth defines the current width of the viewport
  66760. * @param viewportHeight defines the current height of the viewport
  66761. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66762. * @param transform defines the transform (view x projection) matrix to use
  66763. * @returns the new Vector3
  66764. */
  66765. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66766. /**
  66767. * Unproject from screen space to object space
  66768. * @param source defines the screen space Vector3 to use
  66769. * @param viewportWidth defines the current width of the viewport
  66770. * @param viewportHeight defines the current height of the viewport
  66771. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66772. * @param view defines the view matrix to use
  66773. * @param projection defines the projection matrix to use
  66774. * @returns the new Vector3
  66775. */
  66776. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66777. /**
  66778. * Unproject from screen space to object space
  66779. * @param source defines the screen space Vector3 to use
  66780. * @param viewportWidth defines the current width of the viewport
  66781. * @param viewportHeight defines the current height of the viewport
  66782. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66783. * @param view defines the view matrix to use
  66784. * @param projection defines the projection matrix to use
  66785. * @param result defines the Vector3 where to store the result
  66786. */
  66787. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66788. /**
  66789. * Unproject from screen space to object space
  66790. * @param sourceX defines the screen space x coordinate to use
  66791. * @param sourceY defines the screen space y coordinate to use
  66792. * @param sourceZ defines the screen space z coordinate to use
  66793. * @param viewportWidth defines the current width of the viewport
  66794. * @param viewportHeight defines the current height of the viewport
  66795. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66796. * @param view defines the view matrix to use
  66797. * @param projection defines the projection matrix to use
  66798. * @param result defines the Vector3 where to store the result
  66799. */
  66800. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66801. /**
  66802. * Gets the minimal coordinate values between two Vector3
  66803. * @param left defines the first operand
  66804. * @param right defines the second operand
  66805. * @returns the new Vector3
  66806. */
  66807. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66808. /**
  66809. * Gets the maximal coordinate values between two Vector3
  66810. * @param left defines the first operand
  66811. * @param right defines the second operand
  66812. * @returns the new Vector3
  66813. */
  66814. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66815. /**
  66816. * Returns the distance between the vectors "value1" and "value2"
  66817. * @param value1 defines the first operand
  66818. * @param value2 defines the second operand
  66819. * @returns the distance
  66820. */
  66821. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66822. /**
  66823. * Returns the squared distance between the vectors "value1" and "value2"
  66824. * @param value1 defines the first operand
  66825. * @param value2 defines the second operand
  66826. * @returns the squared distance
  66827. */
  66828. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66829. /**
  66830. * Returns a new Vector3 located at the center between "value1" and "value2"
  66831. * @param value1 defines the first operand
  66832. * @param value2 defines the second operand
  66833. * @returns the new Vector3
  66834. */
  66835. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  66836. /**
  66837. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  66838. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  66839. * to something in order to rotate it from its local system to the given target system
  66840. * Note: axis1, axis2 and axis3 are normalized during this operation
  66841. * @param axis1 defines the first axis
  66842. * @param axis2 defines the second axis
  66843. * @param axis3 defines the third axis
  66844. * @returns a new Vector3
  66845. */
  66846. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  66847. /**
  66848. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  66849. * @param axis1 defines the first axis
  66850. * @param axis2 defines the second axis
  66851. * @param axis3 defines the third axis
  66852. * @param ref defines the Vector3 where to store the result
  66853. */
  66854. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  66855. }
  66856. /**
  66857. * Vector4 class created for EulerAngle class conversion to Quaternion
  66858. */
  66859. export class Vector4 {
  66860. /** x value of the vector */
  66861. x: number;
  66862. /** y value of the vector */
  66863. y: number;
  66864. /** z value of the vector */
  66865. z: number;
  66866. /** w value of the vector */
  66867. w: number;
  66868. /**
  66869. * Creates a Vector4 object from the given floats.
  66870. * @param x x value of the vector
  66871. * @param y y value of the vector
  66872. * @param z z value of the vector
  66873. * @param w w value of the vector
  66874. */
  66875. constructor(
  66876. /** x value of the vector */
  66877. x: number,
  66878. /** y value of the vector */
  66879. y: number,
  66880. /** z value of the vector */
  66881. z: number,
  66882. /** w value of the vector */
  66883. w: number);
  66884. /**
  66885. * Returns the string with the Vector4 coordinates.
  66886. * @returns a string containing all the vector values
  66887. */
  66888. toString(): string;
  66889. /**
  66890. * Returns the string "Vector4".
  66891. * @returns "Vector4"
  66892. */
  66893. getClassName(): string;
  66894. /**
  66895. * Returns the Vector4 hash code.
  66896. * @returns a unique hash code
  66897. */
  66898. getHashCode(): number;
  66899. /**
  66900. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  66901. * @returns the resulting array
  66902. */
  66903. asArray(): number[];
  66904. /**
  66905. * Populates the given array from the given index with the Vector4 coordinates.
  66906. * @param array array to populate
  66907. * @param index index of the array to start at (default: 0)
  66908. * @returns the Vector4.
  66909. */
  66910. toArray(array: FloatArray, index?: number): Vector4;
  66911. /**
  66912. * Adds the given vector to the current Vector4.
  66913. * @param otherVector the vector to add
  66914. * @returns the updated Vector4.
  66915. */
  66916. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66917. /**
  66918. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  66919. * @param otherVector the vector to add
  66920. * @returns the resulting vector
  66921. */
  66922. add(otherVector: DeepImmutable<Vector4>): Vector4;
  66923. /**
  66924. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  66925. * @param otherVector the vector to add
  66926. * @param result the vector to store the result
  66927. * @returns the current Vector4.
  66928. */
  66929. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66930. /**
  66931. * Subtract in place the given vector from the current Vector4.
  66932. * @param otherVector the vector to subtract
  66933. * @returns the updated Vector4.
  66934. */
  66935. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66936. /**
  66937. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  66938. * @param otherVector the vector to add
  66939. * @returns the new vector with the result
  66940. */
  66941. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  66942. /**
  66943. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  66944. * @param otherVector the vector to subtract
  66945. * @param result the vector to store the result
  66946. * @returns the current Vector4.
  66947. */
  66948. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66949. /**
  66950. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66951. */
  66952. /**
  66953. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66954. * @param x value to subtract
  66955. * @param y value to subtract
  66956. * @param z value to subtract
  66957. * @param w value to subtract
  66958. * @returns new vector containing the result
  66959. */
  66960. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66961. /**
  66962. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66963. * @param x value to subtract
  66964. * @param y value to subtract
  66965. * @param z value to subtract
  66966. * @param w value to subtract
  66967. * @param result the vector to store the result in
  66968. * @returns the current Vector4.
  66969. */
  66970. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  66971. /**
  66972. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  66973. * @returns a new vector with the negated values
  66974. */
  66975. negate(): Vector4;
  66976. /**
  66977. * Multiplies the current Vector4 coordinates by scale (float).
  66978. * @param scale the number to scale with
  66979. * @returns the updated Vector4.
  66980. */
  66981. scaleInPlace(scale: number): Vector4;
  66982. /**
  66983. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  66984. * @param scale the number to scale with
  66985. * @returns a new vector with the result
  66986. */
  66987. scale(scale: number): Vector4;
  66988. /**
  66989. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  66990. * @param scale the number to scale with
  66991. * @param result a vector to store the result in
  66992. * @returns the current Vector4.
  66993. */
  66994. scaleToRef(scale: number, result: Vector4): Vector4;
  66995. /**
  66996. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  66997. * @param scale defines the scale factor
  66998. * @param result defines the Vector4 object where to store the result
  66999. * @returns the unmodified current Vector4
  67000. */
  67001. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  67002. /**
  67003. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  67004. * @param otherVector the vector to compare against
  67005. * @returns true if they are equal
  67006. */
  67007. equals(otherVector: DeepImmutable<Vector4>): boolean;
  67008. /**
  67009. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  67010. * @param otherVector vector to compare against
  67011. * @param epsilon (Default: very small number)
  67012. * @returns true if they are equal
  67013. */
  67014. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  67015. /**
  67016. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  67017. * @param x x value to compare against
  67018. * @param y y value to compare against
  67019. * @param z z value to compare against
  67020. * @param w w value to compare against
  67021. * @returns true if equal
  67022. */
  67023. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  67024. /**
  67025. * Multiplies in place the current Vector4 by the given one.
  67026. * @param otherVector vector to multiple with
  67027. * @returns the updated Vector4.
  67028. */
  67029. multiplyInPlace(otherVector: Vector4): Vector4;
  67030. /**
  67031. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  67032. * @param otherVector vector to multiple with
  67033. * @returns resulting new vector
  67034. */
  67035. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  67036. /**
  67037. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  67038. * @param otherVector vector to multiple with
  67039. * @param result vector to store the result
  67040. * @returns the current Vector4.
  67041. */
  67042. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67043. /**
  67044. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  67045. * @param x x value multiply with
  67046. * @param y y value multiply with
  67047. * @param z z value multiply with
  67048. * @param w w value multiply with
  67049. * @returns resulting new vector
  67050. */
  67051. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  67052. /**
  67053. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  67054. * @param otherVector vector to devide with
  67055. * @returns resulting new vector
  67056. */
  67057. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  67058. /**
  67059. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  67060. * @param otherVector vector to devide with
  67061. * @param result vector to store the result
  67062. * @returns the current Vector4.
  67063. */
  67064. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67065. /**
  67066. * Divides the current Vector3 coordinates by the given ones.
  67067. * @param otherVector vector to devide with
  67068. * @returns the updated Vector3.
  67069. */
  67070. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67071. /**
  67072. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  67073. * @param other defines the second operand
  67074. * @returns the current updated Vector4
  67075. */
  67076. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67077. /**
  67078. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  67079. * @param other defines the second operand
  67080. * @returns the current updated Vector4
  67081. */
  67082. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67083. /**
  67084. * Gets a new Vector4 from current Vector4 floored values
  67085. * @returns a new Vector4
  67086. */
  67087. floor(): Vector4;
  67088. /**
  67089. * Gets a new Vector4 from current Vector3 floored values
  67090. * @returns a new Vector4
  67091. */
  67092. fract(): Vector4;
  67093. /**
  67094. * Returns the Vector4 length (float).
  67095. * @returns the length
  67096. */
  67097. length(): number;
  67098. /**
  67099. * Returns the Vector4 squared length (float).
  67100. * @returns the length squared
  67101. */
  67102. lengthSquared(): number;
  67103. /**
  67104. * Normalizes in place the Vector4.
  67105. * @returns the updated Vector4.
  67106. */
  67107. normalize(): Vector4;
  67108. /**
  67109. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  67110. * @returns this converted to a new vector3
  67111. */
  67112. toVector3(): Vector3;
  67113. /**
  67114. * Returns a new Vector4 copied from the current one.
  67115. * @returns the new cloned vector
  67116. */
  67117. clone(): Vector4;
  67118. /**
  67119. * Updates the current Vector4 with the given one coordinates.
  67120. * @param source the source vector to copy from
  67121. * @returns the updated Vector4.
  67122. */
  67123. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  67124. /**
  67125. * Updates the current Vector4 coordinates with the given floats.
  67126. * @param x float to copy from
  67127. * @param y float to copy from
  67128. * @param z float to copy from
  67129. * @param w float to copy from
  67130. * @returns the updated Vector4.
  67131. */
  67132. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67133. /**
  67134. * Updates the current Vector4 coordinates with the given floats.
  67135. * @param x float to set from
  67136. * @param y float to set from
  67137. * @param z float to set from
  67138. * @param w float to set from
  67139. * @returns the updated Vector4.
  67140. */
  67141. set(x: number, y: number, z: number, w: number): Vector4;
  67142. /**
  67143. * Copies the given float to the current Vector3 coordinates
  67144. * @param v defines the x, y, z and w coordinates of the operand
  67145. * @returns the current updated Vector3
  67146. */
  67147. setAll(v: number): Vector4;
  67148. /**
  67149. * Returns a new Vector4 set from the starting index of the given array.
  67150. * @param array the array to pull values from
  67151. * @param offset the offset into the array to start at
  67152. * @returns the new vector
  67153. */
  67154. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  67155. /**
  67156. * Updates the given vector "result" from the starting index of the given array.
  67157. * @param array the array to pull values from
  67158. * @param offset the offset into the array to start at
  67159. * @param result the vector to store the result in
  67160. */
  67161. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  67162. /**
  67163. * Updates the given vector "result" from the starting index of the given Float32Array.
  67164. * @param array the array to pull values from
  67165. * @param offset the offset into the array to start at
  67166. * @param result the vector to store the result in
  67167. */
  67168. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  67169. /**
  67170. * Updates the given vector "result" coordinates from the given floats.
  67171. * @param x float to set from
  67172. * @param y float to set from
  67173. * @param z float to set from
  67174. * @param w float to set from
  67175. * @param result the vector to the floats in
  67176. */
  67177. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  67178. /**
  67179. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  67180. * @returns the new vector
  67181. */
  67182. static Zero(): Vector4;
  67183. /**
  67184. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  67185. * @returns the new vector
  67186. */
  67187. static One(): Vector4;
  67188. /**
  67189. * Returns a new normalized Vector4 from the given one.
  67190. * @param vector the vector to normalize
  67191. * @returns the vector
  67192. */
  67193. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  67194. /**
  67195. * Updates the given vector "result" from the normalization of the given one.
  67196. * @param vector the vector to normalize
  67197. * @param result the vector to store the result in
  67198. */
  67199. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  67200. /**
  67201. * Returns a vector with the minimum values from the left and right vectors
  67202. * @param left left vector to minimize
  67203. * @param right right vector to minimize
  67204. * @returns a new vector with the minimum of the left and right vector values
  67205. */
  67206. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67207. /**
  67208. * Returns a vector with the maximum values from the left and right vectors
  67209. * @param left left vector to maximize
  67210. * @param right right vector to maximize
  67211. * @returns a new vector with the maximum of the left and right vector values
  67212. */
  67213. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67214. /**
  67215. * Returns the distance (float) between the vectors "value1" and "value2".
  67216. * @param value1 value to calulate the distance between
  67217. * @param value2 value to calulate the distance between
  67218. * @return the distance between the two vectors
  67219. */
  67220. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67221. /**
  67222. * Returns the squared distance (float) between the vectors "value1" and "value2".
  67223. * @param value1 value to calulate the distance between
  67224. * @param value2 value to calulate the distance between
  67225. * @return the distance between the two vectors squared
  67226. */
  67227. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67228. /**
  67229. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  67230. * @param value1 value to calulate the center between
  67231. * @param value2 value to calulate the center between
  67232. * @return the center between the two vectors
  67233. */
  67234. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  67235. /**
  67236. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  67237. * This methods computes transformed normalized direction vectors only.
  67238. * @param vector the vector to transform
  67239. * @param transformation the transformation matrix to apply
  67240. * @returns the new vector
  67241. */
  67242. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  67243. /**
  67244. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  67245. * This methods computes transformed normalized direction vectors only.
  67246. * @param vector the vector to transform
  67247. * @param transformation the transformation matrix to apply
  67248. * @param result the vector to store the result in
  67249. */
  67250. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67251. /**
  67252. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  67253. * This methods computes transformed normalized direction vectors only.
  67254. * @param x value to transform
  67255. * @param y value to transform
  67256. * @param z value to transform
  67257. * @param w value to transform
  67258. * @param transformation the transformation matrix to apply
  67259. * @param result the vector to store the results in
  67260. */
  67261. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67262. /**
  67263. * Creates a new Vector4 from a Vector3
  67264. * @param source defines the source data
  67265. * @param w defines the 4th component (default is 0)
  67266. * @returns a new Vector4
  67267. */
  67268. static FromVector3(source: Vector3, w?: number): Vector4;
  67269. }
  67270. /**
  67271. * Class used to store quaternion data
  67272. * @see https://en.wikipedia.org/wiki/Quaternion
  67273. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  67274. */
  67275. export class Quaternion {
  67276. /** defines the first component (0 by default) */
  67277. x: number;
  67278. /** defines the second component (0 by default) */
  67279. y: number;
  67280. /** defines the third component (0 by default) */
  67281. z: number;
  67282. /** defines the fourth component (1.0 by default) */
  67283. w: number;
  67284. /**
  67285. * Creates a new Quaternion from the given floats
  67286. * @param x defines the first component (0 by default)
  67287. * @param y defines the second component (0 by default)
  67288. * @param z defines the third component (0 by default)
  67289. * @param w defines the fourth component (1.0 by default)
  67290. */
  67291. constructor(
  67292. /** defines the first component (0 by default) */
  67293. x?: number,
  67294. /** defines the second component (0 by default) */
  67295. y?: number,
  67296. /** defines the third component (0 by default) */
  67297. z?: number,
  67298. /** defines the fourth component (1.0 by default) */
  67299. w?: number);
  67300. /**
  67301. * Gets a string representation for the current quaternion
  67302. * @returns a string with the Quaternion coordinates
  67303. */
  67304. toString(): string;
  67305. /**
  67306. * Gets the class name of the quaternion
  67307. * @returns the string "Quaternion"
  67308. */
  67309. getClassName(): string;
  67310. /**
  67311. * Gets a hash code for this quaternion
  67312. * @returns the quaternion hash code
  67313. */
  67314. getHashCode(): number;
  67315. /**
  67316. * Copy the quaternion to an array
  67317. * @returns a new array populated with 4 elements from the quaternion coordinates
  67318. */
  67319. asArray(): number[];
  67320. /**
  67321. * Check if two quaternions are equals
  67322. * @param otherQuaternion defines the second operand
  67323. * @return true if the current quaternion and the given one coordinates are strictly equals
  67324. */
  67325. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  67326. /**
  67327. * Clone the current quaternion
  67328. * @returns a new quaternion copied from the current one
  67329. */
  67330. clone(): Quaternion;
  67331. /**
  67332. * Copy a quaternion to the current one
  67333. * @param other defines the other quaternion
  67334. * @returns the updated current quaternion
  67335. */
  67336. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  67337. /**
  67338. * Updates the current quaternion with the given float coordinates
  67339. * @param x defines the x coordinate
  67340. * @param y defines the y coordinate
  67341. * @param z defines the z coordinate
  67342. * @param w defines the w coordinate
  67343. * @returns the updated current quaternion
  67344. */
  67345. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  67346. /**
  67347. * Updates the current quaternion from the given float coordinates
  67348. * @param x defines the x coordinate
  67349. * @param y defines the y coordinate
  67350. * @param z defines the z coordinate
  67351. * @param w defines the w coordinate
  67352. * @returns the updated current quaternion
  67353. */
  67354. set(x: number, y: number, z: number, w: number): Quaternion;
  67355. /**
  67356. * Adds two quaternions
  67357. * @param other defines the second operand
  67358. * @returns a new quaternion as the addition result of the given one and the current quaternion
  67359. */
  67360. add(other: DeepImmutable<Quaternion>): Quaternion;
  67361. /**
  67362. * Add a quaternion to the current one
  67363. * @param other defines the quaternion to add
  67364. * @returns the current quaternion
  67365. */
  67366. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  67367. /**
  67368. * Subtract two quaternions
  67369. * @param other defines the second operand
  67370. * @returns a new quaternion as the subtraction result of the given one from the current one
  67371. */
  67372. subtract(other: Quaternion): Quaternion;
  67373. /**
  67374. * Multiplies the current quaternion by a scale factor
  67375. * @param value defines the scale factor
  67376. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  67377. */
  67378. scale(value: number): Quaternion;
  67379. /**
  67380. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  67381. * @param scale defines the scale factor
  67382. * @param result defines the Quaternion object where to store the result
  67383. * @returns the unmodified current quaternion
  67384. */
  67385. scaleToRef(scale: number, result: Quaternion): Quaternion;
  67386. /**
  67387. * Multiplies in place the current quaternion by a scale factor
  67388. * @param value defines the scale factor
  67389. * @returns the current modified quaternion
  67390. */
  67391. scaleInPlace(value: number): Quaternion;
  67392. /**
  67393. * Scale the current quaternion values by a factor and add the result to a given quaternion
  67394. * @param scale defines the scale factor
  67395. * @param result defines the Quaternion object where to store the result
  67396. * @returns the unmodified current quaternion
  67397. */
  67398. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  67399. /**
  67400. * Multiplies two quaternions
  67401. * @param q1 defines the second operand
  67402. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  67403. */
  67404. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  67405. /**
  67406. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  67407. * @param q1 defines the second operand
  67408. * @param result defines the target quaternion
  67409. * @returns the current quaternion
  67410. */
  67411. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  67412. /**
  67413. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  67414. * @param q1 defines the second operand
  67415. * @returns the currentupdated quaternion
  67416. */
  67417. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  67418. /**
  67419. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  67420. * @param ref defines the target quaternion
  67421. * @returns the current quaternion
  67422. */
  67423. conjugateToRef(ref: Quaternion): Quaternion;
  67424. /**
  67425. * Conjugates in place (1-q) the current quaternion
  67426. * @returns the current updated quaternion
  67427. */
  67428. conjugateInPlace(): Quaternion;
  67429. /**
  67430. * Conjugates in place (1-q) the current quaternion
  67431. * @returns a new quaternion
  67432. */
  67433. conjugate(): Quaternion;
  67434. /**
  67435. * Gets length of current quaternion
  67436. * @returns the quaternion length (float)
  67437. */
  67438. length(): number;
  67439. /**
  67440. * Normalize in place the current quaternion
  67441. * @returns the current updated quaternion
  67442. */
  67443. normalize(): Quaternion;
  67444. /**
  67445. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67446. * @param order is a reserved parameter and is ignore for now
  67447. * @returns a new Vector3 containing the Euler angles
  67448. */
  67449. toEulerAngles(order?: string): Vector3;
  67450. /**
  67451. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67452. * @param result defines the vector which will be filled with the Euler angles
  67453. * @param order is a reserved parameter and is ignore for now
  67454. * @returns the current unchanged quaternion
  67455. */
  67456. toEulerAnglesToRef(result: Vector3): Quaternion;
  67457. /**
  67458. * Updates the given rotation matrix with the current quaternion values
  67459. * @param result defines the target matrix
  67460. * @returns the current unchanged quaternion
  67461. */
  67462. toRotationMatrix(result: Matrix): Quaternion;
  67463. /**
  67464. * Updates the current quaternion from the given rotation matrix values
  67465. * @param matrix defines the source matrix
  67466. * @returns the current updated quaternion
  67467. */
  67468. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67469. /**
  67470. * Creates a new quaternion from a rotation matrix
  67471. * @param matrix defines the source matrix
  67472. * @returns a new quaternion created from the given rotation matrix values
  67473. */
  67474. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67475. /**
  67476. * Updates the given quaternion with the given rotation matrix values
  67477. * @param matrix defines the source matrix
  67478. * @param result defines the target quaternion
  67479. */
  67480. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67481. /**
  67482. * Returns the dot product (float) between the quaternions "left" and "right"
  67483. * @param left defines the left operand
  67484. * @param right defines the right operand
  67485. * @returns the dot product
  67486. */
  67487. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67488. /**
  67489. * Checks if the two quaternions are close to each other
  67490. * @param quat0 defines the first quaternion to check
  67491. * @param quat1 defines the second quaternion to check
  67492. * @returns true if the two quaternions are close to each other
  67493. */
  67494. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67495. /**
  67496. * Creates an empty quaternion
  67497. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67498. */
  67499. static Zero(): Quaternion;
  67500. /**
  67501. * Inverse a given quaternion
  67502. * @param q defines the source quaternion
  67503. * @returns a new quaternion as the inverted current quaternion
  67504. */
  67505. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67506. /**
  67507. * Inverse a given quaternion
  67508. * @param q defines the source quaternion
  67509. * @param result the quaternion the result will be stored in
  67510. * @returns the result quaternion
  67511. */
  67512. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67513. /**
  67514. * Creates an identity quaternion
  67515. * @returns the identity quaternion
  67516. */
  67517. static Identity(): Quaternion;
  67518. /**
  67519. * Gets a boolean indicating if the given quaternion is identity
  67520. * @param quaternion defines the quaternion to check
  67521. * @returns true if the quaternion is identity
  67522. */
  67523. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67524. /**
  67525. * Creates a quaternion from a rotation around an axis
  67526. * @param axis defines the axis to use
  67527. * @param angle defines the angle to use
  67528. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67529. */
  67530. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67531. /**
  67532. * Creates a rotation around an axis and stores it into the given quaternion
  67533. * @param axis defines the axis to use
  67534. * @param angle defines the angle to use
  67535. * @param result defines the target quaternion
  67536. * @returns the target quaternion
  67537. */
  67538. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67539. /**
  67540. * Creates a new quaternion from data stored into an array
  67541. * @param array defines the data source
  67542. * @param offset defines the offset in the source array where the data starts
  67543. * @returns a new quaternion
  67544. */
  67545. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67546. /**
  67547. * Create a quaternion from Euler rotation angles
  67548. * @param x Pitch
  67549. * @param y Yaw
  67550. * @param z Roll
  67551. * @returns the new Quaternion
  67552. */
  67553. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67554. /**
  67555. * Updates a quaternion from Euler rotation angles
  67556. * @param x Pitch
  67557. * @param y Yaw
  67558. * @param z Roll
  67559. * @param result the quaternion to store the result
  67560. * @returns the updated quaternion
  67561. */
  67562. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  67563. /**
  67564. * Create a quaternion from Euler rotation vector
  67565. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67566. * @returns the new Quaternion
  67567. */
  67568. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  67569. /**
  67570. * Updates a quaternion from Euler rotation vector
  67571. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67572. * @param result the quaternion to store the result
  67573. * @returns the updated quaternion
  67574. */
  67575. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  67576. /**
  67577. * Creates a new quaternion from the given Euler float angles (y, x, z)
  67578. * @param yaw defines the rotation around Y axis
  67579. * @param pitch defines the rotation around X axis
  67580. * @param roll defines the rotation around Z axis
  67581. * @returns the new quaternion
  67582. */
  67583. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  67584. /**
  67585. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  67586. * @param yaw defines the rotation around Y axis
  67587. * @param pitch defines the rotation around X axis
  67588. * @param roll defines the rotation around Z axis
  67589. * @param result defines the target quaternion
  67590. */
  67591. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  67592. /**
  67593. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  67594. * @param alpha defines the rotation around first axis
  67595. * @param beta defines the rotation around second axis
  67596. * @param gamma defines the rotation around third axis
  67597. * @returns the new quaternion
  67598. */
  67599. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  67600. /**
  67601. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  67602. * @param alpha defines the rotation around first axis
  67603. * @param beta defines the rotation around second axis
  67604. * @param gamma defines the rotation around third axis
  67605. * @param result defines the target quaternion
  67606. */
  67607. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  67608. /**
  67609. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  67610. * @param axis1 defines the first axis
  67611. * @param axis2 defines the second axis
  67612. * @param axis3 defines the third axis
  67613. * @returns the new quaternion
  67614. */
  67615. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67616. /**
  67617. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  67618. * @param axis1 defines the first axis
  67619. * @param axis2 defines the second axis
  67620. * @param axis3 defines the third axis
  67621. * @param ref defines the target quaternion
  67622. */
  67623. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67624. /**
  67625. * Interpolates between two quaternions
  67626. * @param left defines first quaternion
  67627. * @param right defines second quaternion
  67628. * @param amount defines the gradient to use
  67629. * @returns the new interpolated quaternion
  67630. */
  67631. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67632. /**
  67633. * Interpolates between two quaternions and stores it into a target quaternion
  67634. * @param left defines first quaternion
  67635. * @param right defines second quaternion
  67636. * @param amount defines the gradient to use
  67637. * @param result defines the target quaternion
  67638. */
  67639. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67640. /**
  67641. * Interpolate between two quaternions using Hermite interpolation
  67642. * @param value1 defines first quaternion
  67643. * @param tangent1 defines the incoming tangent
  67644. * @param value2 defines second quaternion
  67645. * @param tangent2 defines the outgoing tangent
  67646. * @param amount defines the target quaternion
  67647. * @returns the new interpolated quaternion
  67648. */
  67649. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67650. }
  67651. /**
  67652. * Class used to store matrix data (4x4)
  67653. */
  67654. export class Matrix {
  67655. private static _updateFlagSeed;
  67656. private static _identityReadOnly;
  67657. private _isIdentity;
  67658. private _isIdentityDirty;
  67659. private _isIdentity3x2;
  67660. private _isIdentity3x2Dirty;
  67661. /**
  67662. * Gets the update flag of the matrix which is an unique number for the matrix.
  67663. * It will be incremented every time the matrix data change.
  67664. * You can use it to speed the comparison between two versions of the same matrix.
  67665. */
  67666. updateFlag: number;
  67667. private readonly _m;
  67668. /**
  67669. * Gets the internal data of the matrix
  67670. */
  67671. readonly m: DeepImmutable<Float32Array>;
  67672. /** @hidden */
  67673. _markAsUpdated(): void;
  67674. /** @hidden */
  67675. private _updateIdentityStatus;
  67676. /**
  67677. * Creates an empty matrix (filled with zeros)
  67678. */
  67679. constructor();
  67680. /**
  67681. * Check if the current matrix is identity
  67682. * @returns true is the matrix is the identity matrix
  67683. */
  67684. isIdentity(): boolean;
  67685. /**
  67686. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  67687. * @returns true is the matrix is the identity matrix
  67688. */
  67689. isIdentityAs3x2(): boolean;
  67690. /**
  67691. * Gets the determinant of the matrix
  67692. * @returns the matrix determinant
  67693. */
  67694. determinant(): number;
  67695. /**
  67696. * Returns the matrix as a Float32Array
  67697. * @returns the matrix underlying array
  67698. */
  67699. toArray(): DeepImmutable<Float32Array>;
  67700. /**
  67701. * Returns the matrix as a Float32Array
  67702. * @returns the matrix underlying array.
  67703. */
  67704. asArray(): DeepImmutable<Float32Array>;
  67705. /**
  67706. * Inverts the current matrix in place
  67707. * @returns the current inverted matrix
  67708. */
  67709. invert(): Matrix;
  67710. /**
  67711. * Sets all the matrix elements to zero
  67712. * @returns the current matrix
  67713. */
  67714. reset(): Matrix;
  67715. /**
  67716. * Adds the current matrix with a second one
  67717. * @param other defines the matrix to add
  67718. * @returns a new matrix as the addition of the current matrix and the given one
  67719. */
  67720. add(other: DeepImmutable<Matrix>): Matrix;
  67721. /**
  67722. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67723. * @param other defines the matrix to add
  67724. * @param result defines the target matrix
  67725. * @returns the current matrix
  67726. */
  67727. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67728. /**
  67729. * Adds in place the given matrix to the current matrix
  67730. * @param other defines the second operand
  67731. * @returns the current updated matrix
  67732. */
  67733. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67734. /**
  67735. * Sets the given matrix to the current inverted Matrix
  67736. * @param other defines the target matrix
  67737. * @returns the unmodified current matrix
  67738. */
  67739. invertToRef(other: Matrix): Matrix;
  67740. /**
  67741. * add a value at the specified position in the current Matrix
  67742. * @param index the index of the value within the matrix. between 0 and 15.
  67743. * @param value the value to be added
  67744. * @returns the current updated matrix
  67745. */
  67746. addAtIndex(index: number, value: number): Matrix;
  67747. /**
  67748. * mutiply the specified position in the current Matrix by a value
  67749. * @param index the index of the value within the matrix. between 0 and 15.
  67750. * @param value the value to be added
  67751. * @returns the current updated matrix
  67752. */
  67753. multiplyAtIndex(index: number, value: number): Matrix;
  67754. /**
  67755. * Inserts the translation vector (using 3 floats) in the current matrix
  67756. * @param x defines the 1st component of the translation
  67757. * @param y defines the 2nd component of the translation
  67758. * @param z defines the 3rd component of the translation
  67759. * @returns the current updated matrix
  67760. */
  67761. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67762. /**
  67763. * Adds the translation vector (using 3 floats) in the current matrix
  67764. * @param x defines the 1st component of the translation
  67765. * @param y defines the 2nd component of the translation
  67766. * @param z defines the 3rd component of the translation
  67767. * @returns the current updated matrix
  67768. */
  67769. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67770. /**
  67771. * Inserts the translation vector in the current matrix
  67772. * @param vector3 defines the translation to insert
  67773. * @returns the current updated matrix
  67774. */
  67775. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67776. /**
  67777. * Gets the translation value of the current matrix
  67778. * @returns a new Vector3 as the extracted translation from the matrix
  67779. */
  67780. getTranslation(): Vector3;
  67781. /**
  67782. * Fill a Vector3 with the extracted translation from the matrix
  67783. * @param result defines the Vector3 where to store the translation
  67784. * @returns the current matrix
  67785. */
  67786. getTranslationToRef(result: Vector3): Matrix;
  67787. /**
  67788. * Remove rotation and scaling part from the matrix
  67789. * @returns the updated matrix
  67790. */
  67791. removeRotationAndScaling(): Matrix;
  67792. /**
  67793. * Multiply two matrices
  67794. * @param other defines the second operand
  67795. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67796. */
  67797. multiply(other: DeepImmutable<Matrix>): Matrix;
  67798. /**
  67799. * Copy the current matrix from the given one
  67800. * @param other defines the source matrix
  67801. * @returns the current updated matrix
  67802. */
  67803. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67804. /**
  67805. * Populates the given array from the starting index with the current matrix values
  67806. * @param array defines the target array
  67807. * @param offset defines the offset in the target array where to start storing values
  67808. * @returns the current matrix
  67809. */
  67810. copyToArray(array: Float32Array, offset?: number): Matrix;
  67811. /**
  67812. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67813. * @param other defines the second operand
  67814. * @param result defines the matrix where to store the multiplication
  67815. * @returns the current matrix
  67816. */
  67817. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67818. /**
  67819. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67820. * @param other defines the second operand
  67821. * @param result defines the array where to store the multiplication
  67822. * @param offset defines the offset in the target array where to start storing values
  67823. * @returns the current matrix
  67824. */
  67825. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  67826. /**
  67827. * Check equality between this matrix and a second one
  67828. * @param value defines the second matrix to compare
  67829. * @returns true is the current matrix and the given one values are strictly equal
  67830. */
  67831. equals(value: DeepImmutable<Matrix>): boolean;
  67832. /**
  67833. * Clone the current matrix
  67834. * @returns a new matrix from the current matrix
  67835. */
  67836. clone(): Matrix;
  67837. /**
  67838. * Returns the name of the current matrix class
  67839. * @returns the string "Matrix"
  67840. */
  67841. getClassName(): string;
  67842. /**
  67843. * Gets the hash code of the current matrix
  67844. * @returns the hash code
  67845. */
  67846. getHashCode(): number;
  67847. /**
  67848. * Decomposes the current Matrix into a translation, rotation and scaling components
  67849. * @param scale defines the scale vector3 given as a reference to update
  67850. * @param rotation defines the rotation quaternion given as a reference to update
  67851. * @param translation defines the translation vector3 given as a reference to update
  67852. * @returns true if operation was successful
  67853. */
  67854. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  67855. /**
  67856. * Gets specific row of the matrix
  67857. * @param index defines the number of the row to get
  67858. * @returns the index-th row of the current matrix as a new Vector4
  67859. */
  67860. getRow(index: number): Nullable<Vector4>;
  67861. /**
  67862. * Sets the index-th row of the current matrix to the vector4 values
  67863. * @param index defines the number of the row to set
  67864. * @param row defines the target vector4
  67865. * @returns the updated current matrix
  67866. */
  67867. setRow(index: number, row: Vector4): Matrix;
  67868. /**
  67869. * Compute the transpose of the matrix
  67870. * @returns the new transposed matrix
  67871. */
  67872. transpose(): Matrix;
  67873. /**
  67874. * Compute the transpose of the matrix and store it in a given matrix
  67875. * @param result defines the target matrix
  67876. * @returns the current matrix
  67877. */
  67878. transposeToRef(result: Matrix): Matrix;
  67879. /**
  67880. * Sets the index-th row of the current matrix with the given 4 x float values
  67881. * @param index defines the row index
  67882. * @param x defines the x component to set
  67883. * @param y defines the y component to set
  67884. * @param z defines the z component to set
  67885. * @param w defines the w component to set
  67886. * @returns the updated current matrix
  67887. */
  67888. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  67889. /**
  67890. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  67891. * @param scale defines the scale factor
  67892. * @returns a new matrix
  67893. */
  67894. scale(scale: number): Matrix;
  67895. /**
  67896. * Scale the current matrix values by a factor to a given result matrix
  67897. * @param scale defines the scale factor
  67898. * @param result defines the matrix to store the result
  67899. * @returns the current matrix
  67900. */
  67901. scaleToRef(scale: number, result: Matrix): Matrix;
  67902. /**
  67903. * Scale the current matrix values by a factor and add the result to a given matrix
  67904. * @param scale defines the scale factor
  67905. * @param result defines the Matrix to store the result
  67906. * @returns the current matrix
  67907. */
  67908. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  67909. /**
  67910. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  67911. * @param ref matrix to store the result
  67912. */
  67913. toNormalMatrix(ref: Matrix): void;
  67914. /**
  67915. * Gets only rotation part of the current matrix
  67916. * @returns a new matrix sets to the extracted rotation matrix from the current one
  67917. */
  67918. getRotationMatrix(): Matrix;
  67919. /**
  67920. * Extracts the rotation matrix from the current one and sets it as the given "result"
  67921. * @param result defines the target matrix to store data to
  67922. * @returns the current matrix
  67923. */
  67924. getRotationMatrixToRef(result: Matrix): Matrix;
  67925. /**
  67926. * Toggles model matrix from being right handed to left handed in place and vice versa
  67927. */
  67928. toggleModelMatrixHandInPlace(): void;
  67929. /**
  67930. * Toggles projection matrix from being right handed to left handed in place and vice versa
  67931. */
  67932. toggleProjectionMatrixHandInPlace(): void;
  67933. /**
  67934. * Creates a matrix from an array
  67935. * @param array defines the source array
  67936. * @param offset defines an offset in the source array
  67937. * @returns a new Matrix set from the starting index of the given array
  67938. */
  67939. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  67940. /**
  67941. * Copy the content of an array into a given matrix
  67942. * @param array defines the source array
  67943. * @param offset defines an offset in the source array
  67944. * @param result defines the target matrix
  67945. */
  67946. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  67947. /**
  67948. * Stores an array into a matrix after having multiplied each component by a given factor
  67949. * @param array defines the source array
  67950. * @param offset defines the offset in the source array
  67951. * @param scale defines the scaling factor
  67952. * @param result defines the target matrix
  67953. */
  67954. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  67955. /**
  67956. * Gets an identity matrix that must not be updated
  67957. */
  67958. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  67959. /**
  67960. * Stores a list of values (16) inside a given matrix
  67961. * @param initialM11 defines 1st value of 1st row
  67962. * @param initialM12 defines 2nd value of 1st row
  67963. * @param initialM13 defines 3rd value of 1st row
  67964. * @param initialM14 defines 4th value of 1st row
  67965. * @param initialM21 defines 1st value of 2nd row
  67966. * @param initialM22 defines 2nd value of 2nd row
  67967. * @param initialM23 defines 3rd value of 2nd row
  67968. * @param initialM24 defines 4th value of 2nd row
  67969. * @param initialM31 defines 1st value of 3rd row
  67970. * @param initialM32 defines 2nd value of 3rd row
  67971. * @param initialM33 defines 3rd value of 3rd row
  67972. * @param initialM34 defines 4th value of 3rd row
  67973. * @param initialM41 defines 1st value of 4th row
  67974. * @param initialM42 defines 2nd value of 4th row
  67975. * @param initialM43 defines 3rd value of 4th row
  67976. * @param initialM44 defines 4th value of 4th row
  67977. * @param result defines the target matrix
  67978. */
  67979. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  67980. /**
  67981. * Creates new matrix from a list of values (16)
  67982. * @param initialM11 defines 1st value of 1st row
  67983. * @param initialM12 defines 2nd value of 1st row
  67984. * @param initialM13 defines 3rd value of 1st row
  67985. * @param initialM14 defines 4th value of 1st row
  67986. * @param initialM21 defines 1st value of 2nd row
  67987. * @param initialM22 defines 2nd value of 2nd row
  67988. * @param initialM23 defines 3rd value of 2nd row
  67989. * @param initialM24 defines 4th value of 2nd row
  67990. * @param initialM31 defines 1st value of 3rd row
  67991. * @param initialM32 defines 2nd value of 3rd row
  67992. * @param initialM33 defines 3rd value of 3rd row
  67993. * @param initialM34 defines 4th value of 3rd row
  67994. * @param initialM41 defines 1st value of 4th row
  67995. * @param initialM42 defines 2nd value of 4th row
  67996. * @param initialM43 defines 3rd value of 4th row
  67997. * @param initialM44 defines 4th value of 4th row
  67998. * @returns the new matrix
  67999. */
  68000. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  68001. /**
  68002. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68003. * @param scale defines the scale vector3
  68004. * @param rotation defines the rotation quaternion
  68005. * @param translation defines the translation vector3
  68006. * @returns a new matrix
  68007. */
  68008. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  68009. /**
  68010. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68011. * @param scale defines the scale vector3
  68012. * @param rotation defines the rotation quaternion
  68013. * @param translation defines the translation vector3
  68014. * @param result defines the target matrix
  68015. */
  68016. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  68017. /**
  68018. * Creates a new identity matrix
  68019. * @returns a new identity matrix
  68020. */
  68021. static Identity(): Matrix;
  68022. /**
  68023. * Creates a new identity matrix and stores the result in a given matrix
  68024. * @param result defines the target matrix
  68025. */
  68026. static IdentityToRef(result: Matrix): void;
  68027. /**
  68028. * Creates a new zero matrix
  68029. * @returns a new zero matrix
  68030. */
  68031. static Zero(): Matrix;
  68032. /**
  68033. * Creates a new rotation matrix for "angle" radians around the X axis
  68034. * @param angle defines the angle (in radians) to use
  68035. * @return the new matrix
  68036. */
  68037. static RotationX(angle: number): Matrix;
  68038. /**
  68039. * Creates a new matrix as the invert of a given matrix
  68040. * @param source defines the source matrix
  68041. * @returns the new matrix
  68042. */
  68043. static Invert(source: DeepImmutable<Matrix>): Matrix;
  68044. /**
  68045. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  68046. * @param angle defines the angle (in radians) to use
  68047. * @param result defines the target matrix
  68048. */
  68049. static RotationXToRef(angle: number, result: Matrix): void;
  68050. /**
  68051. * Creates a new rotation matrix for "angle" radians around the Y axis
  68052. * @param angle defines the angle (in radians) to use
  68053. * @return the new matrix
  68054. */
  68055. static RotationY(angle: number): Matrix;
  68056. /**
  68057. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  68058. * @param angle defines the angle (in radians) to use
  68059. * @param result defines the target matrix
  68060. */
  68061. static RotationYToRef(angle: number, result: Matrix): void;
  68062. /**
  68063. * Creates a new rotation matrix for "angle" radians around the Z axis
  68064. * @param angle defines the angle (in radians) to use
  68065. * @return the new matrix
  68066. */
  68067. static RotationZ(angle: number): Matrix;
  68068. /**
  68069. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  68070. * @param angle defines the angle (in radians) to use
  68071. * @param result defines the target matrix
  68072. */
  68073. static RotationZToRef(angle: number, result: Matrix): void;
  68074. /**
  68075. * Creates a new rotation matrix for "angle" radians around the given axis
  68076. * @param axis defines the axis to use
  68077. * @param angle defines the angle (in radians) to use
  68078. * @return the new matrix
  68079. */
  68080. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  68081. /**
  68082. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  68083. * @param axis defines the axis to use
  68084. * @param angle defines the angle (in radians) to use
  68085. * @param result defines the target matrix
  68086. */
  68087. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  68088. /**
  68089. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  68090. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  68091. * @param from defines the vector to align
  68092. * @param to defines the vector to align to
  68093. * @param result defines the target matrix
  68094. */
  68095. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  68096. /**
  68097. * Creates a rotation matrix
  68098. * @param yaw defines the yaw angle in radians (Y axis)
  68099. * @param pitch defines the pitch angle in radians (X axis)
  68100. * @param roll defines the roll angle in radians (X axis)
  68101. * @returns the new rotation matrix
  68102. */
  68103. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  68104. /**
  68105. * Creates a rotation matrix and stores it in a given matrix
  68106. * @param yaw defines the yaw angle in radians (Y axis)
  68107. * @param pitch defines the pitch angle in radians (X axis)
  68108. * @param roll defines the roll angle in radians (X axis)
  68109. * @param result defines the target matrix
  68110. */
  68111. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  68112. /**
  68113. * Creates a scaling matrix
  68114. * @param x defines the scale factor on X axis
  68115. * @param y defines the scale factor on Y axis
  68116. * @param z defines the scale factor on Z axis
  68117. * @returns the new matrix
  68118. */
  68119. static Scaling(x: number, y: number, z: number): Matrix;
  68120. /**
  68121. * Creates a scaling matrix and stores it in a given matrix
  68122. * @param x defines the scale factor on X axis
  68123. * @param y defines the scale factor on Y axis
  68124. * @param z defines the scale factor on Z axis
  68125. * @param result defines the target matrix
  68126. */
  68127. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  68128. /**
  68129. * Creates a translation matrix
  68130. * @param x defines the translation on X axis
  68131. * @param y defines the translation on Y axis
  68132. * @param z defines the translationon Z axis
  68133. * @returns the new matrix
  68134. */
  68135. static Translation(x: number, y: number, z: number): Matrix;
  68136. /**
  68137. * Creates a translation matrix and stores it in a given matrix
  68138. * @param x defines the translation on X axis
  68139. * @param y defines the translation on Y axis
  68140. * @param z defines the translationon Z axis
  68141. * @param result defines the target matrix
  68142. */
  68143. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  68144. /**
  68145. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68146. * @param startValue defines the start value
  68147. * @param endValue defines the end value
  68148. * @param gradient defines the gradient factor
  68149. * @returns the new matrix
  68150. */
  68151. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68152. /**
  68153. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68154. * @param startValue defines the start value
  68155. * @param endValue defines the end value
  68156. * @param gradient defines the gradient factor
  68157. * @param result defines the Matrix object where to store data
  68158. */
  68159. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68160. /**
  68161. * Builds a new matrix whose values are computed by:
  68162. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68163. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68164. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68165. * @param startValue defines the first matrix
  68166. * @param endValue defines the second matrix
  68167. * @param gradient defines the gradient between the two matrices
  68168. * @returns the new matrix
  68169. */
  68170. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68171. /**
  68172. * Update a matrix to values which are computed by:
  68173. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68174. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68175. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68176. * @param startValue defines the first matrix
  68177. * @param endValue defines the second matrix
  68178. * @param gradient defines the gradient between the two matrices
  68179. * @param result defines the target matrix
  68180. */
  68181. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68182. /**
  68183. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  68184. * This function works in left handed mode
  68185. * @param eye defines the final position of the entity
  68186. * @param target defines where the entity should look at
  68187. * @param up defines the up vector for the entity
  68188. * @returns the new matrix
  68189. */
  68190. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68191. /**
  68192. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  68193. * This function works in left handed mode
  68194. * @param eye defines the final position of the entity
  68195. * @param target defines where the entity should look at
  68196. * @param up defines the up vector for the entity
  68197. * @param result defines the target matrix
  68198. */
  68199. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68200. /**
  68201. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  68202. * This function works in right handed mode
  68203. * @param eye defines the final position of the entity
  68204. * @param target defines where the entity should look at
  68205. * @param up defines the up vector for the entity
  68206. * @returns the new matrix
  68207. */
  68208. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68209. /**
  68210. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  68211. * This function works in right handed mode
  68212. * @param eye defines the final position of the entity
  68213. * @param target defines where the entity should look at
  68214. * @param up defines the up vector for the entity
  68215. * @param result defines the target matrix
  68216. */
  68217. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68218. /**
  68219. * Create a left-handed orthographic projection matrix
  68220. * @param width defines the viewport width
  68221. * @param height defines the viewport height
  68222. * @param znear defines the near clip plane
  68223. * @param zfar defines the far clip plane
  68224. * @returns a new matrix as a left-handed orthographic projection matrix
  68225. */
  68226. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68227. /**
  68228. * Store a left-handed orthographic projection to a given matrix
  68229. * @param width defines the viewport width
  68230. * @param height defines the viewport height
  68231. * @param znear defines the near clip plane
  68232. * @param zfar defines the far clip plane
  68233. * @param result defines the target matrix
  68234. */
  68235. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  68236. /**
  68237. * Create a left-handed orthographic projection matrix
  68238. * @param left defines the viewport left coordinate
  68239. * @param right defines the viewport right coordinate
  68240. * @param bottom defines the viewport bottom coordinate
  68241. * @param top defines the viewport top coordinate
  68242. * @param znear defines the near clip plane
  68243. * @param zfar defines the far clip plane
  68244. * @returns a new matrix as a left-handed orthographic projection matrix
  68245. */
  68246. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68247. /**
  68248. * Stores a left-handed orthographic projection into a given matrix
  68249. * @param left defines the viewport left coordinate
  68250. * @param right defines the viewport right coordinate
  68251. * @param bottom defines the viewport bottom coordinate
  68252. * @param top defines the viewport top coordinate
  68253. * @param znear defines the near clip plane
  68254. * @param zfar defines the far clip plane
  68255. * @param result defines the target matrix
  68256. */
  68257. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68258. /**
  68259. * Creates a right-handed orthographic projection matrix
  68260. * @param left defines the viewport left coordinate
  68261. * @param right defines the viewport right coordinate
  68262. * @param bottom defines the viewport bottom coordinate
  68263. * @param top defines the viewport top coordinate
  68264. * @param znear defines the near clip plane
  68265. * @param zfar defines the far clip plane
  68266. * @returns a new matrix as a right-handed orthographic projection matrix
  68267. */
  68268. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68269. /**
  68270. * Stores a right-handed orthographic projection into a given matrix
  68271. * @param left defines the viewport left coordinate
  68272. * @param right defines the viewport right coordinate
  68273. * @param bottom defines the viewport bottom coordinate
  68274. * @param top defines the viewport top coordinate
  68275. * @param znear defines the near clip plane
  68276. * @param zfar defines the far clip plane
  68277. * @param result defines the target matrix
  68278. */
  68279. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68280. /**
  68281. * Creates a left-handed perspective projection matrix
  68282. * @param width defines the viewport width
  68283. * @param height defines the viewport height
  68284. * @param znear defines the near clip plane
  68285. * @param zfar defines the far clip plane
  68286. * @returns a new matrix as a left-handed perspective projection matrix
  68287. */
  68288. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68289. /**
  68290. * Creates a left-handed perspective projection matrix
  68291. * @param fov defines the horizontal field of view
  68292. * @param aspect defines the aspect ratio
  68293. * @param znear defines the near clip plane
  68294. * @param zfar defines the far clip plane
  68295. * @returns a new matrix as a left-handed perspective projection matrix
  68296. */
  68297. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68298. /**
  68299. * Stores a left-handed perspective projection into a given matrix
  68300. * @param fov defines the horizontal field of view
  68301. * @param aspect defines the aspect ratio
  68302. * @param znear defines the near clip plane
  68303. * @param zfar defines the far clip plane
  68304. * @param result defines the target matrix
  68305. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68306. */
  68307. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68308. /**
  68309. * Creates a right-handed perspective projection matrix
  68310. * @param fov defines the horizontal field of view
  68311. * @param aspect defines the aspect ratio
  68312. * @param znear defines the near clip plane
  68313. * @param zfar defines the far clip plane
  68314. * @returns a new matrix as a right-handed perspective projection matrix
  68315. */
  68316. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68317. /**
  68318. * Stores a right-handed perspective projection into a given matrix
  68319. * @param fov defines the horizontal field of view
  68320. * @param aspect defines the aspect ratio
  68321. * @param znear defines the near clip plane
  68322. * @param zfar defines the far clip plane
  68323. * @param result defines the target matrix
  68324. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68325. */
  68326. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68327. /**
  68328. * Stores a perspective projection for WebVR info a given matrix
  68329. * @param fov defines the field of view
  68330. * @param znear defines the near clip plane
  68331. * @param zfar defines the far clip plane
  68332. * @param result defines the target matrix
  68333. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  68334. */
  68335. static PerspectiveFovWebVRToRef(fov: {
  68336. upDegrees: number;
  68337. downDegrees: number;
  68338. leftDegrees: number;
  68339. rightDegrees: number;
  68340. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  68341. /**
  68342. * Computes a complete transformation matrix
  68343. * @param viewport defines the viewport to use
  68344. * @param world defines the world matrix
  68345. * @param view defines the view matrix
  68346. * @param projection defines the projection matrix
  68347. * @param zmin defines the near clip plane
  68348. * @param zmax defines the far clip plane
  68349. * @returns the transformation matrix
  68350. */
  68351. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  68352. /**
  68353. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  68354. * @param matrix defines the matrix to use
  68355. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  68356. */
  68357. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  68358. /**
  68359. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  68360. * @param matrix defines the matrix to use
  68361. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  68362. */
  68363. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  68364. /**
  68365. * Compute the transpose of a given matrix
  68366. * @param matrix defines the matrix to transpose
  68367. * @returns the new matrix
  68368. */
  68369. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  68370. /**
  68371. * Compute the transpose of a matrix and store it in a target matrix
  68372. * @param matrix defines the matrix to transpose
  68373. * @param result defines the target matrix
  68374. */
  68375. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  68376. /**
  68377. * Computes a reflection matrix from a plane
  68378. * @param plane defines the reflection plane
  68379. * @returns a new matrix
  68380. */
  68381. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  68382. /**
  68383. * Computes a reflection matrix from a plane
  68384. * @param plane defines the reflection plane
  68385. * @param result defines the target matrix
  68386. */
  68387. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  68388. /**
  68389. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  68390. * @param xaxis defines the value of the 1st axis
  68391. * @param yaxis defines the value of the 2nd axis
  68392. * @param zaxis defines the value of the 3rd axis
  68393. * @param result defines the target matrix
  68394. */
  68395. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  68396. /**
  68397. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  68398. * @param quat defines the quaternion to use
  68399. * @param result defines the target matrix
  68400. */
  68401. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  68402. }
  68403. /**
  68404. * @hidden
  68405. */
  68406. export class TmpVectors {
  68407. static Vector2: Vector2[];
  68408. static Vector3: Vector3[];
  68409. static Vector4: Vector4[];
  68410. static Quaternion: Quaternion[];
  68411. static Matrix: Matrix[];
  68412. }
  68413. }
  68414. declare module BABYLON {
  68415. /** Defines the cross module used constants to avoid circular dependncies */
  68416. export class Constants {
  68417. /** Defines that alpha blending is disabled */
  68418. static readonly ALPHA_DISABLE: number;
  68419. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68420. static readonly ALPHA_ADD: number;
  68421. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68422. static readonly ALPHA_COMBINE: number;
  68423. /** Defines that alpha blending to DEST - SRC * DEST */
  68424. static readonly ALPHA_SUBTRACT: number;
  68425. /** Defines that alpha blending to SRC * DEST */
  68426. static readonly ALPHA_MULTIPLY: number;
  68427. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68428. static readonly ALPHA_MAXIMIZED: number;
  68429. /** Defines that alpha blending to SRC + DEST */
  68430. static readonly ALPHA_ONEONE: number;
  68431. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68432. static readonly ALPHA_PREMULTIPLIED: number;
  68433. /**
  68434. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68435. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68436. */
  68437. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68438. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68439. static readonly ALPHA_INTERPOLATE: number;
  68440. /**
  68441. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68442. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68443. */
  68444. static readonly ALPHA_SCREENMODE: number;
  68445. /** Defines that the ressource is not delayed*/
  68446. static readonly DELAYLOADSTATE_NONE: number;
  68447. /** Defines that the ressource was successfully delay loaded */
  68448. static readonly DELAYLOADSTATE_LOADED: number;
  68449. /** Defines that the ressource is currently delay loading */
  68450. static readonly DELAYLOADSTATE_LOADING: number;
  68451. /** Defines that the ressource is delayed and has not started loading */
  68452. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68453. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68454. static readonly NEVER: number;
  68455. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  68456. static readonly ALWAYS: number;
  68457. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68458. static readonly LESS: number;
  68459. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68460. static readonly EQUAL: number;
  68461. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  68462. static readonly LEQUAL: number;
  68463. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68464. static readonly GREATER: number;
  68465. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  68466. static readonly GEQUAL: number;
  68467. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  68468. static readonly NOTEQUAL: number;
  68469. /** Passed to stencilOperation to specify that stencil value must be kept */
  68470. static readonly KEEP: number;
  68471. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68472. static readonly REPLACE: number;
  68473. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68474. static readonly INCR: number;
  68475. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68476. static readonly DECR: number;
  68477. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68478. static readonly INVERT: number;
  68479. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68480. static readonly INCR_WRAP: number;
  68481. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68482. static readonly DECR_WRAP: number;
  68483. /** Texture is not repeating outside of 0..1 UVs */
  68484. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68485. /** Texture is repeating outside of 0..1 UVs */
  68486. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68487. /** Texture is repeating and mirrored */
  68488. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68489. /** ALPHA */
  68490. static readonly TEXTUREFORMAT_ALPHA: number;
  68491. /** LUMINANCE */
  68492. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68493. /** LUMINANCE_ALPHA */
  68494. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68495. /** RGB */
  68496. static readonly TEXTUREFORMAT_RGB: number;
  68497. /** RGBA */
  68498. static readonly TEXTUREFORMAT_RGBA: number;
  68499. /** RED */
  68500. static readonly TEXTUREFORMAT_RED: number;
  68501. /** RED (2nd reference) */
  68502. static readonly TEXTUREFORMAT_R: number;
  68503. /** RG */
  68504. static readonly TEXTUREFORMAT_RG: number;
  68505. /** RED_INTEGER */
  68506. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68507. /** RED_INTEGER (2nd reference) */
  68508. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68509. /** RG_INTEGER */
  68510. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68511. /** RGB_INTEGER */
  68512. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68513. /** RGBA_INTEGER */
  68514. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68515. /** UNSIGNED_BYTE */
  68516. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68517. /** UNSIGNED_BYTE (2nd reference) */
  68518. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68519. /** FLOAT */
  68520. static readonly TEXTURETYPE_FLOAT: number;
  68521. /** HALF_FLOAT */
  68522. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68523. /** BYTE */
  68524. static readonly TEXTURETYPE_BYTE: number;
  68525. /** SHORT */
  68526. static readonly TEXTURETYPE_SHORT: number;
  68527. /** UNSIGNED_SHORT */
  68528. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68529. /** INT */
  68530. static readonly TEXTURETYPE_INT: number;
  68531. /** UNSIGNED_INT */
  68532. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68533. /** UNSIGNED_SHORT_4_4_4_4 */
  68534. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68535. /** UNSIGNED_SHORT_5_5_5_1 */
  68536. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68537. /** UNSIGNED_SHORT_5_6_5 */
  68538. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68539. /** UNSIGNED_INT_2_10_10_10_REV */
  68540. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68541. /** UNSIGNED_INT_24_8 */
  68542. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68543. /** UNSIGNED_INT_10F_11F_11F_REV */
  68544. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68545. /** UNSIGNED_INT_5_9_9_9_REV */
  68546. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68547. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68548. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68549. /** nearest is mag = nearest and min = nearest and mip = linear */
  68550. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68551. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68552. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68553. /** Trilinear is mag = linear and min = linear and mip = linear */
  68554. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68555. /** nearest is mag = nearest and min = nearest and mip = linear */
  68556. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68557. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68558. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68559. /** Trilinear is mag = linear and min = linear and mip = linear */
  68560. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68561. /** mag = nearest and min = nearest and mip = nearest */
  68562. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68563. /** mag = nearest and min = linear and mip = nearest */
  68564. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68565. /** mag = nearest and min = linear and mip = linear */
  68566. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68567. /** mag = nearest and min = linear and mip = none */
  68568. static readonly TEXTURE_NEAREST_LINEAR: number;
  68569. /** mag = nearest and min = nearest and mip = none */
  68570. static readonly TEXTURE_NEAREST_NEAREST: number;
  68571. /** mag = linear and min = nearest and mip = nearest */
  68572. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68573. /** mag = linear and min = nearest and mip = linear */
  68574. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68575. /** mag = linear and min = linear and mip = none */
  68576. static readonly TEXTURE_LINEAR_LINEAR: number;
  68577. /** mag = linear and min = nearest and mip = none */
  68578. static readonly TEXTURE_LINEAR_NEAREST: number;
  68579. /** Explicit coordinates mode */
  68580. static readonly TEXTURE_EXPLICIT_MODE: number;
  68581. /** Spherical coordinates mode */
  68582. static readonly TEXTURE_SPHERICAL_MODE: number;
  68583. /** Planar coordinates mode */
  68584. static readonly TEXTURE_PLANAR_MODE: number;
  68585. /** Cubic coordinates mode */
  68586. static readonly TEXTURE_CUBIC_MODE: number;
  68587. /** Projection coordinates mode */
  68588. static readonly TEXTURE_PROJECTION_MODE: number;
  68589. /** Skybox coordinates mode */
  68590. static readonly TEXTURE_SKYBOX_MODE: number;
  68591. /** Inverse Cubic coordinates mode */
  68592. static readonly TEXTURE_INVCUBIC_MODE: number;
  68593. /** Equirectangular coordinates mode */
  68594. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68595. /** Equirectangular Fixed coordinates mode */
  68596. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68597. /** Equirectangular Fixed Mirrored coordinates mode */
  68598. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68599. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68600. static readonly SCALEMODE_FLOOR: number;
  68601. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68602. static readonly SCALEMODE_NEAREST: number;
  68603. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68604. static readonly SCALEMODE_CEILING: number;
  68605. /**
  68606. * The dirty texture flag value
  68607. */
  68608. static readonly MATERIAL_TextureDirtyFlag: number;
  68609. /**
  68610. * The dirty light flag value
  68611. */
  68612. static readonly MATERIAL_LightDirtyFlag: number;
  68613. /**
  68614. * The dirty fresnel flag value
  68615. */
  68616. static readonly MATERIAL_FresnelDirtyFlag: number;
  68617. /**
  68618. * The dirty attribute flag value
  68619. */
  68620. static readonly MATERIAL_AttributesDirtyFlag: number;
  68621. /**
  68622. * The dirty misc flag value
  68623. */
  68624. static readonly MATERIAL_MiscDirtyFlag: number;
  68625. /**
  68626. * The all dirty flag value
  68627. */
  68628. static readonly MATERIAL_AllDirtyFlag: number;
  68629. /**
  68630. * Returns the triangle fill mode
  68631. */
  68632. static readonly MATERIAL_TriangleFillMode: number;
  68633. /**
  68634. * Returns the wireframe mode
  68635. */
  68636. static readonly MATERIAL_WireFrameFillMode: number;
  68637. /**
  68638. * Returns the point fill mode
  68639. */
  68640. static readonly MATERIAL_PointFillMode: number;
  68641. /**
  68642. * Returns the point list draw mode
  68643. */
  68644. static readonly MATERIAL_PointListDrawMode: number;
  68645. /**
  68646. * Returns the line list draw mode
  68647. */
  68648. static readonly MATERIAL_LineListDrawMode: number;
  68649. /**
  68650. * Returns the line loop draw mode
  68651. */
  68652. static readonly MATERIAL_LineLoopDrawMode: number;
  68653. /**
  68654. * Returns the line strip draw mode
  68655. */
  68656. static readonly MATERIAL_LineStripDrawMode: number;
  68657. /**
  68658. * Returns the triangle strip draw mode
  68659. */
  68660. static readonly MATERIAL_TriangleStripDrawMode: number;
  68661. /**
  68662. * Returns the triangle fan draw mode
  68663. */
  68664. static readonly MATERIAL_TriangleFanDrawMode: number;
  68665. /**
  68666. * Stores the clock-wise side orientation
  68667. */
  68668. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68669. /**
  68670. * Stores the counter clock-wise side orientation
  68671. */
  68672. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68673. /**
  68674. * Nothing
  68675. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68676. */
  68677. static readonly ACTION_NothingTrigger: number;
  68678. /**
  68679. * On pick
  68680. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68681. */
  68682. static readonly ACTION_OnPickTrigger: number;
  68683. /**
  68684. * On left pick
  68685. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68686. */
  68687. static readonly ACTION_OnLeftPickTrigger: number;
  68688. /**
  68689. * On right pick
  68690. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68691. */
  68692. static readonly ACTION_OnRightPickTrigger: number;
  68693. /**
  68694. * On center pick
  68695. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68696. */
  68697. static readonly ACTION_OnCenterPickTrigger: number;
  68698. /**
  68699. * On pick down
  68700. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68701. */
  68702. static readonly ACTION_OnPickDownTrigger: number;
  68703. /**
  68704. * On double pick
  68705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68706. */
  68707. static readonly ACTION_OnDoublePickTrigger: number;
  68708. /**
  68709. * On pick up
  68710. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68711. */
  68712. static readonly ACTION_OnPickUpTrigger: number;
  68713. /**
  68714. * On pick out.
  68715. * This trigger will only be raised if you also declared a OnPickDown
  68716. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68717. */
  68718. static readonly ACTION_OnPickOutTrigger: number;
  68719. /**
  68720. * On long press
  68721. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68722. */
  68723. static readonly ACTION_OnLongPressTrigger: number;
  68724. /**
  68725. * On pointer over
  68726. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68727. */
  68728. static readonly ACTION_OnPointerOverTrigger: number;
  68729. /**
  68730. * On pointer out
  68731. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68732. */
  68733. static readonly ACTION_OnPointerOutTrigger: number;
  68734. /**
  68735. * On every frame
  68736. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68737. */
  68738. static readonly ACTION_OnEveryFrameTrigger: number;
  68739. /**
  68740. * On intersection enter
  68741. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68742. */
  68743. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68744. /**
  68745. * On intersection exit
  68746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68747. */
  68748. static readonly ACTION_OnIntersectionExitTrigger: number;
  68749. /**
  68750. * On key down
  68751. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68752. */
  68753. static readonly ACTION_OnKeyDownTrigger: number;
  68754. /**
  68755. * On key up
  68756. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68757. */
  68758. static readonly ACTION_OnKeyUpTrigger: number;
  68759. /**
  68760. * Billboard mode will only apply to Y axis
  68761. */
  68762. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68763. /**
  68764. * Billboard mode will apply to all axes
  68765. */
  68766. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68767. /**
  68768. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68769. */
  68770. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68771. /**
  68772. * Gets or sets base Assets URL
  68773. */
  68774. static PARTICLES_BaseAssetsUrl: string;
  68775. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68776. * Test order :
  68777. * Is the bounding sphere outside the frustum ?
  68778. * If not, are the bounding box vertices outside the frustum ?
  68779. * It not, then the cullable object is in the frustum.
  68780. */
  68781. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68782. /** Culling strategy : Bounding Sphere Only.
  68783. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68784. * It's also less accurate than the standard because some not visible objects can still be selected.
  68785. * Test : is the bounding sphere outside the frustum ?
  68786. * If not, then the cullable object is in the frustum.
  68787. */
  68788. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68789. /** Culling strategy : Optimistic Inclusion.
  68790. * This in an inclusion test first, then the standard exclusion test.
  68791. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68792. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  68793. * Anyway, it's as accurate as the standard strategy.
  68794. * Test :
  68795. * Is the cullable object bounding sphere center in the frustum ?
  68796. * If not, apply the default culling strategy.
  68797. */
  68798. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68799. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68800. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68801. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68802. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  68803. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68804. * Test :
  68805. * Is the cullable object bounding sphere center in the frustum ?
  68806. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68807. */
  68808. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68809. /**
  68810. * No logging while loading
  68811. */
  68812. static readonly SCENELOADER_NO_LOGGING: number;
  68813. /**
  68814. * Minimal logging while loading
  68815. */
  68816. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68817. /**
  68818. * Summary logging while loading
  68819. */
  68820. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68821. /**
  68822. * Detailled logging while loading
  68823. */
  68824. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68825. }
  68826. }
  68827. declare module BABYLON {
  68828. /**
  68829. * Class used to store and describe the pipeline context associated with an effect
  68830. */
  68831. export interface IPipelineContext {
  68832. /**
  68833. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68834. */
  68835. isAsync: boolean;
  68836. /**
  68837. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68838. */
  68839. isReady: boolean;
  68840. /** @hidden */
  68841. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68842. }
  68843. }
  68844. declare module BABYLON {
  68845. /** @hidden */
  68846. export interface IShaderProcessor {
  68847. attributeProcessor?: (attribute: string) => string;
  68848. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68849. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68850. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68851. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68852. lineProcessor?: (line: string, isFragment: boolean) => string;
  68853. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68854. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68855. }
  68856. }
  68857. declare module BABYLON {
  68858. /** @hidden */
  68859. export interface ProcessingOptions {
  68860. defines: string[];
  68861. indexParameters: any;
  68862. isFragment: boolean;
  68863. shouldUseHighPrecisionShader: boolean;
  68864. supportsUniformBuffers: boolean;
  68865. shadersRepository: string;
  68866. includesShadersStore: {
  68867. [key: string]: string;
  68868. };
  68869. processor?: IShaderProcessor;
  68870. version: string;
  68871. platformName: string;
  68872. lookForClosingBracketForUniformBuffer?: boolean;
  68873. }
  68874. }
  68875. declare module BABYLON {
  68876. /**
  68877. * Helper to manipulate strings
  68878. */
  68879. export class StringTools {
  68880. /**
  68881. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68882. * @param str Source string
  68883. * @param suffix Suffix to search for in the source string
  68884. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68885. */
  68886. static EndsWith(str: string, suffix: string): boolean;
  68887. /**
  68888. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68889. * @param str Source string
  68890. * @param suffix Suffix to search for in the source string
  68891. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68892. */
  68893. static StartsWith(str: string, suffix: string): boolean;
  68894. }
  68895. }
  68896. declare module BABYLON {
  68897. /** @hidden */
  68898. export class ShaderCodeNode {
  68899. line: string;
  68900. children: ShaderCodeNode[];
  68901. additionalDefineKey?: string;
  68902. additionalDefineValue?: string;
  68903. isValid(preprocessors: {
  68904. [key: string]: string;
  68905. }): boolean;
  68906. process(preprocessors: {
  68907. [key: string]: string;
  68908. }, options: ProcessingOptions): string;
  68909. }
  68910. }
  68911. declare module BABYLON {
  68912. /** @hidden */
  68913. export class ShaderCodeCursor {
  68914. private _lines;
  68915. lineIndex: number;
  68916. readonly currentLine: string;
  68917. readonly canRead: boolean;
  68918. lines: string[];
  68919. }
  68920. }
  68921. declare module BABYLON {
  68922. /** @hidden */
  68923. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68924. process(preprocessors: {
  68925. [key: string]: string;
  68926. }, options: ProcessingOptions): string;
  68927. }
  68928. }
  68929. declare module BABYLON {
  68930. /** @hidden */
  68931. export class ShaderDefineExpression {
  68932. isTrue(preprocessors: {
  68933. [key: string]: string;
  68934. }): boolean;
  68935. }
  68936. }
  68937. declare module BABYLON {
  68938. /** @hidden */
  68939. export class ShaderCodeTestNode extends ShaderCodeNode {
  68940. testExpression: ShaderDefineExpression;
  68941. isValid(preprocessors: {
  68942. [key: string]: string;
  68943. }): boolean;
  68944. }
  68945. }
  68946. declare module BABYLON {
  68947. /** @hidden */
  68948. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68949. define: string;
  68950. not: boolean;
  68951. constructor(define: string, not?: boolean);
  68952. isTrue(preprocessors: {
  68953. [key: string]: string;
  68954. }): boolean;
  68955. }
  68956. }
  68957. declare module BABYLON {
  68958. /** @hidden */
  68959. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68960. leftOperand: ShaderDefineExpression;
  68961. rightOperand: ShaderDefineExpression;
  68962. isTrue(preprocessors: {
  68963. [key: string]: string;
  68964. }): boolean;
  68965. }
  68966. }
  68967. declare module BABYLON {
  68968. /** @hidden */
  68969. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68970. leftOperand: ShaderDefineExpression;
  68971. rightOperand: ShaderDefineExpression;
  68972. isTrue(preprocessors: {
  68973. [key: string]: string;
  68974. }): boolean;
  68975. }
  68976. }
  68977. declare module BABYLON {
  68978. /** @hidden */
  68979. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68980. define: string;
  68981. operand: string;
  68982. testValue: string;
  68983. constructor(define: string, operand: string, testValue: string);
  68984. isTrue(preprocessors: {
  68985. [key: string]: string;
  68986. }): boolean;
  68987. }
  68988. }
  68989. declare module BABYLON {
  68990. /**
  68991. * @ignore
  68992. * Application error to support additional information when loading a file
  68993. */
  68994. export class LoadFileError extends Error {
  68995. /** defines the optional web request */
  68996. request?: WebRequest | undefined;
  68997. private static _setPrototypeOf;
  68998. /**
  68999. * Creates a new LoadFileError
  69000. * @param message defines the message of the error
  69001. * @param request defines the optional web request
  69002. */
  69003. constructor(message: string,
  69004. /** defines the optional web request */
  69005. request?: WebRequest | undefined);
  69006. }
  69007. }
  69008. declare module BABYLON {
  69009. /**
  69010. * Class used to enable access to offline support
  69011. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69012. */
  69013. export interface IOfflineProvider {
  69014. /**
  69015. * Gets a boolean indicating if scene must be saved in the database
  69016. */
  69017. enableSceneOffline: boolean;
  69018. /**
  69019. * Gets a boolean indicating if textures must be saved in the database
  69020. */
  69021. enableTexturesOffline: boolean;
  69022. /**
  69023. * Open the offline support and make it available
  69024. * @param successCallback defines the callback to call on success
  69025. * @param errorCallback defines the callback to call on error
  69026. */
  69027. open(successCallback: () => void, errorCallback: () => void): void;
  69028. /**
  69029. * Loads an image from the offline support
  69030. * @param url defines the url to load from
  69031. * @param image defines the target DOM image
  69032. */
  69033. loadImage(url: string, image: HTMLImageElement): void;
  69034. /**
  69035. * Loads a file from offline support
  69036. * @param url defines the URL to load from
  69037. * @param sceneLoaded defines a callback to call on success
  69038. * @param progressCallBack defines a callback to call when progress changed
  69039. * @param errorCallback defines a callback to call on error
  69040. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69041. */
  69042. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69043. }
  69044. }
  69045. declare module BABYLON {
  69046. /**
  69047. * Class used to help managing file picking and drag'n'drop
  69048. * File Storage
  69049. */
  69050. export class FilesInputStore {
  69051. /**
  69052. * List of files ready to be loaded
  69053. */
  69054. static FilesToLoad: {
  69055. [key: string]: File;
  69056. };
  69057. }
  69058. }
  69059. declare module BABYLON {
  69060. /**
  69061. * Class used to define a retry strategy when error happens while loading assets
  69062. */
  69063. export class RetryStrategy {
  69064. /**
  69065. * Function used to defines an exponential back off strategy
  69066. * @param maxRetries defines the maximum number of retries (3 by default)
  69067. * @param baseInterval defines the interval between retries
  69068. * @returns the strategy function to use
  69069. */
  69070. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69071. }
  69072. }
  69073. declare module BABYLON {
  69074. /**
  69075. * @hidden
  69076. */
  69077. export class FileTools {
  69078. /**
  69079. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69080. */
  69081. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69082. /**
  69083. * Gets or sets the base URL to use to load assets
  69084. */
  69085. static BaseUrl: string;
  69086. /**
  69087. * Default behaviour for cors in the application.
  69088. * It can be a string if the expected behavior is identical in the entire app.
  69089. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69090. */
  69091. static CorsBehavior: string | ((url: string | string[]) => string);
  69092. /**
  69093. * Gets or sets a function used to pre-process url before using them to load assets
  69094. */
  69095. static PreprocessUrl: (url: string) => string;
  69096. /**
  69097. * Removes unwanted characters from an url
  69098. * @param url defines the url to clean
  69099. * @returns the cleaned url
  69100. */
  69101. private static _CleanUrl;
  69102. /**
  69103. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69104. * @param url define the url we are trying
  69105. * @param element define the dom element where to configure the cors policy
  69106. */
  69107. static SetCorsBehavior(url: string | string[], element: {
  69108. crossOrigin: string | null;
  69109. }): void;
  69110. /**
  69111. * Loads an image as an HTMLImageElement.
  69112. * @param input url string, ArrayBuffer, or Blob to load
  69113. * @param onLoad callback called when the image successfully loads
  69114. * @param onError callback called when the image fails to load
  69115. * @param offlineProvider offline provider for caching
  69116. * @returns the HTMLImageElement of the loaded image
  69117. */
  69118. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  69119. /**
  69120. * Loads a file
  69121. * @param fileToLoad defines the file to load
  69122. * @param callback defines the callback to call when data is loaded
  69123. * @param progressCallBack defines the callback to call during loading process
  69124. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69125. * @returns a file request object
  69126. */
  69127. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  69128. /**
  69129. * Loads a file
  69130. * @param url url string, ArrayBuffer, or Blob to load
  69131. * @param onSuccess callback called when the file successfully loads
  69132. * @param onProgress callback called while file is loading (if the server supports this mode)
  69133. * @param offlineProvider defines the offline provider for caching
  69134. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69135. * @param onError callback called when the file fails to load
  69136. * @returns a file request object
  69137. */
  69138. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  69139. /**
  69140. * Checks if the loaded document was accessed via `file:`-Protocol.
  69141. * @returns boolean
  69142. */
  69143. static IsFileURL(): boolean;
  69144. }
  69145. }
  69146. declare module BABYLON {
  69147. /** @hidden */
  69148. export class ShaderProcessor {
  69149. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69150. private static _ProcessPrecision;
  69151. private static _ExtractOperation;
  69152. private static _BuildSubExpression;
  69153. private static _BuildExpression;
  69154. private static _MoveCursorWithinIf;
  69155. private static _MoveCursor;
  69156. private static _EvaluatePreProcessors;
  69157. private static _PreparePreProcessors;
  69158. private static _ProcessShaderConversion;
  69159. private static _ProcessIncludes;
  69160. }
  69161. }
  69162. declare module BABYLON {
  69163. /**
  69164. * Class used to hold a RBG color
  69165. */
  69166. export class Color3 {
  69167. /**
  69168. * Defines the red component (between 0 and 1, default is 0)
  69169. */
  69170. r: number;
  69171. /**
  69172. * Defines the green component (between 0 and 1, default is 0)
  69173. */
  69174. g: number;
  69175. /**
  69176. * Defines the blue component (between 0 and 1, default is 0)
  69177. */
  69178. b: number;
  69179. /**
  69180. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  69181. * @param r defines the red component (between 0 and 1, default is 0)
  69182. * @param g defines the green component (between 0 and 1, default is 0)
  69183. * @param b defines the blue component (between 0 and 1, default is 0)
  69184. */
  69185. constructor(
  69186. /**
  69187. * Defines the red component (between 0 and 1, default is 0)
  69188. */
  69189. r?: number,
  69190. /**
  69191. * Defines the green component (between 0 and 1, default is 0)
  69192. */
  69193. g?: number,
  69194. /**
  69195. * Defines the blue component (between 0 and 1, default is 0)
  69196. */
  69197. b?: number);
  69198. /**
  69199. * Creates a string with the Color3 current values
  69200. * @returns the string representation of the Color3 object
  69201. */
  69202. toString(): string;
  69203. /**
  69204. * Returns the string "Color3"
  69205. * @returns "Color3"
  69206. */
  69207. getClassName(): string;
  69208. /**
  69209. * Compute the Color3 hash code
  69210. * @returns an unique number that can be used to hash Color3 objects
  69211. */
  69212. getHashCode(): number;
  69213. /**
  69214. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  69215. * @param array defines the array where to store the r,g,b components
  69216. * @param index defines an optional index in the target array to define where to start storing values
  69217. * @returns the current Color3 object
  69218. */
  69219. toArray(array: FloatArray, index?: number): Color3;
  69220. /**
  69221. * Returns a new Color4 object from the current Color3 and the given alpha
  69222. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  69223. * @returns a new Color4 object
  69224. */
  69225. toColor4(alpha?: number): Color4;
  69226. /**
  69227. * Returns a new array populated with 3 numeric elements : red, green and blue values
  69228. * @returns the new array
  69229. */
  69230. asArray(): number[];
  69231. /**
  69232. * Returns the luminance value
  69233. * @returns a float value
  69234. */
  69235. toLuminance(): number;
  69236. /**
  69237. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  69238. * @param otherColor defines the second operand
  69239. * @returns the new Color3 object
  69240. */
  69241. multiply(otherColor: DeepImmutable<Color3>): Color3;
  69242. /**
  69243. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  69244. * @param otherColor defines the second operand
  69245. * @param result defines the Color3 object where to store the result
  69246. * @returns the current Color3
  69247. */
  69248. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69249. /**
  69250. * Determines equality between Color3 objects
  69251. * @param otherColor defines the second operand
  69252. * @returns true if the rgb values are equal to the given ones
  69253. */
  69254. equals(otherColor: DeepImmutable<Color3>): boolean;
  69255. /**
  69256. * Determines equality between the current Color3 object and a set of r,b,g values
  69257. * @param r defines the red component to check
  69258. * @param g defines the green component to check
  69259. * @param b defines the blue component to check
  69260. * @returns true if the rgb values are equal to the given ones
  69261. */
  69262. equalsFloats(r: number, g: number, b: number): boolean;
  69263. /**
  69264. * Multiplies in place each rgb value by scale
  69265. * @param scale defines the scaling factor
  69266. * @returns the updated Color3
  69267. */
  69268. scale(scale: number): Color3;
  69269. /**
  69270. * Multiplies the rgb values by scale and stores the result into "result"
  69271. * @param scale defines the scaling factor
  69272. * @param result defines the Color3 object where to store the result
  69273. * @returns the unmodified current Color3
  69274. */
  69275. scaleToRef(scale: number, result: Color3): Color3;
  69276. /**
  69277. * Scale the current Color3 values by a factor and add the result to a given Color3
  69278. * @param scale defines the scale factor
  69279. * @param result defines color to store the result into
  69280. * @returns the unmodified current Color3
  69281. */
  69282. scaleAndAddToRef(scale: number, result: Color3): Color3;
  69283. /**
  69284. * Clamps the rgb values by the min and max values and stores the result into "result"
  69285. * @param min defines minimum clamping value (default is 0)
  69286. * @param max defines maximum clamping value (default is 1)
  69287. * @param result defines color to store the result into
  69288. * @returns the original Color3
  69289. */
  69290. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  69291. /**
  69292. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  69293. * @param otherColor defines the second operand
  69294. * @returns the new Color3
  69295. */
  69296. add(otherColor: DeepImmutable<Color3>): Color3;
  69297. /**
  69298. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  69299. * @param otherColor defines the second operand
  69300. * @param result defines Color3 object to store the result into
  69301. * @returns the unmodified current Color3
  69302. */
  69303. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69304. /**
  69305. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  69306. * @param otherColor defines the second operand
  69307. * @returns the new Color3
  69308. */
  69309. subtract(otherColor: DeepImmutable<Color3>): Color3;
  69310. /**
  69311. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  69312. * @param otherColor defines the second operand
  69313. * @param result defines Color3 object to store the result into
  69314. * @returns the unmodified current Color3
  69315. */
  69316. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69317. /**
  69318. * Copy the current object
  69319. * @returns a new Color3 copied the current one
  69320. */
  69321. clone(): Color3;
  69322. /**
  69323. * Copies the rgb values from the source in the current Color3
  69324. * @param source defines the source Color3 object
  69325. * @returns the updated Color3 object
  69326. */
  69327. copyFrom(source: DeepImmutable<Color3>): Color3;
  69328. /**
  69329. * Updates the Color3 rgb values from the given floats
  69330. * @param r defines the red component to read from
  69331. * @param g defines the green component to read from
  69332. * @param b defines the blue component to read from
  69333. * @returns the current Color3 object
  69334. */
  69335. copyFromFloats(r: number, g: number, b: number): Color3;
  69336. /**
  69337. * Updates the Color3 rgb values from the given floats
  69338. * @param r defines the red component to read from
  69339. * @param g defines the green component to read from
  69340. * @param b defines the blue component to read from
  69341. * @returns the current Color3 object
  69342. */
  69343. set(r: number, g: number, b: number): Color3;
  69344. /**
  69345. * Compute the Color3 hexadecimal code as a string
  69346. * @returns a string containing the hexadecimal representation of the Color3 object
  69347. */
  69348. toHexString(): string;
  69349. /**
  69350. * Computes a new Color3 converted from the current one to linear space
  69351. * @returns a new Color3 object
  69352. */
  69353. toLinearSpace(): Color3;
  69354. /**
  69355. * Converts current color in rgb space to HSV values
  69356. * @returns a new color3 representing the HSV values
  69357. */
  69358. toHSV(): Color3;
  69359. /**
  69360. * Converts current color in rgb space to HSV values
  69361. * @param result defines the Color3 where to store the HSV values
  69362. */
  69363. toHSVToRef(result: Color3): void;
  69364. /**
  69365. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  69366. * @param convertedColor defines the Color3 object where to store the linear space version
  69367. * @returns the unmodified Color3
  69368. */
  69369. toLinearSpaceToRef(convertedColor: Color3): Color3;
  69370. /**
  69371. * Computes a new Color3 converted from the current one to gamma space
  69372. * @returns a new Color3 object
  69373. */
  69374. toGammaSpace(): Color3;
  69375. /**
  69376. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  69377. * @param convertedColor defines the Color3 object where to store the gamma space version
  69378. * @returns the unmodified Color3
  69379. */
  69380. toGammaSpaceToRef(convertedColor: Color3): Color3;
  69381. private static _BlackReadOnly;
  69382. /**
  69383. * Convert Hue, saturation and value to a Color3 (RGB)
  69384. * @param hue defines the hue
  69385. * @param saturation defines the saturation
  69386. * @param value defines the value
  69387. * @param result defines the Color3 where to store the RGB values
  69388. */
  69389. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  69390. /**
  69391. * Creates a new Color3 from the string containing valid hexadecimal values
  69392. * @param hex defines a string containing valid hexadecimal values
  69393. * @returns a new Color3 object
  69394. */
  69395. static FromHexString(hex: string): Color3;
  69396. /**
  69397. * Creates a new Color3 from the starting index of the given array
  69398. * @param array defines the source array
  69399. * @param offset defines an offset in the source array
  69400. * @returns a new Color3 object
  69401. */
  69402. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  69403. /**
  69404. * Creates a new Color3 from integer values (< 256)
  69405. * @param r defines the red component to read from (value between 0 and 255)
  69406. * @param g defines the green component to read from (value between 0 and 255)
  69407. * @param b defines the blue component to read from (value between 0 and 255)
  69408. * @returns a new Color3 object
  69409. */
  69410. static FromInts(r: number, g: number, b: number): Color3;
  69411. /**
  69412. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69413. * @param start defines the start Color3 value
  69414. * @param end defines the end Color3 value
  69415. * @param amount defines the gradient value between start and end
  69416. * @returns a new Color3 object
  69417. */
  69418. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  69419. /**
  69420. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69421. * @param left defines the start value
  69422. * @param right defines the end value
  69423. * @param amount defines the gradient factor
  69424. * @param result defines the Color3 object where to store the result
  69425. */
  69426. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  69427. /**
  69428. * Returns a Color3 value containing a red color
  69429. * @returns a new Color3 object
  69430. */
  69431. static Red(): Color3;
  69432. /**
  69433. * Returns a Color3 value containing a green color
  69434. * @returns a new Color3 object
  69435. */
  69436. static Green(): Color3;
  69437. /**
  69438. * Returns a Color3 value containing a blue color
  69439. * @returns a new Color3 object
  69440. */
  69441. static Blue(): Color3;
  69442. /**
  69443. * Returns a Color3 value containing a black color
  69444. * @returns a new Color3 object
  69445. */
  69446. static Black(): Color3;
  69447. /**
  69448. * Gets a Color3 value containing a black color that must not be updated
  69449. */
  69450. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69451. /**
  69452. * Returns a Color3 value containing a white color
  69453. * @returns a new Color3 object
  69454. */
  69455. static White(): Color3;
  69456. /**
  69457. * Returns a Color3 value containing a purple color
  69458. * @returns a new Color3 object
  69459. */
  69460. static Purple(): Color3;
  69461. /**
  69462. * Returns a Color3 value containing a magenta color
  69463. * @returns a new Color3 object
  69464. */
  69465. static Magenta(): Color3;
  69466. /**
  69467. * Returns a Color3 value containing a yellow color
  69468. * @returns a new Color3 object
  69469. */
  69470. static Yellow(): Color3;
  69471. /**
  69472. * Returns a Color3 value containing a gray color
  69473. * @returns a new Color3 object
  69474. */
  69475. static Gray(): Color3;
  69476. /**
  69477. * Returns a Color3 value containing a teal color
  69478. * @returns a new Color3 object
  69479. */
  69480. static Teal(): Color3;
  69481. /**
  69482. * Returns a Color3 value containing a random color
  69483. * @returns a new Color3 object
  69484. */
  69485. static Random(): Color3;
  69486. }
  69487. /**
  69488. * Class used to hold a RBGA color
  69489. */
  69490. export class Color4 {
  69491. /**
  69492. * Defines the red component (between 0 and 1, default is 0)
  69493. */
  69494. r: number;
  69495. /**
  69496. * Defines the green component (between 0 and 1, default is 0)
  69497. */
  69498. g: number;
  69499. /**
  69500. * Defines the blue component (between 0 and 1, default is 0)
  69501. */
  69502. b: number;
  69503. /**
  69504. * Defines the alpha component (between 0 and 1, default is 1)
  69505. */
  69506. a: number;
  69507. /**
  69508. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69509. * @param r defines the red component (between 0 and 1, default is 0)
  69510. * @param g defines the green component (between 0 and 1, default is 0)
  69511. * @param b defines the blue component (between 0 and 1, default is 0)
  69512. * @param a defines the alpha component (between 0 and 1, default is 1)
  69513. */
  69514. constructor(
  69515. /**
  69516. * Defines the red component (between 0 and 1, default is 0)
  69517. */
  69518. r?: number,
  69519. /**
  69520. * Defines the green component (between 0 and 1, default is 0)
  69521. */
  69522. g?: number,
  69523. /**
  69524. * Defines the blue component (between 0 and 1, default is 0)
  69525. */
  69526. b?: number,
  69527. /**
  69528. * Defines the alpha component (between 0 and 1, default is 1)
  69529. */
  69530. a?: number);
  69531. /**
  69532. * Adds in place the given Color4 values to the current Color4 object
  69533. * @param right defines the second operand
  69534. * @returns the current updated Color4 object
  69535. */
  69536. addInPlace(right: DeepImmutable<Color4>): Color4;
  69537. /**
  69538. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69539. * @returns the new array
  69540. */
  69541. asArray(): number[];
  69542. /**
  69543. * Stores from the starting index in the given array the Color4 successive values
  69544. * @param array defines the array where to store the r,g,b components
  69545. * @param index defines an optional index in the target array to define where to start storing values
  69546. * @returns the current Color4 object
  69547. */
  69548. toArray(array: number[], index?: number): Color4;
  69549. /**
  69550. * Determines equality between Color4 objects
  69551. * @param otherColor defines the second operand
  69552. * @returns true if the rgba values are equal to the given ones
  69553. */
  69554. equals(otherColor: DeepImmutable<Color4>): boolean;
  69555. /**
  69556. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  69557. * @param right defines the second operand
  69558. * @returns a new Color4 object
  69559. */
  69560. add(right: DeepImmutable<Color4>): Color4;
  69561. /**
  69562. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  69563. * @param right defines the second operand
  69564. * @returns a new Color4 object
  69565. */
  69566. subtract(right: DeepImmutable<Color4>): Color4;
  69567. /**
  69568. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  69569. * @param right defines the second operand
  69570. * @param result defines the Color4 object where to store the result
  69571. * @returns the current Color4 object
  69572. */
  69573. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  69574. /**
  69575. * Creates a new Color4 with the current Color4 values multiplied by scale
  69576. * @param scale defines the scaling factor to apply
  69577. * @returns a new Color4 object
  69578. */
  69579. scale(scale: number): Color4;
  69580. /**
  69581. * Multiplies the current Color4 values by scale and stores the result in "result"
  69582. * @param scale defines the scaling factor to apply
  69583. * @param result defines the Color4 object where to store the result
  69584. * @returns the current unmodified Color4
  69585. */
  69586. scaleToRef(scale: number, result: Color4): Color4;
  69587. /**
  69588. * Scale the current Color4 values by a factor and add the result to a given Color4
  69589. * @param scale defines the scale factor
  69590. * @param result defines the Color4 object where to store the result
  69591. * @returns the unmodified current Color4
  69592. */
  69593. scaleAndAddToRef(scale: number, result: Color4): Color4;
  69594. /**
  69595. * Clamps the rgb values by the min and max values and stores the result into "result"
  69596. * @param min defines minimum clamping value (default is 0)
  69597. * @param max defines maximum clamping value (default is 1)
  69598. * @param result defines color to store the result into.
  69599. * @returns the cuurent Color4
  69600. */
  69601. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  69602. /**
  69603. * Multipy an Color4 value by another and return a new Color4 object
  69604. * @param color defines the Color4 value to multiply by
  69605. * @returns a new Color4 object
  69606. */
  69607. multiply(color: Color4): Color4;
  69608. /**
  69609. * Multipy a Color4 value by another and push the result in a reference value
  69610. * @param color defines the Color4 value to multiply by
  69611. * @param result defines the Color4 to fill the result in
  69612. * @returns the result Color4
  69613. */
  69614. multiplyToRef(color: Color4, result: Color4): Color4;
  69615. /**
  69616. * Creates a string with the Color4 current values
  69617. * @returns the string representation of the Color4 object
  69618. */
  69619. toString(): string;
  69620. /**
  69621. * Returns the string "Color4"
  69622. * @returns "Color4"
  69623. */
  69624. getClassName(): string;
  69625. /**
  69626. * Compute the Color4 hash code
  69627. * @returns an unique number that can be used to hash Color4 objects
  69628. */
  69629. getHashCode(): number;
  69630. /**
  69631. * Creates a new Color4 copied from the current one
  69632. * @returns a new Color4 object
  69633. */
  69634. clone(): Color4;
  69635. /**
  69636. * Copies the given Color4 values into the current one
  69637. * @param source defines the source Color4 object
  69638. * @returns the current updated Color4 object
  69639. */
  69640. copyFrom(source: Color4): Color4;
  69641. /**
  69642. * Copies the given float values into the current one
  69643. * @param r defines the red component to read from
  69644. * @param g defines the green component to read from
  69645. * @param b defines the blue component to read from
  69646. * @param a defines the alpha component to read from
  69647. * @returns the current updated Color4 object
  69648. */
  69649. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69650. /**
  69651. * Copies the given float values into the current one
  69652. * @param r defines the red component to read from
  69653. * @param g defines the green component to read from
  69654. * @param b defines the blue component to read from
  69655. * @param a defines the alpha component to read from
  69656. * @returns the current updated Color4 object
  69657. */
  69658. set(r: number, g: number, b: number, a: number): Color4;
  69659. /**
  69660. * Compute the Color4 hexadecimal code as a string
  69661. * @returns a string containing the hexadecimal representation of the Color4 object
  69662. */
  69663. toHexString(): string;
  69664. /**
  69665. * Computes a new Color4 converted from the current one to linear space
  69666. * @returns a new Color4 object
  69667. */
  69668. toLinearSpace(): Color4;
  69669. /**
  69670. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  69671. * @param convertedColor defines the Color4 object where to store the linear space version
  69672. * @returns the unmodified Color4
  69673. */
  69674. toLinearSpaceToRef(convertedColor: Color4): Color4;
  69675. /**
  69676. * Computes a new Color4 converted from the current one to gamma space
  69677. * @returns a new Color4 object
  69678. */
  69679. toGammaSpace(): Color4;
  69680. /**
  69681. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  69682. * @param convertedColor defines the Color4 object where to store the gamma space version
  69683. * @returns the unmodified Color4
  69684. */
  69685. toGammaSpaceToRef(convertedColor: Color4): Color4;
  69686. /**
  69687. * Creates a new Color4 from the string containing valid hexadecimal values
  69688. * @param hex defines a string containing valid hexadecimal values
  69689. * @returns a new Color4 object
  69690. */
  69691. static FromHexString(hex: string): Color4;
  69692. /**
  69693. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69694. * @param left defines the start value
  69695. * @param right defines the end value
  69696. * @param amount defines the gradient factor
  69697. * @returns a new Color4 object
  69698. */
  69699. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  69700. /**
  69701. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69702. * @param left defines the start value
  69703. * @param right defines the end value
  69704. * @param amount defines the gradient factor
  69705. * @param result defines the Color4 object where to store data
  69706. */
  69707. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  69708. /**
  69709. * Creates a new Color4 from a Color3 and an alpha value
  69710. * @param color3 defines the source Color3 to read from
  69711. * @param alpha defines the alpha component (1.0 by default)
  69712. * @returns a new Color4 object
  69713. */
  69714. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69715. /**
  69716. * Creates a new Color4 from the starting index element of the given array
  69717. * @param array defines the source array to read from
  69718. * @param offset defines the offset in the source array
  69719. * @returns a new Color4 object
  69720. */
  69721. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69722. /**
  69723. * Creates a new Color3 from integer values (< 256)
  69724. * @param r defines the red component to read from (value between 0 and 255)
  69725. * @param g defines the green component to read from (value between 0 and 255)
  69726. * @param b defines the blue component to read from (value between 0 and 255)
  69727. * @param a defines the alpha component to read from (value between 0 and 255)
  69728. * @returns a new Color3 object
  69729. */
  69730. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69731. /**
  69732. * Check the content of a given array and convert it to an array containing RGBA data
  69733. * If the original array was already containing count * 4 values then it is returned directly
  69734. * @param colors defines the array to check
  69735. * @param count defines the number of RGBA data to expect
  69736. * @returns an array containing count * 4 values (RGBA)
  69737. */
  69738. static CheckColors4(colors: number[], count: number): number[];
  69739. }
  69740. /**
  69741. * @hidden
  69742. */
  69743. export class TmpColors {
  69744. static Color3: Color3[];
  69745. static Color4: Color4[];
  69746. }
  69747. }
  69748. declare module BABYLON {
  69749. /**
  69750. * Class representing spherical harmonics coefficients to the 3rd degree
  69751. */
  69752. export class SphericalHarmonics {
  69753. /**
  69754. * Defines whether or not the harmonics have been prescaled for rendering.
  69755. */
  69756. preScaled: boolean;
  69757. /**
  69758. * The l0,0 coefficients of the spherical harmonics
  69759. */
  69760. l00: Vector3;
  69761. /**
  69762. * The l1,-1 coefficients of the spherical harmonics
  69763. */
  69764. l1_1: Vector3;
  69765. /**
  69766. * The l1,0 coefficients of the spherical harmonics
  69767. */
  69768. l10: Vector3;
  69769. /**
  69770. * The l1,1 coefficients of the spherical harmonics
  69771. */
  69772. l11: Vector3;
  69773. /**
  69774. * The l2,-2 coefficients of the spherical harmonics
  69775. */
  69776. l2_2: Vector3;
  69777. /**
  69778. * The l2,-1 coefficients of the spherical harmonics
  69779. */
  69780. l2_1: Vector3;
  69781. /**
  69782. * The l2,0 coefficients of the spherical harmonics
  69783. */
  69784. l20: Vector3;
  69785. /**
  69786. * The l2,1 coefficients of the spherical harmonics
  69787. */
  69788. l21: Vector3;
  69789. /**
  69790. * The l2,2 coefficients of the spherical harmonics
  69791. */
  69792. l22: Vector3;
  69793. /**
  69794. * Adds a light to the spherical harmonics
  69795. * @param direction the direction of the light
  69796. * @param color the color of the light
  69797. * @param deltaSolidAngle the delta solid angle of the light
  69798. */
  69799. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69800. /**
  69801. * Scales the spherical harmonics by the given amount
  69802. * @param scale the amount to scale
  69803. */
  69804. scaleInPlace(scale: number): void;
  69805. /**
  69806. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69807. *
  69808. * ```
  69809. * E_lm = A_l * L_lm
  69810. * ```
  69811. *
  69812. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69813. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69814. * the scaling factors are given in equation 9.
  69815. */
  69816. convertIncidentRadianceToIrradiance(): void;
  69817. /**
  69818. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69819. *
  69820. * ```
  69821. * L = (1/pi) * E * rho
  69822. * ```
  69823. *
  69824. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  69825. */
  69826. convertIrradianceToLambertianRadiance(): void;
  69827. /**
  69828. * Integrates the reconstruction coefficients directly in to the SH preventing further
  69829. * required operations at run time.
  69830. *
  69831. * This is simply done by scaling back the SH with Ylm constants parameter.
  69832. * The trigonometric part being applied by the shader at run time.
  69833. */
  69834. preScaleForRendering(): void;
  69835. /**
  69836. * Constructs a spherical harmonics from an array.
  69837. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  69838. * @returns the spherical harmonics
  69839. */
  69840. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  69841. /**
  69842. * Gets the spherical harmonics from polynomial
  69843. * @param polynomial the spherical polynomial
  69844. * @returns the spherical harmonics
  69845. */
  69846. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  69847. }
  69848. /**
  69849. * Class representing spherical polynomial coefficients to the 3rd degree
  69850. */
  69851. export class SphericalPolynomial {
  69852. private _harmonics;
  69853. /**
  69854. * The spherical harmonics used to create the polynomials.
  69855. */
  69856. readonly preScaledHarmonics: SphericalHarmonics;
  69857. /**
  69858. * The x coefficients of the spherical polynomial
  69859. */
  69860. x: Vector3;
  69861. /**
  69862. * The y coefficients of the spherical polynomial
  69863. */
  69864. y: Vector3;
  69865. /**
  69866. * The z coefficients of the spherical polynomial
  69867. */
  69868. z: Vector3;
  69869. /**
  69870. * The xx coefficients of the spherical polynomial
  69871. */
  69872. xx: Vector3;
  69873. /**
  69874. * The yy coefficients of the spherical polynomial
  69875. */
  69876. yy: Vector3;
  69877. /**
  69878. * The zz coefficients of the spherical polynomial
  69879. */
  69880. zz: Vector3;
  69881. /**
  69882. * The xy coefficients of the spherical polynomial
  69883. */
  69884. xy: Vector3;
  69885. /**
  69886. * The yz coefficients of the spherical polynomial
  69887. */
  69888. yz: Vector3;
  69889. /**
  69890. * The zx coefficients of the spherical polynomial
  69891. */
  69892. zx: Vector3;
  69893. /**
  69894. * Adds an ambient color to the spherical polynomial
  69895. * @param color the color to add
  69896. */
  69897. addAmbient(color: Color3): void;
  69898. /**
  69899. * Scales the spherical polynomial by the given amount
  69900. * @param scale the amount to scale
  69901. */
  69902. scaleInPlace(scale: number): void;
  69903. /**
  69904. * Gets the spherical polynomial from harmonics
  69905. * @param harmonics the spherical harmonics
  69906. * @returns the spherical polynomial
  69907. */
  69908. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  69909. /**
  69910. * Constructs a spherical polynomial from an array.
  69911. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  69912. * @returns the spherical polynomial
  69913. */
  69914. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  69915. }
  69916. }
  69917. declare module BABYLON {
  69918. /**
  69919. * Define options used to create a render target texture
  69920. */
  69921. export class RenderTargetCreationOptions {
  69922. /**
  69923. * Specifies is mipmaps must be generated
  69924. */
  69925. generateMipMaps?: boolean;
  69926. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69927. generateDepthBuffer?: boolean;
  69928. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69929. generateStencilBuffer?: boolean;
  69930. /** Defines texture type (int by default) */
  69931. type?: number;
  69932. /** Defines sampling mode (trilinear by default) */
  69933. samplingMode?: number;
  69934. /** Defines format (RGBA by default) */
  69935. format?: number;
  69936. }
  69937. }
  69938. declare module BABYLON {
  69939. /**
  69940. * @hidden
  69941. **/
  69942. export class _AlphaState {
  69943. private _isAlphaBlendDirty;
  69944. private _isBlendFunctionParametersDirty;
  69945. private _isBlendEquationParametersDirty;
  69946. private _isBlendConstantsDirty;
  69947. private _alphaBlend;
  69948. private _blendFunctionParameters;
  69949. private _blendEquationParameters;
  69950. private _blendConstants;
  69951. /**
  69952. * Initializes the state.
  69953. */
  69954. constructor();
  69955. readonly isDirty: boolean;
  69956. alphaBlend: boolean;
  69957. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  69958. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  69959. setAlphaEquationParameters(rgb: number, alpha: number): void;
  69960. reset(): void;
  69961. apply(gl: WebGLRenderingContext): void;
  69962. }
  69963. }
  69964. declare module BABYLON {
  69965. /**
  69966. * @hidden
  69967. **/
  69968. export class _DepthCullingState {
  69969. private _isDepthTestDirty;
  69970. private _isDepthMaskDirty;
  69971. private _isDepthFuncDirty;
  69972. private _isCullFaceDirty;
  69973. private _isCullDirty;
  69974. private _isZOffsetDirty;
  69975. private _isFrontFaceDirty;
  69976. private _depthTest;
  69977. private _depthMask;
  69978. private _depthFunc;
  69979. private _cull;
  69980. private _cullFace;
  69981. private _zOffset;
  69982. private _frontFace;
  69983. /**
  69984. * Initializes the state.
  69985. */
  69986. constructor();
  69987. readonly isDirty: boolean;
  69988. zOffset: number;
  69989. cullFace: Nullable<number>;
  69990. cull: Nullable<boolean>;
  69991. depthFunc: Nullable<number>;
  69992. depthMask: boolean;
  69993. depthTest: boolean;
  69994. frontFace: Nullable<number>;
  69995. reset(): void;
  69996. apply(gl: WebGLRenderingContext): void;
  69997. }
  69998. }
  69999. declare module BABYLON {
  70000. /**
  70001. * @hidden
  70002. **/
  70003. export class _StencilState {
  70004. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  70005. static readonly ALWAYS: number;
  70006. /** Passed to stencilOperation to specify that stencil value must be kept */
  70007. static readonly KEEP: number;
  70008. /** Passed to stencilOperation to specify that stencil value must be replaced */
  70009. static readonly REPLACE: number;
  70010. private _isStencilTestDirty;
  70011. private _isStencilMaskDirty;
  70012. private _isStencilFuncDirty;
  70013. private _isStencilOpDirty;
  70014. private _stencilTest;
  70015. private _stencilMask;
  70016. private _stencilFunc;
  70017. private _stencilFuncRef;
  70018. private _stencilFuncMask;
  70019. private _stencilOpStencilFail;
  70020. private _stencilOpDepthFail;
  70021. private _stencilOpStencilDepthPass;
  70022. readonly isDirty: boolean;
  70023. stencilFunc: number;
  70024. stencilFuncRef: number;
  70025. stencilFuncMask: number;
  70026. stencilOpStencilFail: number;
  70027. stencilOpDepthFail: number;
  70028. stencilOpStencilDepthPass: number;
  70029. stencilMask: number;
  70030. stencilTest: boolean;
  70031. constructor();
  70032. reset(): void;
  70033. apply(gl: WebGLRenderingContext): void;
  70034. }
  70035. }
  70036. declare module BABYLON {
  70037. /**
  70038. * @hidden
  70039. **/
  70040. export class _TimeToken {
  70041. _startTimeQuery: Nullable<WebGLQuery>;
  70042. _endTimeQuery: Nullable<WebGLQuery>;
  70043. _timeElapsedQuery: Nullable<WebGLQuery>;
  70044. _timeElapsedQueryEnded: boolean;
  70045. }
  70046. }
  70047. declare module BABYLON {
  70048. /**
  70049. * Class used to evalaute queries containing `and` and `or` operators
  70050. */
  70051. export class AndOrNotEvaluator {
  70052. /**
  70053. * Evaluate a query
  70054. * @param query defines the query to evaluate
  70055. * @param evaluateCallback defines the callback used to filter result
  70056. * @returns true if the query matches
  70057. */
  70058. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70059. private static _HandleParenthesisContent;
  70060. private static _SimplifyNegation;
  70061. }
  70062. }
  70063. declare module BABYLON {
  70064. /**
  70065. * Class used to store custom tags
  70066. */
  70067. export class Tags {
  70068. /**
  70069. * Adds support for tags on the given object
  70070. * @param obj defines the object to use
  70071. */
  70072. static EnableFor(obj: any): void;
  70073. /**
  70074. * Removes tags support
  70075. * @param obj defines the object to use
  70076. */
  70077. static DisableFor(obj: any): void;
  70078. /**
  70079. * Gets a boolean indicating if the given object has tags
  70080. * @param obj defines the object to use
  70081. * @returns a boolean
  70082. */
  70083. static HasTags(obj: any): boolean;
  70084. /**
  70085. * Gets the tags available on a given object
  70086. * @param obj defines the object to use
  70087. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70088. * @returns the tags
  70089. */
  70090. static GetTags(obj: any, asString?: boolean): any;
  70091. /**
  70092. * Adds tags to an object
  70093. * @param obj defines the object to use
  70094. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70095. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70096. */
  70097. static AddTagsTo(obj: any, tagsString: string): void;
  70098. /**
  70099. * @hidden
  70100. */
  70101. static _AddTagTo(obj: any, tag: string): void;
  70102. /**
  70103. * Removes specific tags from a specific object
  70104. * @param obj defines the object to use
  70105. * @param tagsString defines the tags to remove
  70106. */
  70107. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70108. /**
  70109. * @hidden
  70110. */
  70111. static _RemoveTagFrom(obj: any, tag: string): void;
  70112. /**
  70113. * Defines if tags hosted on an object match a given query
  70114. * @param obj defines the object to use
  70115. * @param tagsQuery defines the tag query
  70116. * @returns a boolean
  70117. */
  70118. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70119. }
  70120. }
  70121. declare module BABYLON {
  70122. /**
  70123. * Defines potential orientation for back face culling
  70124. */
  70125. export enum Orientation {
  70126. /**
  70127. * Clockwise
  70128. */
  70129. CW = 0,
  70130. /** Counter clockwise */
  70131. CCW = 1
  70132. }
  70133. /** Class used to represent a Bezier curve */
  70134. export class BezierCurve {
  70135. /**
  70136. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  70137. * @param t defines the time
  70138. * @param x1 defines the left coordinate on X axis
  70139. * @param y1 defines the left coordinate on Y axis
  70140. * @param x2 defines the right coordinate on X axis
  70141. * @param y2 defines the right coordinate on Y axis
  70142. * @returns the interpolated value
  70143. */
  70144. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  70145. }
  70146. /**
  70147. * Defines angle representation
  70148. */
  70149. export class Angle {
  70150. private _radians;
  70151. /**
  70152. * Creates an Angle object of "radians" radians (float).
  70153. * @param radians the angle in radians
  70154. */
  70155. constructor(radians: number);
  70156. /**
  70157. * Get value in degrees
  70158. * @returns the Angle value in degrees (float)
  70159. */
  70160. degrees(): number;
  70161. /**
  70162. * Get value in radians
  70163. * @returns the Angle value in radians (float)
  70164. */
  70165. radians(): number;
  70166. /**
  70167. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  70168. * @param a defines first vector
  70169. * @param b defines second vector
  70170. * @returns a new Angle
  70171. */
  70172. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  70173. /**
  70174. * Gets a new Angle object from the given float in radians
  70175. * @param radians defines the angle value in radians
  70176. * @returns a new Angle
  70177. */
  70178. static FromRadians(radians: number): Angle;
  70179. /**
  70180. * Gets a new Angle object from the given float in degrees
  70181. * @param degrees defines the angle value in degrees
  70182. * @returns a new Angle
  70183. */
  70184. static FromDegrees(degrees: number): Angle;
  70185. }
  70186. /**
  70187. * This represents an arc in a 2d space.
  70188. */
  70189. export class Arc2 {
  70190. /** Defines the start point of the arc */
  70191. startPoint: Vector2;
  70192. /** Defines the mid point of the arc */
  70193. midPoint: Vector2;
  70194. /** Defines the end point of the arc */
  70195. endPoint: Vector2;
  70196. /**
  70197. * Defines the center point of the arc.
  70198. */
  70199. centerPoint: Vector2;
  70200. /**
  70201. * Defines the radius of the arc.
  70202. */
  70203. radius: number;
  70204. /**
  70205. * Defines the angle of the arc (from mid point to end point).
  70206. */
  70207. angle: Angle;
  70208. /**
  70209. * Defines the start angle of the arc (from start point to middle point).
  70210. */
  70211. startAngle: Angle;
  70212. /**
  70213. * Defines the orientation of the arc (clock wise/counter clock wise).
  70214. */
  70215. orientation: Orientation;
  70216. /**
  70217. * Creates an Arc object from the three given points : start, middle and end.
  70218. * @param startPoint Defines the start point of the arc
  70219. * @param midPoint Defines the midlle point of the arc
  70220. * @param endPoint Defines the end point of the arc
  70221. */
  70222. constructor(
  70223. /** Defines the start point of the arc */
  70224. startPoint: Vector2,
  70225. /** Defines the mid point of the arc */
  70226. midPoint: Vector2,
  70227. /** Defines the end point of the arc */
  70228. endPoint: Vector2);
  70229. }
  70230. /**
  70231. * Represents a 2D path made up of multiple 2D points
  70232. */
  70233. export class Path2 {
  70234. private _points;
  70235. private _length;
  70236. /**
  70237. * If the path start and end point are the same
  70238. */
  70239. closed: boolean;
  70240. /**
  70241. * Creates a Path2 object from the starting 2D coordinates x and y.
  70242. * @param x the starting points x value
  70243. * @param y the starting points y value
  70244. */
  70245. constructor(x: number, y: number);
  70246. /**
  70247. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  70248. * @param x the added points x value
  70249. * @param y the added points y value
  70250. * @returns the updated Path2.
  70251. */
  70252. addLineTo(x: number, y: number): Path2;
  70253. /**
  70254. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  70255. * @param midX middle point x value
  70256. * @param midY middle point y value
  70257. * @param endX end point x value
  70258. * @param endY end point y value
  70259. * @param numberOfSegments (default: 36)
  70260. * @returns the updated Path2.
  70261. */
  70262. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  70263. /**
  70264. * Closes the Path2.
  70265. * @returns the Path2.
  70266. */
  70267. close(): Path2;
  70268. /**
  70269. * Gets the sum of the distance between each sequential point in the path
  70270. * @returns the Path2 total length (float).
  70271. */
  70272. length(): number;
  70273. /**
  70274. * Gets the points which construct the path
  70275. * @returns the Path2 internal array of points.
  70276. */
  70277. getPoints(): Vector2[];
  70278. /**
  70279. * Retreives the point at the distance aways from the starting point
  70280. * @param normalizedLengthPosition the length along the path to retreive the point from
  70281. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  70282. */
  70283. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  70284. /**
  70285. * Creates a new path starting from an x and y position
  70286. * @param x starting x value
  70287. * @param y starting y value
  70288. * @returns a new Path2 starting at the coordinates (x, y).
  70289. */
  70290. static StartingAt(x: number, y: number): Path2;
  70291. }
  70292. /**
  70293. * Represents a 3D path made up of multiple 3D points
  70294. */
  70295. export class Path3D {
  70296. /**
  70297. * an array of Vector3, the curve axis of the Path3D
  70298. */
  70299. path: Vector3[];
  70300. private _curve;
  70301. private _distances;
  70302. private _tangents;
  70303. private _normals;
  70304. private _binormals;
  70305. private _raw;
  70306. /**
  70307. * new Path3D(path, normal, raw)
  70308. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  70309. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  70310. * @param path an array of Vector3, the curve axis of the Path3D
  70311. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  70312. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  70313. */
  70314. constructor(
  70315. /**
  70316. * an array of Vector3, the curve axis of the Path3D
  70317. */
  70318. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  70319. /**
  70320. * Returns the Path3D array of successive Vector3 designing its curve.
  70321. * @returns the Path3D array of successive Vector3 designing its curve.
  70322. */
  70323. getCurve(): Vector3[];
  70324. /**
  70325. * Returns an array populated with tangent vectors on each Path3D curve point.
  70326. * @returns an array populated with tangent vectors on each Path3D curve point.
  70327. */
  70328. getTangents(): Vector3[];
  70329. /**
  70330. * Returns an array populated with normal vectors on each Path3D curve point.
  70331. * @returns an array populated with normal vectors on each Path3D curve point.
  70332. */
  70333. getNormals(): Vector3[];
  70334. /**
  70335. * Returns an array populated with binormal vectors on each Path3D curve point.
  70336. * @returns an array populated with binormal vectors on each Path3D curve point.
  70337. */
  70338. getBinormals(): Vector3[];
  70339. /**
  70340. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  70341. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  70342. */
  70343. getDistances(): number[];
  70344. /**
  70345. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  70346. * @param path path which all values are copied into the curves points
  70347. * @param firstNormal which should be projected onto the curve
  70348. * @returns the same object updated.
  70349. */
  70350. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  70351. private _compute;
  70352. private _getFirstNonNullVector;
  70353. private _getLastNonNullVector;
  70354. private _normalVector;
  70355. }
  70356. /**
  70357. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70358. * A Curve3 is designed from a series of successive Vector3.
  70359. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  70360. */
  70361. export class Curve3 {
  70362. private _points;
  70363. private _length;
  70364. /**
  70365. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  70366. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  70367. * @param v1 (Vector3) the control point
  70368. * @param v2 (Vector3) the end point of the Quadratic Bezier
  70369. * @param nbPoints (integer) the wanted number of points in the curve
  70370. * @returns the created Curve3
  70371. */
  70372. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70373. /**
  70374. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  70375. * @param v0 (Vector3) the origin point of the Cubic Bezier
  70376. * @param v1 (Vector3) the first control point
  70377. * @param v2 (Vector3) the second control point
  70378. * @param v3 (Vector3) the end point of the Cubic Bezier
  70379. * @param nbPoints (integer) the wanted number of points in the curve
  70380. * @returns the created Curve3
  70381. */
  70382. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70383. /**
  70384. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  70385. * @param p1 (Vector3) the origin point of the Hermite Spline
  70386. * @param t1 (Vector3) the tangent vector at the origin point
  70387. * @param p2 (Vector3) the end point of the Hermite Spline
  70388. * @param t2 (Vector3) the tangent vector at the end point
  70389. * @param nbPoints (integer) the wanted number of points in the curve
  70390. * @returns the created Curve3
  70391. */
  70392. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70393. /**
  70394. * Returns a Curve3 object along a CatmullRom Spline curve :
  70395. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  70396. * @param nbPoints (integer) the wanted number of points between each curve control points
  70397. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  70398. * @returns the created Curve3
  70399. */
  70400. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  70401. /**
  70402. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70403. * A Curve3 is designed from a series of successive Vector3.
  70404. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  70405. * @param points points which make up the curve
  70406. */
  70407. constructor(points: Vector3[]);
  70408. /**
  70409. * @returns the Curve3 stored array of successive Vector3
  70410. */
  70411. getPoints(): Vector3[];
  70412. /**
  70413. * @returns the computed length (float) of the curve.
  70414. */
  70415. length(): number;
  70416. /**
  70417. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  70418. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  70419. * curveA and curveB keep unchanged.
  70420. * @param curve the curve to continue from this curve
  70421. * @returns the newly constructed curve
  70422. */
  70423. continue(curve: DeepImmutable<Curve3>): Curve3;
  70424. private _computeLength;
  70425. }
  70426. }
  70427. declare module BABYLON {
  70428. /**
  70429. * This represents the main contract an easing function should follow.
  70430. * Easing functions are used throughout the animation system.
  70431. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70432. */
  70433. export interface IEasingFunction {
  70434. /**
  70435. * Given an input gradient between 0 and 1, this returns the corrseponding value
  70436. * of the easing function.
  70437. * The link below provides some of the most common examples of easing functions.
  70438. * @see https://easings.net/
  70439. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70440. * @returns the corresponding value on the curve defined by the easing function
  70441. */
  70442. ease(gradient: number): number;
  70443. }
  70444. /**
  70445. * Base class used for every default easing function.
  70446. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70447. */
  70448. export class EasingFunction implements IEasingFunction {
  70449. /**
  70450. * Interpolation follows the mathematical formula associated with the easing function.
  70451. */
  70452. static readonly EASINGMODE_EASEIN: number;
  70453. /**
  70454. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70455. */
  70456. static readonly EASINGMODE_EASEOUT: number;
  70457. /**
  70458. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70459. */
  70460. static readonly EASINGMODE_EASEINOUT: number;
  70461. private _easingMode;
  70462. /**
  70463. * Sets the easing mode of the current function.
  70464. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70465. */
  70466. setEasingMode(easingMode: number): void;
  70467. /**
  70468. * Gets the current easing mode.
  70469. * @returns the easing mode
  70470. */
  70471. getEasingMode(): number;
  70472. /**
  70473. * @hidden
  70474. */
  70475. easeInCore(gradient: number): number;
  70476. /**
  70477. * Given an input gradient between 0 and 1, this returns the corresponding value
  70478. * of the easing function.
  70479. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70480. * @returns the corresponding value on the curve defined by the easing function
  70481. */
  70482. ease(gradient: number): number;
  70483. }
  70484. /**
  70485. * Easing function with a circle shape (see link below).
  70486. * @see https://easings.net/#easeInCirc
  70487. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70488. */
  70489. export class CircleEase extends EasingFunction implements IEasingFunction {
  70490. /** @hidden */
  70491. easeInCore(gradient: number): number;
  70492. }
  70493. /**
  70494. * Easing function with a ease back shape (see link below).
  70495. * @see https://easings.net/#easeInBack
  70496. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70497. */
  70498. export class BackEase extends EasingFunction implements IEasingFunction {
  70499. /** Defines the amplitude of the function */
  70500. amplitude: number;
  70501. /**
  70502. * Instantiates a back ease easing
  70503. * @see https://easings.net/#easeInBack
  70504. * @param amplitude Defines the amplitude of the function
  70505. */
  70506. constructor(
  70507. /** Defines the amplitude of the function */
  70508. amplitude?: number);
  70509. /** @hidden */
  70510. easeInCore(gradient: number): number;
  70511. }
  70512. /**
  70513. * Easing function with a bouncing shape (see link below).
  70514. * @see https://easings.net/#easeInBounce
  70515. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70516. */
  70517. export class BounceEase extends EasingFunction implements IEasingFunction {
  70518. /** Defines the number of bounces */
  70519. bounces: number;
  70520. /** Defines the amplitude of the bounce */
  70521. bounciness: number;
  70522. /**
  70523. * Instantiates a bounce easing
  70524. * @see https://easings.net/#easeInBounce
  70525. * @param bounces Defines the number of bounces
  70526. * @param bounciness Defines the amplitude of the bounce
  70527. */
  70528. constructor(
  70529. /** Defines the number of bounces */
  70530. bounces?: number,
  70531. /** Defines the amplitude of the bounce */
  70532. bounciness?: number);
  70533. /** @hidden */
  70534. easeInCore(gradient: number): number;
  70535. }
  70536. /**
  70537. * Easing function with a power of 3 shape (see link below).
  70538. * @see https://easings.net/#easeInCubic
  70539. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70540. */
  70541. export class CubicEase extends EasingFunction implements IEasingFunction {
  70542. /** @hidden */
  70543. easeInCore(gradient: number): number;
  70544. }
  70545. /**
  70546. * Easing function with an elastic shape (see link below).
  70547. * @see https://easings.net/#easeInElastic
  70548. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70549. */
  70550. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70551. /** Defines the number of oscillations*/
  70552. oscillations: number;
  70553. /** Defines the amplitude of the oscillations*/
  70554. springiness: number;
  70555. /**
  70556. * Instantiates an elastic easing function
  70557. * @see https://easings.net/#easeInElastic
  70558. * @param oscillations Defines the number of oscillations
  70559. * @param springiness Defines the amplitude of the oscillations
  70560. */
  70561. constructor(
  70562. /** Defines the number of oscillations*/
  70563. oscillations?: number,
  70564. /** Defines the amplitude of the oscillations*/
  70565. springiness?: number);
  70566. /** @hidden */
  70567. easeInCore(gradient: number): number;
  70568. }
  70569. /**
  70570. * Easing function with an exponential shape (see link below).
  70571. * @see https://easings.net/#easeInExpo
  70572. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70573. */
  70574. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  70575. /** Defines the exponent of the function */
  70576. exponent: number;
  70577. /**
  70578. * Instantiates an exponential easing function
  70579. * @see https://easings.net/#easeInExpo
  70580. * @param exponent Defines the exponent of the function
  70581. */
  70582. constructor(
  70583. /** Defines the exponent of the function */
  70584. exponent?: number);
  70585. /** @hidden */
  70586. easeInCore(gradient: number): number;
  70587. }
  70588. /**
  70589. * Easing function with a power shape (see link below).
  70590. * @see https://easings.net/#easeInQuad
  70591. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70592. */
  70593. export class PowerEase extends EasingFunction implements IEasingFunction {
  70594. /** Defines the power of the function */
  70595. power: number;
  70596. /**
  70597. * Instantiates an power base easing function
  70598. * @see https://easings.net/#easeInQuad
  70599. * @param power Defines the power of the function
  70600. */
  70601. constructor(
  70602. /** Defines the power of the function */
  70603. power?: number);
  70604. /** @hidden */
  70605. easeInCore(gradient: number): number;
  70606. }
  70607. /**
  70608. * Easing function with a power of 2 shape (see link below).
  70609. * @see https://easings.net/#easeInQuad
  70610. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70611. */
  70612. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70613. /** @hidden */
  70614. easeInCore(gradient: number): number;
  70615. }
  70616. /**
  70617. * Easing function with a power of 4 shape (see link below).
  70618. * @see https://easings.net/#easeInQuart
  70619. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70620. */
  70621. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70622. /** @hidden */
  70623. easeInCore(gradient: number): number;
  70624. }
  70625. /**
  70626. * Easing function with a power of 5 shape (see link below).
  70627. * @see https://easings.net/#easeInQuint
  70628. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70629. */
  70630. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70631. /** @hidden */
  70632. easeInCore(gradient: number): number;
  70633. }
  70634. /**
  70635. * Easing function with a sin shape (see link below).
  70636. * @see https://easings.net/#easeInSine
  70637. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70638. */
  70639. export class SineEase extends EasingFunction implements IEasingFunction {
  70640. /** @hidden */
  70641. easeInCore(gradient: number): number;
  70642. }
  70643. /**
  70644. * Easing function with a bezier shape (see link below).
  70645. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70646. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70647. */
  70648. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70649. /** Defines the x component of the start tangent in the bezier curve */
  70650. x1: number;
  70651. /** Defines the y component of the start tangent in the bezier curve */
  70652. y1: number;
  70653. /** Defines the x component of the end tangent in the bezier curve */
  70654. x2: number;
  70655. /** Defines the y component of the end tangent in the bezier curve */
  70656. y2: number;
  70657. /**
  70658. * Instantiates a bezier function
  70659. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70660. * @param x1 Defines the x component of the start tangent in the bezier curve
  70661. * @param y1 Defines the y component of the start tangent in the bezier curve
  70662. * @param x2 Defines the x component of the end tangent in the bezier curve
  70663. * @param y2 Defines the y component of the end tangent in the bezier curve
  70664. */
  70665. constructor(
  70666. /** Defines the x component of the start tangent in the bezier curve */
  70667. x1?: number,
  70668. /** Defines the y component of the start tangent in the bezier curve */
  70669. y1?: number,
  70670. /** Defines the x component of the end tangent in the bezier curve */
  70671. x2?: number,
  70672. /** Defines the y component of the end tangent in the bezier curve */
  70673. y2?: number);
  70674. /** @hidden */
  70675. easeInCore(gradient: number): number;
  70676. }
  70677. }
  70678. declare module BABYLON {
  70679. /**
  70680. * Defines an interface which represents an animation key frame
  70681. */
  70682. export interface IAnimationKey {
  70683. /**
  70684. * Frame of the key frame
  70685. */
  70686. frame: number;
  70687. /**
  70688. * Value at the specifies key frame
  70689. */
  70690. value: any;
  70691. /**
  70692. * The input tangent for the cubic hermite spline
  70693. */
  70694. inTangent?: any;
  70695. /**
  70696. * The output tangent for the cubic hermite spline
  70697. */
  70698. outTangent?: any;
  70699. /**
  70700. * The animation interpolation type
  70701. */
  70702. interpolation?: AnimationKeyInterpolation;
  70703. }
  70704. /**
  70705. * Enum for the animation key frame interpolation type
  70706. */
  70707. export enum AnimationKeyInterpolation {
  70708. /**
  70709. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  70710. */
  70711. STEP = 1
  70712. }
  70713. }
  70714. declare module BABYLON {
  70715. /**
  70716. * Represents the range of an animation
  70717. */
  70718. export class AnimationRange {
  70719. /**The name of the animation range**/
  70720. name: string;
  70721. /**The starting frame of the animation */
  70722. from: number;
  70723. /**The ending frame of the animation*/
  70724. to: number;
  70725. /**
  70726. * Initializes the range of an animation
  70727. * @param name The name of the animation range
  70728. * @param from The starting frame of the animation
  70729. * @param to The ending frame of the animation
  70730. */
  70731. constructor(
  70732. /**The name of the animation range**/
  70733. name: string,
  70734. /**The starting frame of the animation */
  70735. from: number,
  70736. /**The ending frame of the animation*/
  70737. to: number);
  70738. /**
  70739. * Makes a copy of the animation range
  70740. * @returns A copy of the animation range
  70741. */
  70742. clone(): AnimationRange;
  70743. }
  70744. }
  70745. declare module BABYLON {
  70746. /**
  70747. * Composed of a frame, and an action function
  70748. */
  70749. export class AnimationEvent {
  70750. /** The frame for which the event is triggered **/
  70751. frame: number;
  70752. /** The event to perform when triggered **/
  70753. action: (currentFrame: number) => void;
  70754. /** Specifies if the event should be triggered only once**/
  70755. onlyOnce?: boolean | undefined;
  70756. /**
  70757. * Specifies if the animation event is done
  70758. */
  70759. isDone: boolean;
  70760. /**
  70761. * Initializes the animation event
  70762. * @param frame The frame for which the event is triggered
  70763. * @param action The event to perform when triggered
  70764. * @param onlyOnce Specifies if the event should be triggered only once
  70765. */
  70766. constructor(
  70767. /** The frame for which the event is triggered **/
  70768. frame: number,
  70769. /** The event to perform when triggered **/
  70770. action: (currentFrame: number) => void,
  70771. /** Specifies if the event should be triggered only once**/
  70772. onlyOnce?: boolean | undefined);
  70773. /** @hidden */
  70774. _clone(): AnimationEvent;
  70775. }
  70776. }
  70777. declare module BABYLON {
  70778. /**
  70779. * Interface used to define a behavior
  70780. */
  70781. export interface Behavior<T> {
  70782. /** gets or sets behavior's name */
  70783. name: string;
  70784. /**
  70785. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70786. */
  70787. init(): void;
  70788. /**
  70789. * Called when the behavior is attached to a target
  70790. * @param target defines the target where the behavior is attached to
  70791. */
  70792. attach(target: T): void;
  70793. /**
  70794. * Called when the behavior is detached from its target
  70795. */
  70796. detach(): void;
  70797. }
  70798. /**
  70799. * Interface implemented by classes supporting behaviors
  70800. */
  70801. export interface IBehaviorAware<T> {
  70802. /**
  70803. * Attach a behavior
  70804. * @param behavior defines the behavior to attach
  70805. * @returns the current host
  70806. */
  70807. addBehavior(behavior: Behavior<T>): T;
  70808. /**
  70809. * Remove a behavior from the current object
  70810. * @param behavior defines the behavior to detach
  70811. * @returns the current host
  70812. */
  70813. removeBehavior(behavior: Behavior<T>): T;
  70814. /**
  70815. * Gets a behavior using its name to search
  70816. * @param name defines the name to search
  70817. * @returns the behavior or null if not found
  70818. */
  70819. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70820. }
  70821. }
  70822. declare module BABYLON {
  70823. /**
  70824. * Defines an array and its length.
  70825. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  70826. */
  70827. export interface ISmartArrayLike<T> {
  70828. /**
  70829. * The data of the array.
  70830. */
  70831. data: Array<T>;
  70832. /**
  70833. * The active length of the array.
  70834. */
  70835. length: number;
  70836. }
  70837. /**
  70838. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70839. */
  70840. export class SmartArray<T> implements ISmartArrayLike<T> {
  70841. /**
  70842. * The full set of data from the array.
  70843. */
  70844. data: Array<T>;
  70845. /**
  70846. * The active length of the array.
  70847. */
  70848. length: number;
  70849. protected _id: number;
  70850. /**
  70851. * Instantiates a Smart Array.
  70852. * @param capacity defines the default capacity of the array.
  70853. */
  70854. constructor(capacity: number);
  70855. /**
  70856. * Pushes a value at the end of the active data.
  70857. * @param value defines the object to push in the array.
  70858. */
  70859. push(value: T): void;
  70860. /**
  70861. * Iterates over the active data and apply the lambda to them.
  70862. * @param func defines the action to apply on each value.
  70863. */
  70864. forEach(func: (content: T) => void): void;
  70865. /**
  70866. * Sorts the full sets of data.
  70867. * @param compareFn defines the comparison function to apply.
  70868. */
  70869. sort(compareFn: (a: T, b: T) => number): void;
  70870. /**
  70871. * Resets the active data to an empty array.
  70872. */
  70873. reset(): void;
  70874. /**
  70875. * Releases all the data from the array as well as the array.
  70876. */
  70877. dispose(): void;
  70878. /**
  70879. * Concats the active data with a given array.
  70880. * @param array defines the data to concatenate with.
  70881. */
  70882. concat(array: any): void;
  70883. /**
  70884. * Returns the position of a value in the active data.
  70885. * @param value defines the value to find the index for
  70886. * @returns the index if found in the active data otherwise -1
  70887. */
  70888. indexOf(value: T): number;
  70889. /**
  70890. * Returns whether an element is part of the active data.
  70891. * @param value defines the value to look for
  70892. * @returns true if found in the active data otherwise false
  70893. */
  70894. contains(value: T): boolean;
  70895. private static _GlobalId;
  70896. }
  70897. /**
  70898. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70899. * The data in this array can only be present once
  70900. */
  70901. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  70902. private _duplicateId;
  70903. /**
  70904. * Pushes a value at the end of the active data.
  70905. * THIS DOES NOT PREVENT DUPPLICATE DATA
  70906. * @param value defines the object to push in the array.
  70907. */
  70908. push(value: T): void;
  70909. /**
  70910. * Pushes a value at the end of the active data.
  70911. * If the data is already present, it won t be added again
  70912. * @param value defines the object to push in the array.
  70913. * @returns true if added false if it was already present
  70914. */
  70915. pushNoDuplicate(value: T): boolean;
  70916. /**
  70917. * Resets the active data to an empty array.
  70918. */
  70919. reset(): void;
  70920. /**
  70921. * Concats the active data with a given array.
  70922. * This ensures no dupplicate will be present in the result.
  70923. * @param array defines the data to concatenate with.
  70924. */
  70925. concatWithNoDuplicate(array: any): void;
  70926. }
  70927. }
  70928. declare module BABYLON {
  70929. /**
  70930. * @ignore
  70931. * This is a list of all the different input types that are available in the application.
  70932. * Fo instance: ArcRotateCameraGamepadInput...
  70933. */
  70934. export var CameraInputTypes: {};
  70935. /**
  70936. * This is the contract to implement in order to create a new input class.
  70937. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  70938. */
  70939. export interface ICameraInput<TCamera extends Camera> {
  70940. /**
  70941. * Defines the camera the input is attached to.
  70942. */
  70943. camera: Nullable<TCamera>;
  70944. /**
  70945. * Gets the class name of the current intput.
  70946. * @returns the class name
  70947. */
  70948. getClassName(): string;
  70949. /**
  70950. * Get the friendly name associated with the input class.
  70951. * @returns the input friendly name
  70952. */
  70953. getSimpleName(): string;
  70954. /**
  70955. * Attach the input controls to a specific dom element to get the input from.
  70956. * @param element Defines the element the controls should be listened from
  70957. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70958. */
  70959. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  70960. /**
  70961. * Detach the current controls from the specified dom element.
  70962. * @param element Defines the element to stop listening the inputs from
  70963. */
  70964. detachControl(element: Nullable<HTMLElement>): void;
  70965. /**
  70966. * Update the current camera state depending on the inputs that have been used this frame.
  70967. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70968. */
  70969. checkInputs?: () => void;
  70970. }
  70971. /**
  70972. * Represents a map of input types to input instance or input index to input instance.
  70973. */
  70974. export interface CameraInputsMap<TCamera extends Camera> {
  70975. /**
  70976. * Accessor to the input by input type.
  70977. */
  70978. [name: string]: ICameraInput<TCamera>;
  70979. /**
  70980. * Accessor to the input by input index.
  70981. */
  70982. [idx: number]: ICameraInput<TCamera>;
  70983. }
  70984. /**
  70985. * This represents the input manager used within a camera.
  70986. * It helps dealing with all the different kind of input attached to a camera.
  70987. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70988. */
  70989. export class CameraInputsManager<TCamera extends Camera> {
  70990. /**
  70991. * Defines the list of inputs attahed to the camera.
  70992. */
  70993. attached: CameraInputsMap<TCamera>;
  70994. /**
  70995. * Defines the dom element the camera is collecting inputs from.
  70996. * This is null if the controls have not been attached.
  70997. */
  70998. attachedElement: Nullable<HTMLElement>;
  70999. /**
  71000. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71001. */
  71002. noPreventDefault: boolean;
  71003. /**
  71004. * Defined the camera the input manager belongs to.
  71005. */
  71006. camera: TCamera;
  71007. /**
  71008. * Update the current camera state depending on the inputs that have been used this frame.
  71009. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71010. */
  71011. checkInputs: () => void;
  71012. /**
  71013. * Instantiate a new Camera Input Manager.
  71014. * @param camera Defines the camera the input manager blongs to
  71015. */
  71016. constructor(camera: TCamera);
  71017. /**
  71018. * Add an input method to a camera
  71019. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71020. * @param input camera input method
  71021. */
  71022. add(input: ICameraInput<TCamera>): void;
  71023. /**
  71024. * Remove a specific input method from a camera
  71025. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  71026. * @param inputToRemove camera input method
  71027. */
  71028. remove(inputToRemove: ICameraInput<TCamera>): void;
  71029. /**
  71030. * Remove a specific input type from a camera
  71031. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  71032. * @param inputType the type of the input to remove
  71033. */
  71034. removeByType(inputType: string): void;
  71035. private _addCheckInputs;
  71036. /**
  71037. * Attach the input controls to the currently attached dom element to listen the events from.
  71038. * @param input Defines the input to attach
  71039. */
  71040. attachInput(input: ICameraInput<TCamera>): void;
  71041. /**
  71042. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  71043. * @param element Defines the dom element to collect the events from
  71044. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71045. */
  71046. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  71047. /**
  71048. * Detach the current manager inputs controls from a specific dom element.
  71049. * @param element Defines the dom element to collect the events from
  71050. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  71051. */
  71052. detachElement(element: HTMLElement, disconnect?: boolean): void;
  71053. /**
  71054. * Rebuild the dynamic inputCheck function from the current list of
  71055. * defined inputs in the manager.
  71056. */
  71057. rebuildInputCheck(): void;
  71058. /**
  71059. * Remove all attached input methods from a camera
  71060. */
  71061. clear(): void;
  71062. /**
  71063. * Serialize the current input manager attached to a camera.
  71064. * This ensures than once parsed,
  71065. * the input associated to the camera will be identical to the current ones
  71066. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  71067. */
  71068. serialize(serializedCamera: any): void;
  71069. /**
  71070. * Parses an input manager serialized JSON to restore the previous list of inputs
  71071. * and states associated to a camera.
  71072. * @param parsedCamera Defines the JSON to parse
  71073. */
  71074. parse(parsedCamera: any): void;
  71075. }
  71076. }
  71077. declare module BABYLON {
  71078. /**
  71079. * @hidden
  71080. */
  71081. export class IntersectionInfo {
  71082. bu: Nullable<number>;
  71083. bv: Nullable<number>;
  71084. distance: number;
  71085. faceId: number;
  71086. subMeshId: number;
  71087. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  71088. }
  71089. }
  71090. declare module BABYLON {
  71091. /**
  71092. * Represens a plane by the equation ax + by + cz + d = 0
  71093. */
  71094. export class Plane {
  71095. private static _TmpMatrix;
  71096. /**
  71097. * Normal of the plane (a,b,c)
  71098. */
  71099. normal: Vector3;
  71100. /**
  71101. * d component of the plane
  71102. */
  71103. d: number;
  71104. /**
  71105. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  71106. * @param a a component of the plane
  71107. * @param b b component of the plane
  71108. * @param c c component of the plane
  71109. * @param d d component of the plane
  71110. */
  71111. constructor(a: number, b: number, c: number, d: number);
  71112. /**
  71113. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  71114. */
  71115. asArray(): number[];
  71116. /**
  71117. * @returns a new plane copied from the current Plane.
  71118. */
  71119. clone(): Plane;
  71120. /**
  71121. * @returns the string "Plane".
  71122. */
  71123. getClassName(): string;
  71124. /**
  71125. * @returns the Plane hash code.
  71126. */
  71127. getHashCode(): number;
  71128. /**
  71129. * Normalize the current Plane in place.
  71130. * @returns the updated Plane.
  71131. */
  71132. normalize(): Plane;
  71133. /**
  71134. * Applies a transformation the plane and returns the result
  71135. * @param transformation the transformation matrix to be applied to the plane
  71136. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  71137. */
  71138. transform(transformation: DeepImmutable<Matrix>): Plane;
  71139. /**
  71140. * Calcualtte the dot product between the point and the plane normal
  71141. * @param point point to calculate the dot product with
  71142. * @returns the dot product (float) of the point coordinates and the plane normal.
  71143. */
  71144. dotCoordinate(point: DeepImmutable<Vector3>): number;
  71145. /**
  71146. * Updates the current Plane from the plane defined by the three given points.
  71147. * @param point1 one of the points used to contruct the plane
  71148. * @param point2 one of the points used to contruct the plane
  71149. * @param point3 one of the points used to contruct the plane
  71150. * @returns the updated Plane.
  71151. */
  71152. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71153. /**
  71154. * Checks if the plane is facing a given direction
  71155. * @param direction the direction to check if the plane is facing
  71156. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  71157. * @returns True is the vector "direction" is the same side than the plane normal.
  71158. */
  71159. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  71160. /**
  71161. * Calculates the distance to a point
  71162. * @param point point to calculate distance to
  71163. * @returns the signed distance (float) from the given point to the Plane.
  71164. */
  71165. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  71166. /**
  71167. * Creates a plane from an array
  71168. * @param array the array to create a plane from
  71169. * @returns a new Plane from the given array.
  71170. */
  71171. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  71172. /**
  71173. * Creates a plane from three points
  71174. * @param point1 point used to create the plane
  71175. * @param point2 point used to create the plane
  71176. * @param point3 point used to create the plane
  71177. * @returns a new Plane defined by the three given points.
  71178. */
  71179. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71180. /**
  71181. * Creates a plane from an origin point and a normal
  71182. * @param origin origin of the plane to be constructed
  71183. * @param normal normal of the plane to be constructed
  71184. * @returns a new Plane the normal vector to this plane at the given origin point.
  71185. * Note : the vector "normal" is updated because normalized.
  71186. */
  71187. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  71188. /**
  71189. * Calculates the distance from a plane and a point
  71190. * @param origin origin of the plane to be constructed
  71191. * @param normal normal of the plane to be constructed
  71192. * @param point point to calculate distance to
  71193. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  71194. */
  71195. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  71196. }
  71197. }
  71198. declare module BABYLON {
  71199. /**
  71200. * Class used to store bounding sphere information
  71201. */
  71202. export class BoundingSphere {
  71203. /**
  71204. * Gets the center of the bounding sphere in local space
  71205. */
  71206. readonly center: Vector3;
  71207. /**
  71208. * Radius of the bounding sphere in local space
  71209. */
  71210. radius: number;
  71211. /**
  71212. * Gets the center of the bounding sphere in world space
  71213. */
  71214. readonly centerWorld: Vector3;
  71215. /**
  71216. * Radius of the bounding sphere in world space
  71217. */
  71218. radiusWorld: number;
  71219. /**
  71220. * Gets the minimum vector in local space
  71221. */
  71222. readonly minimum: Vector3;
  71223. /**
  71224. * Gets the maximum vector in local space
  71225. */
  71226. readonly maximum: Vector3;
  71227. private _worldMatrix;
  71228. private static readonly TmpVector3;
  71229. /**
  71230. * Creates a new bounding sphere
  71231. * @param min defines the minimum vector (in local space)
  71232. * @param max defines the maximum vector (in local space)
  71233. * @param worldMatrix defines the new world matrix
  71234. */
  71235. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71236. /**
  71237. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  71238. * @param min defines the new minimum vector (in local space)
  71239. * @param max defines the new maximum vector (in local space)
  71240. * @param worldMatrix defines the new world matrix
  71241. */
  71242. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71243. /**
  71244. * Scale the current bounding sphere by applying a scale factor
  71245. * @param factor defines the scale factor to apply
  71246. * @returns the current bounding box
  71247. */
  71248. scale(factor: number): BoundingSphere;
  71249. /**
  71250. * Gets the world matrix of the bounding box
  71251. * @returns a matrix
  71252. */
  71253. getWorldMatrix(): DeepImmutable<Matrix>;
  71254. /** @hidden */
  71255. _update(worldMatrix: DeepImmutable<Matrix>): void;
  71256. /**
  71257. * Tests if the bounding sphere is intersecting the frustum planes
  71258. * @param frustumPlanes defines the frustum planes to test
  71259. * @returns true if there is an intersection
  71260. */
  71261. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71262. /**
  71263. * Tests if the bounding sphere center is in between the frustum planes.
  71264. * Used for optimistic fast inclusion.
  71265. * @param frustumPlanes defines the frustum planes to test
  71266. * @returns true if the sphere center is in between the frustum planes
  71267. */
  71268. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71269. /**
  71270. * Tests if a point is inside the bounding sphere
  71271. * @param point defines the point to test
  71272. * @returns true if the point is inside the bounding sphere
  71273. */
  71274. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71275. /**
  71276. * Checks if two sphere intersct
  71277. * @param sphere0 sphere 0
  71278. * @param sphere1 sphere 1
  71279. * @returns true if the speres intersect
  71280. */
  71281. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  71282. }
  71283. }
  71284. declare module BABYLON {
  71285. /**
  71286. * Class used to store bounding box information
  71287. */
  71288. export class BoundingBox implements ICullable {
  71289. /**
  71290. * Gets the 8 vectors representing the bounding box in local space
  71291. */
  71292. readonly vectors: Vector3[];
  71293. /**
  71294. * Gets the center of the bounding box in local space
  71295. */
  71296. readonly center: Vector3;
  71297. /**
  71298. * Gets the center of the bounding box in world space
  71299. */
  71300. readonly centerWorld: Vector3;
  71301. /**
  71302. * Gets the extend size in local space
  71303. */
  71304. readonly extendSize: Vector3;
  71305. /**
  71306. * Gets the extend size in world space
  71307. */
  71308. readonly extendSizeWorld: Vector3;
  71309. /**
  71310. * Gets the OBB (object bounding box) directions
  71311. */
  71312. readonly directions: Vector3[];
  71313. /**
  71314. * Gets the 8 vectors representing the bounding box in world space
  71315. */
  71316. readonly vectorsWorld: Vector3[];
  71317. /**
  71318. * Gets the minimum vector in world space
  71319. */
  71320. readonly minimumWorld: Vector3;
  71321. /**
  71322. * Gets the maximum vector in world space
  71323. */
  71324. readonly maximumWorld: Vector3;
  71325. /**
  71326. * Gets the minimum vector in local space
  71327. */
  71328. readonly minimum: Vector3;
  71329. /**
  71330. * Gets the maximum vector in local space
  71331. */
  71332. readonly maximum: Vector3;
  71333. private _worldMatrix;
  71334. private static readonly TmpVector3;
  71335. /**
  71336. * @hidden
  71337. */
  71338. _tag: number;
  71339. /**
  71340. * Creates a new bounding box
  71341. * @param min defines the minimum vector (in local space)
  71342. * @param max defines the maximum vector (in local space)
  71343. * @param worldMatrix defines the new world matrix
  71344. */
  71345. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71346. /**
  71347. * Recreates the entire bounding box from scratch as if we call the constructor in place
  71348. * @param min defines the new minimum vector (in local space)
  71349. * @param max defines the new maximum vector (in local space)
  71350. * @param worldMatrix defines the new world matrix
  71351. */
  71352. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71353. /**
  71354. * Scale the current bounding box by applying a scale factor
  71355. * @param factor defines the scale factor to apply
  71356. * @returns the current bounding box
  71357. */
  71358. scale(factor: number): BoundingBox;
  71359. /**
  71360. * Gets the world matrix of the bounding box
  71361. * @returns a matrix
  71362. */
  71363. getWorldMatrix(): DeepImmutable<Matrix>;
  71364. /** @hidden */
  71365. _update(world: DeepImmutable<Matrix>): void;
  71366. /**
  71367. * Tests if the bounding box is intersecting the frustum planes
  71368. * @param frustumPlanes defines the frustum planes to test
  71369. * @returns true if there is an intersection
  71370. */
  71371. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71372. /**
  71373. * Tests if the bounding box is entirely inside the frustum planes
  71374. * @param frustumPlanes defines the frustum planes to test
  71375. * @returns true if there is an inclusion
  71376. */
  71377. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71378. /**
  71379. * Tests if a point is inside the bounding box
  71380. * @param point defines the point to test
  71381. * @returns true if the point is inside the bounding box
  71382. */
  71383. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71384. /**
  71385. * Tests if the bounding box intersects with a bounding sphere
  71386. * @param sphere defines the sphere to test
  71387. * @returns true if there is an intersection
  71388. */
  71389. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  71390. /**
  71391. * Tests if the bounding box intersects with a box defined by a min and max vectors
  71392. * @param min defines the min vector to use
  71393. * @param max defines the max vector to use
  71394. * @returns true if there is an intersection
  71395. */
  71396. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  71397. /**
  71398. * Tests if two bounding boxes are intersections
  71399. * @param box0 defines the first box to test
  71400. * @param box1 defines the second box to test
  71401. * @returns true if there is an intersection
  71402. */
  71403. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  71404. /**
  71405. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  71406. * @param minPoint defines the minimum vector of the bounding box
  71407. * @param maxPoint defines the maximum vector of the bounding box
  71408. * @param sphereCenter defines the sphere center
  71409. * @param sphereRadius defines the sphere radius
  71410. * @returns true if there is an intersection
  71411. */
  71412. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  71413. /**
  71414. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  71415. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71416. * @param frustumPlanes defines the frustum planes to test
  71417. * @return true if there is an inclusion
  71418. */
  71419. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71420. /**
  71421. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  71422. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71423. * @param frustumPlanes defines the frustum planes to test
  71424. * @return true if there is an intersection
  71425. */
  71426. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71427. }
  71428. }
  71429. declare module BABYLON {
  71430. /** @hidden */
  71431. export class Collider {
  71432. /** Define if a collision was found */
  71433. collisionFound: boolean;
  71434. /**
  71435. * Define last intersection point in local space
  71436. */
  71437. intersectionPoint: Vector3;
  71438. /**
  71439. * Define last collided mesh
  71440. */
  71441. collidedMesh: Nullable<AbstractMesh>;
  71442. private _collisionPoint;
  71443. private _planeIntersectionPoint;
  71444. private _tempVector;
  71445. private _tempVector2;
  71446. private _tempVector3;
  71447. private _tempVector4;
  71448. private _edge;
  71449. private _baseToVertex;
  71450. private _destinationPoint;
  71451. private _slidePlaneNormal;
  71452. private _displacementVector;
  71453. /** @hidden */
  71454. _radius: Vector3;
  71455. /** @hidden */
  71456. _retry: number;
  71457. private _velocity;
  71458. private _basePoint;
  71459. private _epsilon;
  71460. /** @hidden */
  71461. _velocityWorldLength: number;
  71462. /** @hidden */
  71463. _basePointWorld: Vector3;
  71464. private _velocityWorld;
  71465. private _normalizedVelocity;
  71466. /** @hidden */
  71467. _initialVelocity: Vector3;
  71468. /** @hidden */
  71469. _initialPosition: Vector3;
  71470. private _nearestDistance;
  71471. private _collisionMask;
  71472. collisionMask: number;
  71473. /**
  71474. * Gets the plane normal used to compute the sliding response (in local space)
  71475. */
  71476. readonly slidePlaneNormal: Vector3;
  71477. /** @hidden */
  71478. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71479. /** @hidden */
  71480. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71481. /** @hidden */
  71482. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71483. /** @hidden */
  71484. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71485. /** @hidden */
  71486. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71487. /** @hidden */
  71488. _getResponse(pos: Vector3, vel: Vector3): void;
  71489. }
  71490. }
  71491. declare module BABYLON {
  71492. /**
  71493. * Interface for cullable objects
  71494. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71495. */
  71496. export interface ICullable {
  71497. /**
  71498. * Checks if the object or part of the object is in the frustum
  71499. * @param frustumPlanes Camera near/planes
  71500. * @returns true if the object is in frustum otherwise false
  71501. */
  71502. isInFrustum(frustumPlanes: Plane[]): boolean;
  71503. /**
  71504. * Checks if a cullable object (mesh...) is in the camera frustum
  71505. * Unlike isInFrustum this cheks the full bounding box
  71506. * @param frustumPlanes Camera near/planes
  71507. * @returns true if the object is in frustum otherwise false
  71508. */
  71509. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71510. }
  71511. /**
  71512. * Info for a bounding data of a mesh
  71513. */
  71514. export class BoundingInfo implements ICullable {
  71515. /**
  71516. * Bounding box for the mesh
  71517. */
  71518. readonly boundingBox: BoundingBox;
  71519. /**
  71520. * Bounding sphere for the mesh
  71521. */
  71522. readonly boundingSphere: BoundingSphere;
  71523. private _isLocked;
  71524. private static readonly TmpVector3;
  71525. /**
  71526. * Constructs bounding info
  71527. * @param minimum min vector of the bounding box/sphere
  71528. * @param maximum max vector of the bounding box/sphere
  71529. * @param worldMatrix defines the new world matrix
  71530. */
  71531. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71532. /**
  71533. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71534. * @param min defines the new minimum vector (in local space)
  71535. * @param max defines the new maximum vector (in local space)
  71536. * @param worldMatrix defines the new world matrix
  71537. */
  71538. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71539. /**
  71540. * min vector of the bounding box/sphere
  71541. */
  71542. readonly minimum: Vector3;
  71543. /**
  71544. * max vector of the bounding box/sphere
  71545. */
  71546. readonly maximum: Vector3;
  71547. /**
  71548. * If the info is locked and won't be updated to avoid perf overhead
  71549. */
  71550. isLocked: boolean;
  71551. /**
  71552. * Updates the bounding sphere and box
  71553. * @param world world matrix to be used to update
  71554. */
  71555. update(world: DeepImmutable<Matrix>): void;
  71556. /**
  71557. * Recreate the bounding info to be centered around a specific point given a specific extend.
  71558. * @param center New center of the bounding info
  71559. * @param extend New extend of the bounding info
  71560. * @returns the current bounding info
  71561. */
  71562. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  71563. /**
  71564. * Scale the current bounding info by applying a scale factor
  71565. * @param factor defines the scale factor to apply
  71566. * @returns the current bounding info
  71567. */
  71568. scale(factor: number): BoundingInfo;
  71569. /**
  71570. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  71571. * @param frustumPlanes defines the frustum to test
  71572. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  71573. * @returns true if the bounding info is in the frustum planes
  71574. */
  71575. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  71576. /**
  71577. * Gets the world distance between the min and max points of the bounding box
  71578. */
  71579. readonly diagonalLength: number;
  71580. /**
  71581. * Checks if a cullable object (mesh...) is in the camera frustum
  71582. * Unlike isInFrustum this cheks the full bounding box
  71583. * @param frustumPlanes Camera near/planes
  71584. * @returns true if the object is in frustum otherwise false
  71585. */
  71586. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71587. /** @hidden */
  71588. _checkCollision(collider: Collider): boolean;
  71589. /**
  71590. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  71591. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71592. * @param point the point to check intersection with
  71593. * @returns if the point intersects
  71594. */
  71595. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71596. /**
  71597. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  71598. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71599. * @param boundingInfo the bounding info to check intersection with
  71600. * @param precise if the intersection should be done using OBB
  71601. * @returns if the bounding info intersects
  71602. */
  71603. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  71604. }
  71605. }
  71606. declare module BABYLON {
  71607. /**
  71608. * Extracts minimum and maximum values from a list of indexed positions
  71609. * @param positions defines the positions to use
  71610. * @param indices defines the indices to the positions
  71611. * @param indexStart defines the start index
  71612. * @param indexCount defines the end index
  71613. * @param bias defines bias value to add to the result
  71614. * @return minimum and maximum values
  71615. */
  71616. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71617. minimum: Vector3;
  71618. maximum: Vector3;
  71619. };
  71620. /**
  71621. * Extracts minimum and maximum values from a list of positions
  71622. * @param positions defines the positions to use
  71623. * @param start defines the start index in the positions array
  71624. * @param count defines the number of positions to handle
  71625. * @param bias defines bias value to add to the result
  71626. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71627. * @return minimum and maximum values
  71628. */
  71629. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71630. minimum: Vector3;
  71631. maximum: Vector3;
  71632. };
  71633. }
  71634. declare module BABYLON {
  71635. /**
  71636. * Enum that determines the text-wrapping mode to use.
  71637. */
  71638. export enum InspectableType {
  71639. /**
  71640. * Checkbox for booleans
  71641. */
  71642. Checkbox = 0,
  71643. /**
  71644. * Sliders for numbers
  71645. */
  71646. Slider = 1,
  71647. /**
  71648. * Vector3
  71649. */
  71650. Vector3 = 2,
  71651. /**
  71652. * Quaternions
  71653. */
  71654. Quaternion = 3,
  71655. /**
  71656. * Color3
  71657. */
  71658. Color3 = 4,
  71659. /**
  71660. * String
  71661. */
  71662. String = 5
  71663. }
  71664. /**
  71665. * Interface used to define custom inspectable properties.
  71666. * This interface is used by the inspector to display custom property grids
  71667. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71668. */
  71669. export interface IInspectable {
  71670. /**
  71671. * Gets the label to display
  71672. */
  71673. label: string;
  71674. /**
  71675. * Gets the name of the property to edit
  71676. */
  71677. propertyName: string;
  71678. /**
  71679. * Gets the type of the editor to use
  71680. */
  71681. type: InspectableType;
  71682. /**
  71683. * Gets the minimum value of the property when using in "slider" mode
  71684. */
  71685. min?: number;
  71686. /**
  71687. * Gets the maximum value of the property when using in "slider" mode
  71688. */
  71689. max?: number;
  71690. /**
  71691. * Gets the setp to use when using in "slider" mode
  71692. */
  71693. step?: number;
  71694. }
  71695. }
  71696. declare module BABYLON {
  71697. /**
  71698. * Class used to provide helper for timing
  71699. */
  71700. export class TimingTools {
  71701. /**
  71702. * Polyfill for setImmediate
  71703. * @param action defines the action to execute after the current execution block
  71704. */
  71705. static SetImmediate(action: () => void): void;
  71706. }
  71707. }
  71708. declare module BABYLON {
  71709. /**
  71710. * Class used to enable instatition of objects by class name
  71711. */
  71712. export class InstantiationTools {
  71713. /**
  71714. * Use this object to register external classes like custom textures or material
  71715. * to allow the laoders to instantiate them
  71716. */
  71717. static RegisteredExternalClasses: {
  71718. [key: string]: Object;
  71719. };
  71720. /**
  71721. * Tries to instantiate a new object from a given class name
  71722. * @param className defines the class name to instantiate
  71723. * @returns the new object or null if the system was not able to do the instantiation
  71724. */
  71725. static Instantiate(className: string): any;
  71726. }
  71727. }
  71728. declare module BABYLON {
  71729. /**
  71730. * This represents the required contract to create a new type of texture loader.
  71731. */
  71732. export interface IInternalTextureLoader {
  71733. /**
  71734. * Defines wether the loader supports cascade loading the different faces.
  71735. */
  71736. supportCascades: boolean;
  71737. /**
  71738. * This returns if the loader support the current file information.
  71739. * @param extension defines the file extension of the file being loaded
  71740. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71741. * @param fallback defines the fallback internal texture if any
  71742. * @param isBase64 defines whether the texture is encoded as a base64
  71743. * @param isBuffer defines whether the texture data are stored as a buffer
  71744. * @returns true if the loader can load the specified file
  71745. */
  71746. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71747. /**
  71748. * Transform the url before loading if required.
  71749. * @param rootUrl the url of the texture
  71750. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71751. * @returns the transformed texture
  71752. */
  71753. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71754. /**
  71755. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71756. * @param rootUrl the url of the texture
  71757. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71758. * @returns the fallback texture
  71759. */
  71760. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71761. /**
  71762. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71763. * @param data contains the texture data
  71764. * @param texture defines the BabylonJS internal texture
  71765. * @param createPolynomials will be true if polynomials have been requested
  71766. * @param onLoad defines the callback to trigger once the texture is ready
  71767. * @param onError defines the callback to trigger in case of error
  71768. */
  71769. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71770. /**
  71771. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71772. * @param data contains the texture data
  71773. * @param texture defines the BabylonJS internal texture
  71774. * @param callback defines the method to call once ready to upload
  71775. */
  71776. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71777. }
  71778. }
  71779. declare module BABYLON {
  71780. interface Engine {
  71781. /**
  71782. * Creates a depth stencil cube texture.
  71783. * This is only available in WebGL 2.
  71784. * @param size The size of face edge in the cube texture.
  71785. * @param options The options defining the cube texture.
  71786. * @returns The cube texture
  71787. */
  71788. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71789. /**
  71790. * Creates a cube texture
  71791. * @param rootUrl defines the url where the files to load is located
  71792. * @param scene defines the current scene
  71793. * @param files defines the list of files to load (1 per face)
  71794. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71795. * @param onLoad defines an optional callback raised when the texture is loaded
  71796. * @param onError defines an optional callback raised if there is an issue to load the texture
  71797. * @param format defines the format of the data
  71798. * @param forcedExtension defines the extension to use to pick the right loader
  71799. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71800. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71801. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71802. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71803. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71804. * @returns the cube texture as an InternalTexture
  71805. */
  71806. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  71807. /**
  71808. * Creates a cube texture
  71809. * @param rootUrl defines the url where the files to load is located
  71810. * @param scene defines the current scene
  71811. * @param files defines the list of files to load (1 per face)
  71812. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71813. * @param onLoad defines an optional callback raised when the texture is loaded
  71814. * @param onError defines an optional callback raised if there is an issue to load the texture
  71815. * @param format defines the format of the data
  71816. * @param forcedExtension defines the extension to use to pick the right loader
  71817. * @returns the cube texture as an InternalTexture
  71818. */
  71819. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  71820. /**
  71821. * Creates a cube texture
  71822. * @param rootUrl defines the url where the files to load is located
  71823. * @param scene defines the current scene
  71824. * @param files defines the list of files to load (1 per face)
  71825. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71826. * @param onLoad defines an optional callback raised when the texture is loaded
  71827. * @param onError defines an optional callback raised if there is an issue to load the texture
  71828. * @param format defines the format of the data
  71829. * @param forcedExtension defines the extension to use to pick the right loader
  71830. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71831. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71832. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71833. * @returns the cube texture as an InternalTexture
  71834. */
  71835. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  71836. /** @hidden */
  71837. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71838. /** @hidden */
  71839. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71840. /** @hidden */
  71841. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71842. /** @hidden */
  71843. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71844. }
  71845. }
  71846. declare module BABYLON {
  71847. /**
  71848. * Class for creating a cube texture
  71849. */
  71850. export class CubeTexture extends BaseTexture {
  71851. private _delayedOnLoad;
  71852. /**
  71853. * The url of the texture
  71854. */
  71855. url: string;
  71856. /**
  71857. * Gets or sets the center of the bounding box associated with the cube texture.
  71858. * It must define where the camera used to render the texture was set
  71859. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71860. */
  71861. boundingBoxPosition: Vector3;
  71862. private _boundingBoxSize;
  71863. /**
  71864. * Gets or sets the size of the bounding box associated with the cube texture
  71865. * When defined, the cubemap will switch to local mode
  71866. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  71867. * @example https://www.babylonjs-playground.com/#RNASML
  71868. */
  71869. /**
  71870. * Returns the bounding box size
  71871. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71872. */
  71873. boundingBoxSize: Vector3;
  71874. protected _rotationY: number;
  71875. /**
  71876. * Sets texture matrix rotation angle around Y axis in radians.
  71877. */
  71878. /**
  71879. * Gets texture matrix rotation angle around Y axis radians.
  71880. */
  71881. rotationY: number;
  71882. /**
  71883. * Are mip maps generated for this texture or not.
  71884. */
  71885. readonly noMipmap: boolean;
  71886. private _noMipmap;
  71887. private _files;
  71888. private _extensions;
  71889. private _textureMatrix;
  71890. private _format;
  71891. private _createPolynomials;
  71892. /** @hidden */
  71893. _prefiltered: boolean;
  71894. /**
  71895. * Creates a cube texture from an array of image urls
  71896. * @param files defines an array of image urls
  71897. * @param scene defines the hosting scene
  71898. * @param noMipmap specifies if mip maps are not used
  71899. * @returns a cube texture
  71900. */
  71901. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  71902. /**
  71903. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  71904. * @param url defines the url of the prefiltered texture
  71905. * @param scene defines the scene the texture is attached to
  71906. * @param forcedExtension defines the extension of the file if different from the url
  71907. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71908. * @return the prefiltered texture
  71909. */
  71910. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  71911. /**
  71912. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  71913. * as prefiltered data.
  71914. * @param rootUrl defines the url of the texture or the root name of the six images
  71915. * @param scene defines the scene the texture is attached to
  71916. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  71917. * @param noMipmap defines if mipmaps should be created or not
  71918. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  71919. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  71920. * @param onError defines a callback triggered in case of error during load
  71921. * @param format defines the internal format to use for the texture once loaded
  71922. * @param prefiltered defines whether or not the texture is created from prefiltered data
  71923. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  71924. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71925. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71926. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71927. * @return the cube texture
  71928. */
  71929. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  71930. /**
  71931. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  71932. */
  71933. readonly isPrefiltered: boolean;
  71934. /**
  71935. * Get the current class name of the texture useful for serialization or dynamic coding.
  71936. * @returns "CubeTexture"
  71937. */
  71938. getClassName(): string;
  71939. /**
  71940. * Update the url (and optional buffer) of this texture if url was null during construction.
  71941. * @param url the url of the texture
  71942. * @param forcedExtension defines the extension to use
  71943. * @param onLoad callback called when the texture is loaded (defaults to null)
  71944. */
  71945. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  71946. /**
  71947. * Delays loading of the cube texture
  71948. * @param forcedExtension defines the extension to use
  71949. */
  71950. delayLoad(forcedExtension?: string): void;
  71951. /**
  71952. * Returns the reflection texture matrix
  71953. * @returns the reflection texture matrix
  71954. */
  71955. getReflectionTextureMatrix(): Matrix;
  71956. /**
  71957. * Sets the reflection texture matrix
  71958. * @param value Reflection texture matrix
  71959. */
  71960. setReflectionTextureMatrix(value: Matrix): void;
  71961. /**
  71962. * Parses text to create a cube texture
  71963. * @param parsedTexture define the serialized text to read from
  71964. * @param scene defines the hosting scene
  71965. * @param rootUrl defines the root url of the cube texture
  71966. * @returns a cube texture
  71967. */
  71968. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  71969. /**
  71970. * Makes a clone, or deep copy, of the cube texture
  71971. * @returns a new cube texture
  71972. */
  71973. clone(): CubeTexture;
  71974. }
  71975. }
  71976. declare module BABYLON {
  71977. /**
  71978. * Manages the defines for the Material
  71979. */
  71980. export class MaterialDefines {
  71981. /** @hidden */
  71982. protected _keys: string[];
  71983. private _isDirty;
  71984. /** @hidden */
  71985. _renderId: number;
  71986. /** @hidden */
  71987. _areLightsDirty: boolean;
  71988. /** @hidden */
  71989. _areAttributesDirty: boolean;
  71990. /** @hidden */
  71991. _areTexturesDirty: boolean;
  71992. /** @hidden */
  71993. _areFresnelDirty: boolean;
  71994. /** @hidden */
  71995. _areMiscDirty: boolean;
  71996. /** @hidden */
  71997. _areImageProcessingDirty: boolean;
  71998. /** @hidden */
  71999. _normals: boolean;
  72000. /** @hidden */
  72001. _uvs: boolean;
  72002. /** @hidden */
  72003. _needNormals: boolean;
  72004. /** @hidden */
  72005. _needUVs: boolean;
  72006. [id: string]: any;
  72007. /**
  72008. * Specifies if the material needs to be re-calculated
  72009. */
  72010. readonly isDirty: boolean;
  72011. /**
  72012. * Marks the material to indicate that it has been re-calculated
  72013. */
  72014. markAsProcessed(): void;
  72015. /**
  72016. * Marks the material to indicate that it needs to be re-calculated
  72017. */
  72018. markAsUnprocessed(): void;
  72019. /**
  72020. * Marks the material to indicate all of its defines need to be re-calculated
  72021. */
  72022. markAllAsDirty(): void;
  72023. /**
  72024. * Marks the material to indicate that image processing needs to be re-calculated
  72025. */
  72026. markAsImageProcessingDirty(): void;
  72027. /**
  72028. * Marks the material to indicate the lights need to be re-calculated
  72029. */
  72030. markAsLightDirty(): void;
  72031. /**
  72032. * Marks the attribute state as changed
  72033. */
  72034. markAsAttributesDirty(): void;
  72035. /**
  72036. * Marks the texture state as changed
  72037. */
  72038. markAsTexturesDirty(): void;
  72039. /**
  72040. * Marks the fresnel state as changed
  72041. */
  72042. markAsFresnelDirty(): void;
  72043. /**
  72044. * Marks the misc state as changed
  72045. */
  72046. markAsMiscDirty(): void;
  72047. /**
  72048. * Rebuilds the material defines
  72049. */
  72050. rebuild(): void;
  72051. /**
  72052. * Specifies if two material defines are equal
  72053. * @param other - A material define instance to compare to
  72054. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  72055. */
  72056. isEqual(other: MaterialDefines): boolean;
  72057. /**
  72058. * Clones this instance's defines to another instance
  72059. * @param other - material defines to clone values to
  72060. */
  72061. cloneTo(other: MaterialDefines): void;
  72062. /**
  72063. * Resets the material define values
  72064. */
  72065. reset(): void;
  72066. /**
  72067. * Converts the material define values to a string
  72068. * @returns - String of material define information
  72069. */
  72070. toString(): string;
  72071. }
  72072. }
  72073. declare module BABYLON {
  72074. /**
  72075. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  72076. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  72077. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  72078. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  72079. */
  72080. export class ColorCurves {
  72081. private _dirty;
  72082. private _tempColor;
  72083. private _globalCurve;
  72084. private _highlightsCurve;
  72085. private _midtonesCurve;
  72086. private _shadowsCurve;
  72087. private _positiveCurve;
  72088. private _negativeCurve;
  72089. private _globalHue;
  72090. private _globalDensity;
  72091. private _globalSaturation;
  72092. private _globalExposure;
  72093. /**
  72094. * Gets the global Hue value.
  72095. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72096. */
  72097. /**
  72098. * Sets the global Hue value.
  72099. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72100. */
  72101. globalHue: number;
  72102. /**
  72103. * Gets the global Density value.
  72104. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72105. * Values less than zero provide a filter of opposite hue.
  72106. */
  72107. /**
  72108. * Sets the global Density value.
  72109. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72110. * Values less than zero provide a filter of opposite hue.
  72111. */
  72112. globalDensity: number;
  72113. /**
  72114. * Gets the global Saturation value.
  72115. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72116. */
  72117. /**
  72118. * Sets the global Saturation value.
  72119. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72120. */
  72121. globalSaturation: number;
  72122. /**
  72123. * Gets the global Exposure value.
  72124. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72125. */
  72126. /**
  72127. * Sets the global Exposure value.
  72128. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72129. */
  72130. globalExposure: number;
  72131. private _highlightsHue;
  72132. private _highlightsDensity;
  72133. private _highlightsSaturation;
  72134. private _highlightsExposure;
  72135. /**
  72136. * Gets the highlights Hue value.
  72137. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72138. */
  72139. /**
  72140. * Sets the highlights Hue value.
  72141. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72142. */
  72143. highlightsHue: number;
  72144. /**
  72145. * Gets the highlights Density value.
  72146. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72147. * Values less than zero provide a filter of opposite hue.
  72148. */
  72149. /**
  72150. * Sets the highlights Density value.
  72151. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72152. * Values less than zero provide a filter of opposite hue.
  72153. */
  72154. highlightsDensity: number;
  72155. /**
  72156. * Gets the highlights Saturation value.
  72157. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72158. */
  72159. /**
  72160. * Sets the highlights Saturation value.
  72161. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72162. */
  72163. highlightsSaturation: number;
  72164. /**
  72165. * Gets the highlights Exposure value.
  72166. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72167. */
  72168. /**
  72169. * Sets the highlights Exposure value.
  72170. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72171. */
  72172. highlightsExposure: number;
  72173. private _midtonesHue;
  72174. private _midtonesDensity;
  72175. private _midtonesSaturation;
  72176. private _midtonesExposure;
  72177. /**
  72178. * Gets the midtones Hue value.
  72179. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72180. */
  72181. /**
  72182. * Sets the midtones Hue value.
  72183. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72184. */
  72185. midtonesHue: number;
  72186. /**
  72187. * Gets the midtones Density value.
  72188. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72189. * Values less than zero provide a filter of opposite hue.
  72190. */
  72191. /**
  72192. * Sets the midtones Density value.
  72193. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72194. * Values less than zero provide a filter of opposite hue.
  72195. */
  72196. midtonesDensity: number;
  72197. /**
  72198. * Gets the midtones Saturation value.
  72199. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72200. */
  72201. /**
  72202. * Sets the midtones Saturation value.
  72203. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72204. */
  72205. midtonesSaturation: number;
  72206. /**
  72207. * Gets the midtones Exposure value.
  72208. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72209. */
  72210. /**
  72211. * Sets the midtones Exposure value.
  72212. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72213. */
  72214. midtonesExposure: number;
  72215. private _shadowsHue;
  72216. private _shadowsDensity;
  72217. private _shadowsSaturation;
  72218. private _shadowsExposure;
  72219. /**
  72220. * Gets the shadows Hue value.
  72221. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72222. */
  72223. /**
  72224. * Sets the shadows Hue value.
  72225. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72226. */
  72227. shadowsHue: number;
  72228. /**
  72229. * Gets the shadows Density value.
  72230. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72231. * Values less than zero provide a filter of opposite hue.
  72232. */
  72233. /**
  72234. * Sets the shadows Density value.
  72235. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72236. * Values less than zero provide a filter of opposite hue.
  72237. */
  72238. shadowsDensity: number;
  72239. /**
  72240. * Gets the shadows Saturation value.
  72241. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72242. */
  72243. /**
  72244. * Sets the shadows Saturation value.
  72245. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72246. */
  72247. shadowsSaturation: number;
  72248. /**
  72249. * Gets the shadows Exposure value.
  72250. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72251. */
  72252. /**
  72253. * Sets the shadows Exposure value.
  72254. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72255. */
  72256. shadowsExposure: number;
  72257. /**
  72258. * Returns the class name
  72259. * @returns The class name
  72260. */
  72261. getClassName(): string;
  72262. /**
  72263. * Binds the color curves to the shader.
  72264. * @param colorCurves The color curve to bind
  72265. * @param effect The effect to bind to
  72266. * @param positiveUniform The positive uniform shader parameter
  72267. * @param neutralUniform The neutral uniform shader parameter
  72268. * @param negativeUniform The negative uniform shader parameter
  72269. */
  72270. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  72271. /**
  72272. * Prepare the list of uniforms associated with the ColorCurves effects.
  72273. * @param uniformsList The list of uniforms used in the effect
  72274. */
  72275. static PrepareUniforms(uniformsList: string[]): void;
  72276. /**
  72277. * Returns color grading data based on a hue, density, saturation and exposure value.
  72278. * @param filterHue The hue of the color filter.
  72279. * @param filterDensity The density of the color filter.
  72280. * @param saturation The saturation.
  72281. * @param exposure The exposure.
  72282. * @param result The result data container.
  72283. */
  72284. private getColorGradingDataToRef;
  72285. /**
  72286. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  72287. * @param value The input slider value in range [-100,100].
  72288. * @returns Adjusted value.
  72289. */
  72290. private static applyColorGradingSliderNonlinear;
  72291. /**
  72292. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  72293. * @param hue The hue (H) input.
  72294. * @param saturation The saturation (S) input.
  72295. * @param brightness The brightness (B) input.
  72296. * @result An RGBA color represented as Vector4.
  72297. */
  72298. private static fromHSBToRef;
  72299. /**
  72300. * Returns a value clamped between min and max
  72301. * @param value The value to clamp
  72302. * @param min The minimum of value
  72303. * @param max The maximum of value
  72304. * @returns The clamped value.
  72305. */
  72306. private static clamp;
  72307. /**
  72308. * Clones the current color curve instance.
  72309. * @return The cloned curves
  72310. */
  72311. clone(): ColorCurves;
  72312. /**
  72313. * Serializes the current color curve instance to a json representation.
  72314. * @return a JSON representation
  72315. */
  72316. serialize(): any;
  72317. /**
  72318. * Parses the color curve from a json representation.
  72319. * @param source the JSON source to parse
  72320. * @return The parsed curves
  72321. */
  72322. static Parse(source: any): ColorCurves;
  72323. }
  72324. }
  72325. declare module BABYLON {
  72326. /**
  72327. * Interface to follow in your material defines to integrate easily the
  72328. * Image proccessing functions.
  72329. * @hidden
  72330. */
  72331. export interface IImageProcessingConfigurationDefines {
  72332. IMAGEPROCESSING: boolean;
  72333. VIGNETTE: boolean;
  72334. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72335. VIGNETTEBLENDMODEOPAQUE: boolean;
  72336. TONEMAPPING: boolean;
  72337. TONEMAPPING_ACES: boolean;
  72338. CONTRAST: boolean;
  72339. EXPOSURE: boolean;
  72340. COLORCURVES: boolean;
  72341. COLORGRADING: boolean;
  72342. COLORGRADING3D: boolean;
  72343. SAMPLER3DGREENDEPTH: boolean;
  72344. SAMPLER3DBGRMAP: boolean;
  72345. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72346. }
  72347. /**
  72348. * @hidden
  72349. */
  72350. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  72351. IMAGEPROCESSING: boolean;
  72352. VIGNETTE: boolean;
  72353. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72354. VIGNETTEBLENDMODEOPAQUE: boolean;
  72355. TONEMAPPING: boolean;
  72356. TONEMAPPING_ACES: boolean;
  72357. CONTRAST: boolean;
  72358. COLORCURVES: boolean;
  72359. COLORGRADING: boolean;
  72360. COLORGRADING3D: boolean;
  72361. SAMPLER3DGREENDEPTH: boolean;
  72362. SAMPLER3DBGRMAP: boolean;
  72363. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72364. EXPOSURE: boolean;
  72365. constructor();
  72366. }
  72367. /**
  72368. * This groups together the common properties used for image processing either in direct forward pass
  72369. * or through post processing effect depending on the use of the image processing pipeline in your scene
  72370. * or not.
  72371. */
  72372. export class ImageProcessingConfiguration {
  72373. /**
  72374. * Default tone mapping applied in BabylonJS.
  72375. */
  72376. static readonly TONEMAPPING_STANDARD: number;
  72377. /**
  72378. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  72379. * to other engines rendering to increase portability.
  72380. */
  72381. static readonly TONEMAPPING_ACES: number;
  72382. /**
  72383. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  72384. */
  72385. colorCurves: Nullable<ColorCurves>;
  72386. private _colorCurvesEnabled;
  72387. /**
  72388. * Gets wether the color curves effect is enabled.
  72389. */
  72390. /**
  72391. * Sets wether the color curves effect is enabled.
  72392. */
  72393. colorCurvesEnabled: boolean;
  72394. private _colorGradingTexture;
  72395. /**
  72396. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72397. */
  72398. /**
  72399. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72400. */
  72401. colorGradingTexture: Nullable<BaseTexture>;
  72402. private _colorGradingEnabled;
  72403. /**
  72404. * Gets wether the color grading effect is enabled.
  72405. */
  72406. /**
  72407. * Sets wether the color grading effect is enabled.
  72408. */
  72409. colorGradingEnabled: boolean;
  72410. private _colorGradingWithGreenDepth;
  72411. /**
  72412. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  72413. */
  72414. /**
  72415. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  72416. */
  72417. colorGradingWithGreenDepth: boolean;
  72418. private _colorGradingBGR;
  72419. /**
  72420. * Gets wether the color grading texture contains BGR values.
  72421. */
  72422. /**
  72423. * Sets wether the color grading texture contains BGR values.
  72424. */
  72425. colorGradingBGR: boolean;
  72426. /** @hidden */
  72427. _exposure: number;
  72428. /**
  72429. * Gets the Exposure used in the effect.
  72430. */
  72431. /**
  72432. * Sets the Exposure used in the effect.
  72433. */
  72434. exposure: number;
  72435. private _toneMappingEnabled;
  72436. /**
  72437. * Gets wether the tone mapping effect is enabled.
  72438. */
  72439. /**
  72440. * Sets wether the tone mapping effect is enabled.
  72441. */
  72442. toneMappingEnabled: boolean;
  72443. private _toneMappingType;
  72444. /**
  72445. * Gets the type of tone mapping effect.
  72446. */
  72447. /**
  72448. * Sets the type of tone mapping effect used in BabylonJS.
  72449. */
  72450. toneMappingType: number;
  72451. protected _contrast: number;
  72452. /**
  72453. * Gets the contrast used in the effect.
  72454. */
  72455. /**
  72456. * Sets the contrast used in the effect.
  72457. */
  72458. contrast: number;
  72459. /**
  72460. * Vignette stretch size.
  72461. */
  72462. vignetteStretch: number;
  72463. /**
  72464. * Vignette centre X Offset.
  72465. */
  72466. vignetteCentreX: number;
  72467. /**
  72468. * Vignette centre Y Offset.
  72469. */
  72470. vignetteCentreY: number;
  72471. /**
  72472. * Vignette weight or intensity of the vignette effect.
  72473. */
  72474. vignetteWeight: number;
  72475. /**
  72476. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72477. * if vignetteEnabled is set to true.
  72478. */
  72479. vignetteColor: Color4;
  72480. /**
  72481. * Camera field of view used by the Vignette effect.
  72482. */
  72483. vignetteCameraFov: number;
  72484. private _vignetteBlendMode;
  72485. /**
  72486. * Gets the vignette blend mode allowing different kind of effect.
  72487. */
  72488. /**
  72489. * Sets the vignette blend mode allowing different kind of effect.
  72490. */
  72491. vignetteBlendMode: number;
  72492. private _vignetteEnabled;
  72493. /**
  72494. * Gets wether the vignette effect is enabled.
  72495. */
  72496. /**
  72497. * Sets wether the vignette effect is enabled.
  72498. */
  72499. vignetteEnabled: boolean;
  72500. private _applyByPostProcess;
  72501. /**
  72502. * Gets wether the image processing is applied through a post process or not.
  72503. */
  72504. /**
  72505. * Sets wether the image processing is applied through a post process or not.
  72506. */
  72507. applyByPostProcess: boolean;
  72508. private _isEnabled;
  72509. /**
  72510. * Gets wether the image processing is enabled or not.
  72511. */
  72512. /**
  72513. * Sets wether the image processing is enabled or not.
  72514. */
  72515. isEnabled: boolean;
  72516. /**
  72517. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72518. */
  72519. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72520. /**
  72521. * Method called each time the image processing information changes requires to recompile the effect.
  72522. */
  72523. protected _updateParameters(): void;
  72524. /**
  72525. * Gets the current class name.
  72526. * @return "ImageProcessingConfiguration"
  72527. */
  72528. getClassName(): string;
  72529. /**
  72530. * Prepare the list of uniforms associated with the Image Processing effects.
  72531. * @param uniforms The list of uniforms used in the effect
  72532. * @param defines the list of defines currently in use
  72533. */
  72534. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72535. /**
  72536. * Prepare the list of samplers associated with the Image Processing effects.
  72537. * @param samplersList The list of uniforms used in the effect
  72538. * @param defines the list of defines currently in use
  72539. */
  72540. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72541. /**
  72542. * Prepare the list of defines associated to the shader.
  72543. * @param defines the list of defines to complete
  72544. * @param forPostProcess Define if we are currently in post process mode or not
  72545. */
  72546. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72547. /**
  72548. * Returns true if all the image processing information are ready.
  72549. * @returns True if ready, otherwise, false
  72550. */
  72551. isReady(): boolean;
  72552. /**
  72553. * Binds the image processing to the shader.
  72554. * @param effect The effect to bind to
  72555. * @param aspectRatio Define the current aspect ratio of the effect
  72556. */
  72557. bind(effect: Effect, aspectRatio?: number): void;
  72558. /**
  72559. * Clones the current image processing instance.
  72560. * @return The cloned image processing
  72561. */
  72562. clone(): ImageProcessingConfiguration;
  72563. /**
  72564. * Serializes the current image processing instance to a json representation.
  72565. * @return a JSON representation
  72566. */
  72567. serialize(): any;
  72568. /**
  72569. * Parses the image processing from a json representation.
  72570. * @param source the JSON source to parse
  72571. * @return The parsed image processing
  72572. */
  72573. static Parse(source: any): ImageProcessingConfiguration;
  72574. private static _VIGNETTEMODE_MULTIPLY;
  72575. private static _VIGNETTEMODE_OPAQUE;
  72576. /**
  72577. * Used to apply the vignette as a mix with the pixel color.
  72578. */
  72579. static readonly VIGNETTEMODE_MULTIPLY: number;
  72580. /**
  72581. * Used to apply the vignette as a replacement of the pixel color.
  72582. */
  72583. static readonly VIGNETTEMODE_OPAQUE: number;
  72584. }
  72585. }
  72586. declare module BABYLON {
  72587. /** @hidden */
  72588. export var postprocessVertexShader: {
  72589. name: string;
  72590. shader: string;
  72591. };
  72592. }
  72593. declare module BABYLON {
  72594. /** Defines supported spaces */
  72595. export enum Space {
  72596. /** Local (object) space */
  72597. LOCAL = 0,
  72598. /** World space */
  72599. WORLD = 1,
  72600. /** Bone space */
  72601. BONE = 2
  72602. }
  72603. /** Defines the 3 main axes */
  72604. export class Axis {
  72605. /** X axis */
  72606. static X: Vector3;
  72607. /** Y axis */
  72608. static Y: Vector3;
  72609. /** Z axis */
  72610. static Z: Vector3;
  72611. }
  72612. }
  72613. declare module BABYLON {
  72614. /**
  72615. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72616. * This is the base of the follow, arc rotate cameras and Free camera
  72617. * @see http://doc.babylonjs.com/features/cameras
  72618. */
  72619. export class TargetCamera extends Camera {
  72620. private static _RigCamTransformMatrix;
  72621. private static _TargetTransformMatrix;
  72622. private static _TargetFocalPoint;
  72623. /**
  72624. * Define the current direction the camera is moving to
  72625. */
  72626. cameraDirection: Vector3;
  72627. /**
  72628. * Define the current rotation the camera is rotating to
  72629. */
  72630. cameraRotation: Vector2;
  72631. /**
  72632. * When set, the up vector of the camera will be updated by the rotation of the camera
  72633. */
  72634. updateUpVectorFromRotation: boolean;
  72635. private _tmpQuaternion;
  72636. /**
  72637. * Define the current rotation of the camera
  72638. */
  72639. rotation: Vector3;
  72640. /**
  72641. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72642. */
  72643. rotationQuaternion: Quaternion;
  72644. /**
  72645. * Define the current speed of the camera
  72646. */
  72647. speed: number;
  72648. /**
  72649. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72650. * around all axis.
  72651. */
  72652. noRotationConstraint: boolean;
  72653. /**
  72654. * Define the current target of the camera as an object or a position.
  72655. */
  72656. lockedTarget: any;
  72657. /** @hidden */
  72658. _currentTarget: Vector3;
  72659. /** @hidden */
  72660. _initialFocalDistance: number;
  72661. /** @hidden */
  72662. _viewMatrix: Matrix;
  72663. /** @hidden */
  72664. _camMatrix: Matrix;
  72665. /** @hidden */
  72666. _cameraTransformMatrix: Matrix;
  72667. /** @hidden */
  72668. _cameraRotationMatrix: Matrix;
  72669. /** @hidden */
  72670. _referencePoint: Vector3;
  72671. /** @hidden */
  72672. _transformedReferencePoint: Vector3;
  72673. protected _globalCurrentTarget: Vector3;
  72674. protected _globalCurrentUpVector: Vector3;
  72675. /** @hidden */
  72676. _reset: () => void;
  72677. private _defaultUp;
  72678. /**
  72679. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  72680. * This is the base of the follow, arc rotate cameras and Free camera
  72681. * @see http://doc.babylonjs.com/features/cameras
  72682. * @param name Defines the name of the camera in the scene
  72683. * @param position Defines the start position of the camera in the scene
  72684. * @param scene Defines the scene the camera belongs to
  72685. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  72686. */
  72687. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  72688. /**
  72689. * Gets the position in front of the camera at a given distance.
  72690. * @param distance The distance from the camera we want the position to be
  72691. * @returns the position
  72692. */
  72693. getFrontPosition(distance: number): Vector3;
  72694. /** @hidden */
  72695. _getLockedTargetPosition(): Nullable<Vector3>;
  72696. private _storedPosition;
  72697. private _storedRotation;
  72698. private _storedRotationQuaternion;
  72699. /**
  72700. * Store current camera state of the camera (fov, position, rotation, etc..)
  72701. * @returns the camera
  72702. */
  72703. storeState(): Camera;
  72704. /**
  72705. * Restored camera state. You must call storeState() first
  72706. * @returns whether it was successful or not
  72707. * @hidden
  72708. */
  72709. _restoreStateValues(): boolean;
  72710. /** @hidden */
  72711. _initCache(): void;
  72712. /** @hidden */
  72713. _updateCache(ignoreParentClass?: boolean): void;
  72714. /** @hidden */
  72715. _isSynchronizedViewMatrix(): boolean;
  72716. /** @hidden */
  72717. _computeLocalCameraSpeed(): number;
  72718. /**
  72719. * Defines the target the camera should look at.
  72720. * @param target Defines the new target as a Vector or a mesh
  72721. */
  72722. setTarget(target: Vector3): void;
  72723. /**
  72724. * Return the current target position of the camera. This value is expressed in local space.
  72725. * @returns the target position
  72726. */
  72727. getTarget(): Vector3;
  72728. /** @hidden */
  72729. _decideIfNeedsToMove(): boolean;
  72730. /** @hidden */
  72731. _updatePosition(): void;
  72732. /** @hidden */
  72733. _checkInputs(): void;
  72734. protected _updateCameraRotationMatrix(): void;
  72735. /**
  72736. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  72737. * @returns the current camera
  72738. */
  72739. private _rotateUpVectorWithCameraRotationMatrix;
  72740. private _cachedRotationZ;
  72741. private _cachedQuaternionRotationZ;
  72742. /** @hidden */
  72743. _getViewMatrix(): Matrix;
  72744. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72745. /**
  72746. * @hidden
  72747. */
  72748. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72749. /**
  72750. * @hidden
  72751. */
  72752. _updateRigCameras(): void;
  72753. private _getRigCamPositionAndTarget;
  72754. /**
  72755. * Gets the current object class name.
  72756. * @return the class name
  72757. */
  72758. getClassName(): string;
  72759. }
  72760. }
  72761. declare module BABYLON {
  72762. /**
  72763. * Gather the list of keyboard event types as constants.
  72764. */
  72765. export class KeyboardEventTypes {
  72766. /**
  72767. * The keydown event is fired when a key becomes active (pressed).
  72768. */
  72769. static readonly KEYDOWN: number;
  72770. /**
  72771. * The keyup event is fired when a key has been released.
  72772. */
  72773. static readonly KEYUP: number;
  72774. }
  72775. /**
  72776. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72777. */
  72778. export class KeyboardInfo {
  72779. /**
  72780. * Defines the type of event (KeyboardEventTypes)
  72781. */
  72782. type: number;
  72783. /**
  72784. * Defines the related dom event
  72785. */
  72786. event: KeyboardEvent;
  72787. /**
  72788. * Instantiates a new keyboard info.
  72789. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72790. * @param type Defines the type of event (KeyboardEventTypes)
  72791. * @param event Defines the related dom event
  72792. */
  72793. constructor(
  72794. /**
  72795. * Defines the type of event (KeyboardEventTypes)
  72796. */
  72797. type: number,
  72798. /**
  72799. * Defines the related dom event
  72800. */
  72801. event: KeyboardEvent);
  72802. }
  72803. /**
  72804. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72805. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72806. */
  72807. export class KeyboardInfoPre extends KeyboardInfo {
  72808. /**
  72809. * Defines the type of event (KeyboardEventTypes)
  72810. */
  72811. type: number;
  72812. /**
  72813. * Defines the related dom event
  72814. */
  72815. event: KeyboardEvent;
  72816. /**
  72817. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72818. */
  72819. skipOnPointerObservable: boolean;
  72820. /**
  72821. * Instantiates a new keyboard pre info.
  72822. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72823. * @param type Defines the type of event (KeyboardEventTypes)
  72824. * @param event Defines the related dom event
  72825. */
  72826. constructor(
  72827. /**
  72828. * Defines the type of event (KeyboardEventTypes)
  72829. */
  72830. type: number,
  72831. /**
  72832. * Defines the related dom event
  72833. */
  72834. event: KeyboardEvent);
  72835. }
  72836. }
  72837. declare module BABYLON {
  72838. /**
  72839. * Manage the keyboard inputs to control the movement of a free camera.
  72840. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72841. */
  72842. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  72843. /**
  72844. * Defines the camera the input is attached to.
  72845. */
  72846. camera: FreeCamera;
  72847. /**
  72848. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  72849. */
  72850. keysUp: number[];
  72851. /**
  72852. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  72853. */
  72854. keysDown: number[];
  72855. /**
  72856. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  72857. */
  72858. keysLeft: number[];
  72859. /**
  72860. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  72861. */
  72862. keysRight: number[];
  72863. private _keys;
  72864. private _onCanvasBlurObserver;
  72865. private _onKeyboardObserver;
  72866. private _engine;
  72867. private _scene;
  72868. /**
  72869. * Attach the input controls to a specific dom element to get the input from.
  72870. * @param element Defines the element the controls should be listened from
  72871. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72872. */
  72873. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72874. /**
  72875. * Detach the current controls from the specified dom element.
  72876. * @param element Defines the element to stop listening the inputs from
  72877. */
  72878. detachControl(element: Nullable<HTMLElement>): void;
  72879. /**
  72880. * Update the current camera state depending on the inputs that have been used this frame.
  72881. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72882. */
  72883. checkInputs(): void;
  72884. /**
  72885. * Gets the class name of the current intput.
  72886. * @returns the class name
  72887. */
  72888. getClassName(): string;
  72889. /** @hidden */
  72890. _onLostFocus(): void;
  72891. /**
  72892. * Get the friendly name associated with the input class.
  72893. * @returns the input friendly name
  72894. */
  72895. getSimpleName(): string;
  72896. }
  72897. }
  72898. declare module BABYLON {
  72899. /**
  72900. * Interface describing all the common properties and methods a shadow light needs to implement.
  72901. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  72902. * as well as binding the different shadow properties to the effects.
  72903. */
  72904. export interface IShadowLight extends Light {
  72905. /**
  72906. * The light id in the scene (used in scene.findLighById for instance)
  72907. */
  72908. id: string;
  72909. /**
  72910. * The position the shdow will be casted from.
  72911. */
  72912. position: Vector3;
  72913. /**
  72914. * In 2d mode (needCube being false), the direction used to cast the shadow.
  72915. */
  72916. direction: Vector3;
  72917. /**
  72918. * The transformed position. Position of the light in world space taking parenting in account.
  72919. */
  72920. transformedPosition: Vector3;
  72921. /**
  72922. * The transformed direction. Direction of the light in world space taking parenting in account.
  72923. */
  72924. transformedDirection: Vector3;
  72925. /**
  72926. * The friendly name of the light in the scene.
  72927. */
  72928. name: string;
  72929. /**
  72930. * Defines the shadow projection clipping minimum z value.
  72931. */
  72932. shadowMinZ: number;
  72933. /**
  72934. * Defines the shadow projection clipping maximum z value.
  72935. */
  72936. shadowMaxZ: number;
  72937. /**
  72938. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72939. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72940. */
  72941. computeTransformedInformation(): boolean;
  72942. /**
  72943. * Gets the scene the light belongs to.
  72944. * @returns The scene
  72945. */
  72946. getScene(): Scene;
  72947. /**
  72948. * Callback defining a custom Projection Matrix Builder.
  72949. * This can be used to override the default projection matrix computation.
  72950. */
  72951. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72952. /**
  72953. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72954. * @param matrix The materix to updated with the projection information
  72955. * @param viewMatrix The transform matrix of the light
  72956. * @param renderList The list of mesh to render in the map
  72957. * @returns The current light
  72958. */
  72959. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72960. /**
  72961. * Gets the current depth scale used in ESM.
  72962. * @returns The scale
  72963. */
  72964. getDepthScale(): number;
  72965. /**
  72966. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72967. * @returns true if a cube texture needs to be use
  72968. */
  72969. needCube(): boolean;
  72970. /**
  72971. * Detects if the projection matrix requires to be recomputed this frame.
  72972. * @returns true if it requires to be recomputed otherwise, false.
  72973. */
  72974. needProjectionMatrixCompute(): boolean;
  72975. /**
  72976. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72977. */
  72978. forceProjectionMatrixCompute(): void;
  72979. /**
  72980. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72981. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72982. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72983. */
  72984. getShadowDirection(faceIndex?: number): Vector3;
  72985. /**
  72986. * Gets the minZ used for shadow according to both the scene and the light.
  72987. * @param activeCamera The camera we are returning the min for
  72988. * @returns the depth min z
  72989. */
  72990. getDepthMinZ(activeCamera: Camera): number;
  72991. /**
  72992. * Gets the maxZ used for shadow according to both the scene and the light.
  72993. * @param activeCamera The camera we are returning the max for
  72994. * @returns the depth max z
  72995. */
  72996. getDepthMaxZ(activeCamera: Camera): number;
  72997. }
  72998. /**
  72999. * Base implementation IShadowLight
  73000. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  73001. */
  73002. export abstract class ShadowLight extends Light implements IShadowLight {
  73003. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  73004. protected _position: Vector3;
  73005. protected _setPosition(value: Vector3): void;
  73006. /**
  73007. * Sets the position the shadow will be casted from. Also use as the light position for both
  73008. * point and spot lights.
  73009. */
  73010. /**
  73011. * Sets the position the shadow will be casted from. Also use as the light position for both
  73012. * point and spot lights.
  73013. */
  73014. position: Vector3;
  73015. protected _direction: Vector3;
  73016. protected _setDirection(value: Vector3): void;
  73017. /**
  73018. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  73019. * Also use as the light direction on spot and directional lights.
  73020. */
  73021. /**
  73022. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  73023. * Also use as the light direction on spot and directional lights.
  73024. */
  73025. direction: Vector3;
  73026. private _shadowMinZ;
  73027. /**
  73028. * Gets the shadow projection clipping minimum z value.
  73029. */
  73030. /**
  73031. * Sets the shadow projection clipping minimum z value.
  73032. */
  73033. shadowMinZ: number;
  73034. private _shadowMaxZ;
  73035. /**
  73036. * Sets the shadow projection clipping maximum z value.
  73037. */
  73038. /**
  73039. * Gets the shadow projection clipping maximum z value.
  73040. */
  73041. shadowMaxZ: number;
  73042. /**
  73043. * Callback defining a custom Projection Matrix Builder.
  73044. * This can be used to override the default projection matrix computation.
  73045. */
  73046. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73047. /**
  73048. * The transformed position. Position of the light in world space taking parenting in account.
  73049. */
  73050. transformedPosition: Vector3;
  73051. /**
  73052. * The transformed direction. Direction of the light in world space taking parenting in account.
  73053. */
  73054. transformedDirection: Vector3;
  73055. private _needProjectionMatrixCompute;
  73056. /**
  73057. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73058. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73059. */
  73060. computeTransformedInformation(): boolean;
  73061. /**
  73062. * Return the depth scale used for the shadow map.
  73063. * @returns the depth scale.
  73064. */
  73065. getDepthScale(): number;
  73066. /**
  73067. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73068. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73069. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73070. */
  73071. getShadowDirection(faceIndex?: number): Vector3;
  73072. /**
  73073. * Returns the ShadowLight absolute position in the World.
  73074. * @returns the position vector in world space
  73075. */
  73076. getAbsolutePosition(): Vector3;
  73077. /**
  73078. * Sets the ShadowLight direction toward the passed target.
  73079. * @param target The point to target in local space
  73080. * @returns the updated ShadowLight direction
  73081. */
  73082. setDirectionToTarget(target: Vector3): Vector3;
  73083. /**
  73084. * Returns the light rotation in euler definition.
  73085. * @returns the x y z rotation in local space.
  73086. */
  73087. getRotation(): Vector3;
  73088. /**
  73089. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73090. * @returns true if a cube texture needs to be use
  73091. */
  73092. needCube(): boolean;
  73093. /**
  73094. * Detects if the projection matrix requires to be recomputed this frame.
  73095. * @returns true if it requires to be recomputed otherwise, false.
  73096. */
  73097. needProjectionMatrixCompute(): boolean;
  73098. /**
  73099. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73100. */
  73101. forceProjectionMatrixCompute(): void;
  73102. /** @hidden */
  73103. _initCache(): void;
  73104. /** @hidden */
  73105. _isSynchronized(): boolean;
  73106. /**
  73107. * Computes the world matrix of the node
  73108. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  73109. * @returns the world matrix
  73110. */
  73111. computeWorldMatrix(force?: boolean): Matrix;
  73112. /**
  73113. * Gets the minZ used for shadow according to both the scene and the light.
  73114. * @param activeCamera The camera we are returning the min for
  73115. * @returns the depth min z
  73116. */
  73117. getDepthMinZ(activeCamera: Camera): number;
  73118. /**
  73119. * Gets the maxZ used for shadow according to both the scene and the light.
  73120. * @param activeCamera The camera we are returning the max for
  73121. * @returns the depth max z
  73122. */
  73123. getDepthMaxZ(activeCamera: Camera): number;
  73124. /**
  73125. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73126. * @param matrix The materix to updated with the projection information
  73127. * @param viewMatrix The transform matrix of the light
  73128. * @param renderList The list of mesh to render in the map
  73129. * @returns The current light
  73130. */
  73131. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73132. }
  73133. }
  73134. declare module BABYLON {
  73135. /**
  73136. * "Static Class" containing the most commonly used helper while dealing with material for
  73137. * rendering purpose.
  73138. *
  73139. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  73140. *
  73141. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  73142. */
  73143. export class MaterialHelper {
  73144. /**
  73145. * Bind the current view position to an effect.
  73146. * @param effect The effect to be bound
  73147. * @param scene The scene the eyes position is used from
  73148. */
  73149. static BindEyePosition(effect: Effect, scene: Scene): void;
  73150. /**
  73151. * Helps preparing the defines values about the UVs in used in the effect.
  73152. * UVs are shared as much as we can accross channels in the shaders.
  73153. * @param texture The texture we are preparing the UVs for
  73154. * @param defines The defines to update
  73155. * @param key The channel key "diffuse", "specular"... used in the shader
  73156. */
  73157. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  73158. /**
  73159. * Binds a texture matrix value to its corrsponding uniform
  73160. * @param texture The texture to bind the matrix for
  73161. * @param uniformBuffer The uniform buffer receivin the data
  73162. * @param key The channel key "diffuse", "specular"... used in the shader
  73163. */
  73164. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  73165. /**
  73166. * Gets the current status of the fog (should it be enabled?)
  73167. * @param mesh defines the mesh to evaluate for fog support
  73168. * @param scene defines the hosting scene
  73169. * @returns true if fog must be enabled
  73170. */
  73171. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  73172. /**
  73173. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  73174. * @param mesh defines the current mesh
  73175. * @param scene defines the current scene
  73176. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  73177. * @param pointsCloud defines if point cloud rendering has to be turned on
  73178. * @param fogEnabled defines if fog has to be turned on
  73179. * @param alphaTest defines if alpha testing has to be turned on
  73180. * @param defines defines the current list of defines
  73181. */
  73182. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  73183. /**
  73184. * Helper used to prepare the list of defines associated with frame values for shader compilation
  73185. * @param scene defines the current scene
  73186. * @param engine defines the current engine
  73187. * @param defines specifies the list of active defines
  73188. * @param useInstances defines if instances have to be turned on
  73189. * @param useClipPlane defines if clip plane have to be turned on
  73190. */
  73191. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  73192. /**
  73193. * Prepares the defines for bones
  73194. * @param mesh The mesh containing the geometry data we will draw
  73195. * @param defines The defines to update
  73196. */
  73197. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  73198. /**
  73199. * Prepares the defines for morph targets
  73200. * @param mesh The mesh containing the geometry data we will draw
  73201. * @param defines The defines to update
  73202. */
  73203. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  73204. /**
  73205. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  73206. * @param mesh The mesh containing the geometry data we will draw
  73207. * @param defines The defines to update
  73208. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  73209. * @param useBones Precise whether bones should be used or not (override mesh info)
  73210. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  73211. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  73212. * @returns false if defines are considered not dirty and have not been checked
  73213. */
  73214. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  73215. /**
  73216. * Prepares the defines related to multiview
  73217. * @param scene The scene we are intending to draw
  73218. * @param defines The defines to update
  73219. */
  73220. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  73221. /**
  73222. * Prepares the defines related to the light information passed in parameter
  73223. * @param scene The scene we are intending to draw
  73224. * @param mesh The mesh the effect is compiling for
  73225. * @param light The light the effect is compiling for
  73226. * @param lightIndex The index of the light
  73227. * @param defines The defines to update
  73228. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73229. * @param state Defines the current state regarding what is needed (normals, etc...)
  73230. */
  73231. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  73232. needNormals: boolean;
  73233. needRebuild: boolean;
  73234. shadowEnabled: boolean;
  73235. specularEnabled: boolean;
  73236. lightmapMode: boolean;
  73237. }): void;
  73238. /**
  73239. * Prepares the defines related to the light information passed in parameter
  73240. * @param scene The scene we are intending to draw
  73241. * @param mesh The mesh the effect is compiling for
  73242. * @param defines The defines to update
  73243. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73244. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  73245. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  73246. * @returns true if normals will be required for the rest of the effect
  73247. */
  73248. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  73249. /**
  73250. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  73251. * @param lightIndex defines the light index
  73252. * @param uniformsList The uniform list
  73253. * @param samplersList The sampler list
  73254. * @param projectedLightTexture defines if projected texture must be used
  73255. * @param uniformBuffersList defines an optional list of uniform buffers
  73256. */
  73257. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  73258. /**
  73259. * Prepares the uniforms and samplers list to be used in the effect
  73260. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  73261. * @param samplersList The sampler list
  73262. * @param defines The defines helping in the list generation
  73263. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  73264. */
  73265. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  73266. /**
  73267. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  73268. * @param defines The defines to update while falling back
  73269. * @param fallbacks The authorized effect fallbacks
  73270. * @param maxSimultaneousLights The maximum number of lights allowed
  73271. * @param rank the current rank of the Effect
  73272. * @returns The newly affected rank
  73273. */
  73274. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  73275. private static _TmpMorphInfluencers;
  73276. /**
  73277. * Prepares the list of attributes required for morph targets according to the effect defines.
  73278. * @param attribs The current list of supported attribs
  73279. * @param mesh The mesh to prepare the morph targets attributes for
  73280. * @param influencers The number of influencers
  73281. */
  73282. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  73283. /**
  73284. * Prepares the list of attributes required for morph targets according to the effect defines.
  73285. * @param attribs The current list of supported attribs
  73286. * @param mesh The mesh to prepare the morph targets attributes for
  73287. * @param defines The current Defines of the effect
  73288. */
  73289. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  73290. /**
  73291. * Prepares the list of attributes required for bones according to the effect defines.
  73292. * @param attribs The current list of supported attribs
  73293. * @param mesh The mesh to prepare the bones attributes for
  73294. * @param defines The current Defines of the effect
  73295. * @param fallbacks The current efffect fallback strategy
  73296. */
  73297. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  73298. /**
  73299. * Check and prepare the list of attributes required for instances according to the effect defines.
  73300. * @param attribs The current list of supported attribs
  73301. * @param defines The current MaterialDefines of the effect
  73302. */
  73303. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  73304. /**
  73305. * Add the list of attributes required for instances to the attribs array.
  73306. * @param attribs The current list of supported attribs
  73307. */
  73308. static PushAttributesForInstances(attribs: string[]): void;
  73309. /**
  73310. * Binds the light shadow information to the effect for the given mesh.
  73311. * @param light The light containing the generator
  73312. * @param scene The scene the lights belongs to
  73313. * @param mesh The mesh we are binding the information to render
  73314. * @param lightIndex The light index in the effect used to render the mesh
  73315. * @param effect The effect we are binding the data to
  73316. */
  73317. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  73318. /**
  73319. * Binds the light information to the effect.
  73320. * @param light The light containing the generator
  73321. * @param effect The effect we are binding the data to
  73322. * @param lightIndex The light index in the effect used to render
  73323. */
  73324. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  73325. /**
  73326. * Binds the lights information from the scene to the effect for the given mesh.
  73327. * @param light Light to bind
  73328. * @param lightIndex Light index
  73329. * @param scene The scene where the light belongs to
  73330. * @param mesh The mesh we are binding the information to render
  73331. * @param effect The effect we are binding the data to
  73332. * @param useSpecular Defines if specular is supported
  73333. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73334. */
  73335. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  73336. /**
  73337. * Binds the lights information from the scene to the effect for the given mesh.
  73338. * @param scene The scene the lights belongs to
  73339. * @param mesh The mesh we are binding the information to render
  73340. * @param effect The effect we are binding the data to
  73341. * @param defines The generated defines for the effect
  73342. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  73343. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73344. */
  73345. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  73346. private static _tempFogColor;
  73347. /**
  73348. * Binds the fog information from the scene to the effect for the given mesh.
  73349. * @param scene The scene the lights belongs to
  73350. * @param mesh The mesh we are binding the information to render
  73351. * @param effect The effect we are binding the data to
  73352. * @param linearSpace Defines if the fog effect is applied in linear space
  73353. */
  73354. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  73355. /**
  73356. * Binds the bones information from the mesh to the effect.
  73357. * @param mesh The mesh we are binding the information to render
  73358. * @param effect The effect we are binding the data to
  73359. */
  73360. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  73361. /**
  73362. * Binds the morph targets information from the mesh to the effect.
  73363. * @param abstractMesh The mesh we are binding the information to render
  73364. * @param effect The effect we are binding the data to
  73365. */
  73366. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  73367. /**
  73368. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  73369. * @param defines The generated defines used in the effect
  73370. * @param effect The effect we are binding the data to
  73371. * @param scene The scene we are willing to render with logarithmic scale for
  73372. */
  73373. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  73374. /**
  73375. * Binds the clip plane information from the scene to the effect.
  73376. * @param scene The scene the clip plane information are extracted from
  73377. * @param effect The effect we are binding the data to
  73378. */
  73379. static BindClipPlane(effect: Effect, scene: Scene): void;
  73380. }
  73381. }
  73382. declare module BABYLON {
  73383. /** @hidden */
  73384. export var packingFunctions: {
  73385. name: string;
  73386. shader: string;
  73387. };
  73388. }
  73389. declare module BABYLON {
  73390. /** @hidden */
  73391. export var shadowMapPixelShader: {
  73392. name: string;
  73393. shader: string;
  73394. };
  73395. }
  73396. declare module BABYLON {
  73397. /** @hidden */
  73398. export var bonesDeclaration: {
  73399. name: string;
  73400. shader: string;
  73401. };
  73402. }
  73403. declare module BABYLON {
  73404. /** @hidden */
  73405. export var morphTargetsVertexGlobalDeclaration: {
  73406. name: string;
  73407. shader: string;
  73408. };
  73409. }
  73410. declare module BABYLON {
  73411. /** @hidden */
  73412. export var morphTargetsVertexDeclaration: {
  73413. name: string;
  73414. shader: string;
  73415. };
  73416. }
  73417. declare module BABYLON {
  73418. /** @hidden */
  73419. export var instancesDeclaration: {
  73420. name: string;
  73421. shader: string;
  73422. };
  73423. }
  73424. declare module BABYLON {
  73425. /** @hidden */
  73426. export var helperFunctions: {
  73427. name: string;
  73428. shader: string;
  73429. };
  73430. }
  73431. declare module BABYLON {
  73432. /** @hidden */
  73433. export var morphTargetsVertex: {
  73434. name: string;
  73435. shader: string;
  73436. };
  73437. }
  73438. declare module BABYLON {
  73439. /** @hidden */
  73440. export var instancesVertex: {
  73441. name: string;
  73442. shader: string;
  73443. };
  73444. }
  73445. declare module BABYLON {
  73446. /** @hidden */
  73447. export var bonesVertex: {
  73448. name: string;
  73449. shader: string;
  73450. };
  73451. }
  73452. declare module BABYLON {
  73453. /** @hidden */
  73454. export var shadowMapVertexShader: {
  73455. name: string;
  73456. shader: string;
  73457. };
  73458. }
  73459. declare module BABYLON {
  73460. /** @hidden */
  73461. export var depthBoxBlurPixelShader: {
  73462. name: string;
  73463. shader: string;
  73464. };
  73465. }
  73466. declare module BABYLON {
  73467. /**
  73468. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73469. */
  73470. export interface ICustomShaderOptions {
  73471. /**
  73472. * Gets or sets the custom shader name to use
  73473. */
  73474. shaderName: string;
  73475. /**
  73476. * The list of attribute names used in the shader
  73477. */
  73478. attributes?: string[];
  73479. /**
  73480. * The list of unifrom names used in the shader
  73481. */
  73482. uniforms?: string[];
  73483. /**
  73484. * The list of sampler names used in the shader
  73485. */
  73486. samplers?: string[];
  73487. /**
  73488. * The list of defines used in the shader
  73489. */
  73490. defines?: string[];
  73491. }
  73492. /**
  73493. * Interface to implement to create a shadow generator compatible with BJS.
  73494. */
  73495. export interface IShadowGenerator {
  73496. /**
  73497. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73498. * @returns The render target texture if present otherwise, null
  73499. */
  73500. getShadowMap(): Nullable<RenderTargetTexture>;
  73501. /**
  73502. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73503. * @returns The render target texture if the shadow map is present otherwise, null
  73504. */
  73505. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73506. /**
  73507. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73508. * @param subMesh The submesh we want to render in the shadow map
  73509. * @param useInstances Defines wether will draw in the map using instances
  73510. * @returns true if ready otherwise, false
  73511. */
  73512. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73513. /**
  73514. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73515. * @param defines Defines of the material we want to update
  73516. * @param lightIndex Index of the light in the enabled light list of the material
  73517. */
  73518. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73519. /**
  73520. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73521. * defined in the generator but impacting the effect).
  73522. * It implies the unifroms available on the materials are the standard BJS ones.
  73523. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73524. * @param effect The effect we are binfing the information for
  73525. */
  73526. bindShadowLight(lightIndex: string, effect: Effect): void;
  73527. /**
  73528. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73529. * (eq to shadow prjection matrix * light transform matrix)
  73530. * @returns The transform matrix used to create the shadow map
  73531. */
  73532. getTransformMatrix(): Matrix;
  73533. /**
  73534. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73535. * Cube and 2D textures for instance.
  73536. */
  73537. recreateShadowMap(): void;
  73538. /**
  73539. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73540. * @param onCompiled Callback triggered at the and of the effects compilation
  73541. * @param options Sets of optional options forcing the compilation with different modes
  73542. */
  73543. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73544. useInstances: boolean;
  73545. }>): void;
  73546. /**
  73547. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73548. * @param options Sets of optional options forcing the compilation with different modes
  73549. * @returns A promise that resolves when the compilation completes
  73550. */
  73551. forceCompilationAsync(options?: Partial<{
  73552. useInstances: boolean;
  73553. }>): Promise<void>;
  73554. /**
  73555. * Serializes the shadow generator setup to a json object.
  73556. * @returns The serialized JSON object
  73557. */
  73558. serialize(): any;
  73559. /**
  73560. * Disposes the Shadow map and related Textures and effects.
  73561. */
  73562. dispose(): void;
  73563. }
  73564. /**
  73565. * Default implementation IShadowGenerator.
  73566. * This is the main object responsible of generating shadows in the framework.
  73567. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  73568. */
  73569. export class ShadowGenerator implements IShadowGenerator {
  73570. /**
  73571. * Shadow generator mode None: no filtering applied.
  73572. */
  73573. static readonly FILTER_NONE: number;
  73574. /**
  73575. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73576. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73577. */
  73578. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  73579. /**
  73580. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73581. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73582. */
  73583. static readonly FILTER_POISSONSAMPLING: number;
  73584. /**
  73585. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73586. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73587. */
  73588. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  73589. /**
  73590. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73591. * edge artifacts on steep falloff.
  73592. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73593. */
  73594. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  73595. /**
  73596. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73597. * edge artifacts on steep falloff.
  73598. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73599. */
  73600. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  73601. /**
  73602. * Shadow generator mode PCF: Percentage Closer Filtering
  73603. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73604. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73605. */
  73606. static readonly FILTER_PCF: number;
  73607. /**
  73608. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73609. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73610. * Contact Hardening
  73611. */
  73612. static readonly FILTER_PCSS: number;
  73613. /**
  73614. * Reserved for PCF and PCSS
  73615. * Highest Quality.
  73616. *
  73617. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73618. *
  73619. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73620. */
  73621. static readonly QUALITY_HIGH: number;
  73622. /**
  73623. * Reserved for PCF and PCSS
  73624. * Good tradeoff for quality/perf cross devices
  73625. *
  73626. * Execute PCF on a 3*3 kernel.
  73627. *
  73628. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73629. */
  73630. static readonly QUALITY_MEDIUM: number;
  73631. /**
  73632. * Reserved for PCF and PCSS
  73633. * The lowest quality but the fastest.
  73634. *
  73635. * Execute PCF on a 1*1 kernel.
  73636. *
  73637. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73638. */
  73639. static readonly QUALITY_LOW: number;
  73640. /** Gets or sets the custom shader name to use */
  73641. customShaderOptions: ICustomShaderOptions;
  73642. /**
  73643. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73644. */
  73645. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73646. /**
  73647. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73648. */
  73649. onAfterShadowMapRenderObservable: Observable<Effect>;
  73650. /**
  73651. * Observable triggered before a mesh is rendered in the shadow map.
  73652. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73653. */
  73654. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73655. /**
  73656. * Observable triggered after a mesh is rendered in the shadow map.
  73657. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73658. */
  73659. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73660. private _bias;
  73661. /**
  73662. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73663. */
  73664. /**
  73665. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73666. */
  73667. bias: number;
  73668. private _normalBias;
  73669. /**
  73670. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73671. */
  73672. /**
  73673. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73674. */
  73675. normalBias: number;
  73676. private _blurBoxOffset;
  73677. /**
  73678. * Gets the blur box offset: offset applied during the blur pass.
  73679. * Only useful if useKernelBlur = false
  73680. */
  73681. /**
  73682. * Sets the blur box offset: offset applied during the blur pass.
  73683. * Only useful if useKernelBlur = false
  73684. */
  73685. blurBoxOffset: number;
  73686. private _blurScale;
  73687. /**
  73688. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  73689. * 2 means half of the size.
  73690. */
  73691. /**
  73692. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  73693. * 2 means half of the size.
  73694. */
  73695. blurScale: number;
  73696. private _blurKernel;
  73697. /**
  73698. * Gets the blur kernel: kernel size of the blur pass.
  73699. * Only useful if useKernelBlur = true
  73700. */
  73701. /**
  73702. * Sets the blur kernel: kernel size of the blur pass.
  73703. * Only useful if useKernelBlur = true
  73704. */
  73705. blurKernel: number;
  73706. private _useKernelBlur;
  73707. /**
  73708. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  73709. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73710. */
  73711. /**
  73712. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73713. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73714. */
  73715. useKernelBlur: boolean;
  73716. private _depthScale;
  73717. /**
  73718. * Gets the depth scale used in ESM mode.
  73719. */
  73720. /**
  73721. * Sets the depth scale used in ESM mode.
  73722. * This can override the scale stored on the light.
  73723. */
  73724. depthScale: number;
  73725. private _filter;
  73726. /**
  73727. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73728. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73729. */
  73730. /**
  73731. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73732. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73733. */
  73734. filter: number;
  73735. /**
  73736. * Gets if the current filter is set to Poisson Sampling.
  73737. */
  73738. /**
  73739. * Sets the current filter to Poisson Sampling.
  73740. */
  73741. usePoissonSampling: boolean;
  73742. /**
  73743. * Gets if the current filter is set to ESM.
  73744. */
  73745. /**
  73746. * Sets the current filter is to ESM.
  73747. */
  73748. useExponentialShadowMap: boolean;
  73749. /**
  73750. * Gets if the current filter is set to filtered ESM.
  73751. */
  73752. /**
  73753. * Gets if the current filter is set to filtered ESM.
  73754. */
  73755. useBlurExponentialShadowMap: boolean;
  73756. /**
  73757. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73758. * exponential to prevent steep falloff artifacts).
  73759. */
  73760. /**
  73761. * Sets the current filter to "close ESM" (using the inverse of the
  73762. * exponential to prevent steep falloff artifacts).
  73763. */
  73764. useCloseExponentialShadowMap: boolean;
  73765. /**
  73766. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73767. * exponential to prevent steep falloff artifacts).
  73768. */
  73769. /**
  73770. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73771. * exponential to prevent steep falloff artifacts).
  73772. */
  73773. useBlurCloseExponentialShadowMap: boolean;
  73774. /**
  73775. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73776. */
  73777. /**
  73778. * Sets the current filter to "PCF" (percentage closer filtering).
  73779. */
  73780. usePercentageCloserFiltering: boolean;
  73781. private _filteringQuality;
  73782. /**
  73783. * Gets the PCF or PCSS Quality.
  73784. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73785. */
  73786. /**
  73787. * Sets the PCF or PCSS Quality.
  73788. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73789. */
  73790. filteringQuality: number;
  73791. /**
  73792. * Gets if the current filter is set to "PCSS" (contact hardening).
  73793. */
  73794. /**
  73795. * Sets the current filter to "PCSS" (contact hardening).
  73796. */
  73797. useContactHardeningShadow: boolean;
  73798. private _contactHardeningLightSizeUVRatio;
  73799. /**
  73800. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73801. * Using a ratio helps keeping shape stability independently of the map size.
  73802. *
  73803. * It does not account for the light projection as it was having too much
  73804. * instability during the light setup or during light position changes.
  73805. *
  73806. * Only valid if useContactHardeningShadow is true.
  73807. */
  73808. /**
  73809. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73810. * Using a ratio helps keeping shape stability independently of the map size.
  73811. *
  73812. * It does not account for the light projection as it was having too much
  73813. * instability during the light setup or during light position changes.
  73814. *
  73815. * Only valid if useContactHardeningShadow is true.
  73816. */
  73817. contactHardeningLightSizeUVRatio: number;
  73818. private _darkness;
  73819. /** Gets or sets the actual darkness of a shadow */
  73820. darkness: number;
  73821. /**
  73822. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  73823. * 0 means strongest and 1 would means no shadow.
  73824. * @returns the darkness.
  73825. */
  73826. getDarkness(): number;
  73827. /**
  73828. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  73829. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  73830. * @returns the shadow generator allowing fluent coding.
  73831. */
  73832. setDarkness(darkness: number): ShadowGenerator;
  73833. private _transparencyShadow;
  73834. /** Gets or sets the ability to have transparent shadow */
  73835. transparencyShadow: boolean;
  73836. /**
  73837. * Sets the ability to have transparent shadow (boolean).
  73838. * @param transparent True if transparent else False
  73839. * @returns the shadow generator allowing fluent coding
  73840. */
  73841. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  73842. private _shadowMap;
  73843. private _shadowMap2;
  73844. /**
  73845. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73846. * @returns The render target texture if present otherwise, null
  73847. */
  73848. getShadowMap(): Nullable<RenderTargetTexture>;
  73849. /**
  73850. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73851. * @returns The render target texture if the shadow map is present otherwise, null
  73852. */
  73853. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73854. /**
  73855. * Gets the class name of that object
  73856. * @returns "ShadowGenerator"
  73857. */
  73858. getClassName(): string;
  73859. /**
  73860. * Helper function to add a mesh and its descendants to the list of shadow casters.
  73861. * @param mesh Mesh to add
  73862. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  73863. * @returns the Shadow Generator itself
  73864. */
  73865. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73866. /**
  73867. * Helper function to remove a mesh and its descendants from the list of shadow casters
  73868. * @param mesh Mesh to remove
  73869. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  73870. * @returns the Shadow Generator itself
  73871. */
  73872. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73873. /**
  73874. * Controls the extent to which the shadows fade out at the edge of the frustum
  73875. * Used only by directionals and spots
  73876. */
  73877. frustumEdgeFalloff: number;
  73878. private _light;
  73879. /**
  73880. * Returns the associated light object.
  73881. * @returns the light generating the shadow
  73882. */
  73883. getLight(): IShadowLight;
  73884. /**
  73885. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  73886. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  73887. * It might on the other hand introduce peter panning.
  73888. */
  73889. forceBackFacesOnly: boolean;
  73890. private _scene;
  73891. private _lightDirection;
  73892. private _effect;
  73893. private _viewMatrix;
  73894. private _projectionMatrix;
  73895. private _transformMatrix;
  73896. private _cachedPosition;
  73897. private _cachedDirection;
  73898. private _cachedDefines;
  73899. private _currentRenderID;
  73900. private _boxBlurPostprocess;
  73901. private _kernelBlurXPostprocess;
  73902. private _kernelBlurYPostprocess;
  73903. private _blurPostProcesses;
  73904. private _mapSize;
  73905. private _currentFaceIndex;
  73906. private _currentFaceIndexCache;
  73907. private _textureType;
  73908. private _defaultTextureMatrix;
  73909. /** @hidden */
  73910. static _SceneComponentInitialization: (scene: Scene) => void;
  73911. /**
  73912. * Creates a ShadowGenerator object.
  73913. * A ShadowGenerator is the required tool to use the shadows.
  73914. * Each light casting shadows needs to use its own ShadowGenerator.
  73915. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  73916. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  73917. * @param light The light object generating the shadows.
  73918. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  73919. */
  73920. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  73921. private _initializeGenerator;
  73922. private _initializeShadowMap;
  73923. private _initializeBlurRTTAndPostProcesses;
  73924. private _renderForShadowMap;
  73925. private _renderSubMeshForShadowMap;
  73926. private _applyFilterValues;
  73927. /**
  73928. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73929. * @param onCompiled Callback triggered at the and of the effects compilation
  73930. * @param options Sets of optional options forcing the compilation with different modes
  73931. */
  73932. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73933. useInstances: boolean;
  73934. }>): void;
  73935. /**
  73936. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73937. * @param options Sets of optional options forcing the compilation with different modes
  73938. * @returns A promise that resolves when the compilation completes
  73939. */
  73940. forceCompilationAsync(options?: Partial<{
  73941. useInstances: boolean;
  73942. }>): Promise<void>;
  73943. /**
  73944. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73945. * @param subMesh The submesh we want to render in the shadow map
  73946. * @param useInstances Defines wether will draw in the map using instances
  73947. * @returns true if ready otherwise, false
  73948. */
  73949. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73950. /**
  73951. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73952. * @param defines Defines of the material we want to update
  73953. * @param lightIndex Index of the light in the enabled light list of the material
  73954. */
  73955. prepareDefines(defines: any, lightIndex: number): void;
  73956. /**
  73957. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73958. * defined in the generator but impacting the effect).
  73959. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73960. * @param effect The effect we are binfing the information for
  73961. */
  73962. bindShadowLight(lightIndex: string, effect: Effect): void;
  73963. /**
  73964. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73965. * (eq to shadow prjection matrix * light transform matrix)
  73966. * @returns The transform matrix used to create the shadow map
  73967. */
  73968. getTransformMatrix(): Matrix;
  73969. /**
  73970. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73971. * Cube and 2D textures for instance.
  73972. */
  73973. recreateShadowMap(): void;
  73974. private _disposeBlurPostProcesses;
  73975. private _disposeRTTandPostProcesses;
  73976. /**
  73977. * Disposes the ShadowGenerator.
  73978. * Returns nothing.
  73979. */
  73980. dispose(): void;
  73981. /**
  73982. * Serializes the shadow generator setup to a json object.
  73983. * @returns The serialized JSON object
  73984. */
  73985. serialize(): any;
  73986. /**
  73987. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73988. * @param parsedShadowGenerator The JSON object to parse
  73989. * @param scene The scene to create the shadow map for
  73990. * @returns The parsed shadow generator
  73991. */
  73992. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  73993. }
  73994. }
  73995. declare module BABYLON {
  73996. /**
  73997. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  73998. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  73999. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  74000. */
  74001. export abstract class Light extends Node {
  74002. /**
  74003. * Falloff Default: light is falling off following the material specification:
  74004. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  74005. */
  74006. static readonly FALLOFF_DEFAULT: number;
  74007. /**
  74008. * Falloff Physical: light is falling off following the inverse squared distance law.
  74009. */
  74010. static readonly FALLOFF_PHYSICAL: number;
  74011. /**
  74012. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  74013. * to enhance interoperability with other engines.
  74014. */
  74015. static readonly FALLOFF_GLTF: number;
  74016. /**
  74017. * Falloff Standard: light is falling off like in the standard material
  74018. * to enhance interoperability with other materials.
  74019. */
  74020. static readonly FALLOFF_STANDARD: number;
  74021. /**
  74022. * If every light affecting the material is in this lightmapMode,
  74023. * material.lightmapTexture adds or multiplies
  74024. * (depends on material.useLightmapAsShadowmap)
  74025. * after every other light calculations.
  74026. */
  74027. static readonly LIGHTMAP_DEFAULT: number;
  74028. /**
  74029. * material.lightmapTexture as only diffuse lighting from this light
  74030. * adds only specular lighting from this light
  74031. * adds dynamic shadows
  74032. */
  74033. static readonly LIGHTMAP_SPECULAR: number;
  74034. /**
  74035. * material.lightmapTexture as only lighting
  74036. * no light calculation from this light
  74037. * only adds dynamic shadows from this light
  74038. */
  74039. static readonly LIGHTMAP_SHADOWSONLY: number;
  74040. /**
  74041. * Each light type uses the default quantity according to its type:
  74042. * point/spot lights use luminous intensity
  74043. * directional lights use illuminance
  74044. */
  74045. static readonly INTENSITYMODE_AUTOMATIC: number;
  74046. /**
  74047. * lumen (lm)
  74048. */
  74049. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  74050. /**
  74051. * candela (lm/sr)
  74052. */
  74053. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  74054. /**
  74055. * lux (lm/m^2)
  74056. */
  74057. static readonly INTENSITYMODE_ILLUMINANCE: number;
  74058. /**
  74059. * nit (cd/m^2)
  74060. */
  74061. static readonly INTENSITYMODE_LUMINANCE: number;
  74062. /**
  74063. * Light type const id of the point light.
  74064. */
  74065. static readonly LIGHTTYPEID_POINTLIGHT: number;
  74066. /**
  74067. * Light type const id of the directional light.
  74068. */
  74069. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  74070. /**
  74071. * Light type const id of the spot light.
  74072. */
  74073. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  74074. /**
  74075. * Light type const id of the hemispheric light.
  74076. */
  74077. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  74078. /**
  74079. * Diffuse gives the basic color to an object.
  74080. */
  74081. diffuse: Color3;
  74082. /**
  74083. * Specular produces a highlight color on an object.
  74084. * Note: This is note affecting PBR materials.
  74085. */
  74086. specular: Color3;
  74087. /**
  74088. * Defines the falloff type for this light. This lets overrriding how punctual light are
  74089. * falling off base on range or angle.
  74090. * This can be set to any values in Light.FALLOFF_x.
  74091. *
  74092. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  74093. * other types of materials.
  74094. */
  74095. falloffType: number;
  74096. /**
  74097. * Strength of the light.
  74098. * Note: By default it is define in the framework own unit.
  74099. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  74100. */
  74101. intensity: number;
  74102. private _range;
  74103. protected _inverseSquaredRange: number;
  74104. /**
  74105. * Defines how far from the source the light is impacting in scene units.
  74106. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74107. */
  74108. /**
  74109. * Defines how far from the source the light is impacting in scene units.
  74110. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74111. */
  74112. range: number;
  74113. /**
  74114. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  74115. * of light.
  74116. */
  74117. private _photometricScale;
  74118. private _intensityMode;
  74119. /**
  74120. * Gets the photometric scale used to interpret the intensity.
  74121. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74122. */
  74123. /**
  74124. * Sets the photometric scale used to interpret the intensity.
  74125. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74126. */
  74127. intensityMode: number;
  74128. private _radius;
  74129. /**
  74130. * Gets the light radius used by PBR Materials to simulate soft area lights.
  74131. */
  74132. /**
  74133. * sets the light radius used by PBR Materials to simulate soft area lights.
  74134. */
  74135. radius: number;
  74136. private _renderPriority;
  74137. /**
  74138. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  74139. * exceeding the number allowed of the materials.
  74140. */
  74141. renderPriority: number;
  74142. private _shadowEnabled;
  74143. /**
  74144. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74145. * the current shadow generator.
  74146. */
  74147. /**
  74148. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74149. * the current shadow generator.
  74150. */
  74151. shadowEnabled: boolean;
  74152. private _includedOnlyMeshes;
  74153. /**
  74154. * Gets the only meshes impacted by this light.
  74155. */
  74156. /**
  74157. * Sets the only meshes impacted by this light.
  74158. */
  74159. includedOnlyMeshes: AbstractMesh[];
  74160. private _excludedMeshes;
  74161. /**
  74162. * Gets the meshes not impacted by this light.
  74163. */
  74164. /**
  74165. * Sets the meshes not impacted by this light.
  74166. */
  74167. excludedMeshes: AbstractMesh[];
  74168. private _excludeWithLayerMask;
  74169. /**
  74170. * Gets the layer id use to find what meshes are not impacted by the light.
  74171. * Inactive if 0
  74172. */
  74173. /**
  74174. * Sets the layer id use to find what meshes are not impacted by the light.
  74175. * Inactive if 0
  74176. */
  74177. excludeWithLayerMask: number;
  74178. private _includeOnlyWithLayerMask;
  74179. /**
  74180. * Gets the layer id use to find what meshes are impacted by the light.
  74181. * Inactive if 0
  74182. */
  74183. /**
  74184. * Sets the layer id use to find what meshes are impacted by the light.
  74185. * Inactive if 0
  74186. */
  74187. includeOnlyWithLayerMask: number;
  74188. private _lightmapMode;
  74189. /**
  74190. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74191. */
  74192. /**
  74193. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74194. */
  74195. lightmapMode: number;
  74196. /**
  74197. * Shadow generator associted to the light.
  74198. * @hidden Internal use only.
  74199. */
  74200. _shadowGenerator: Nullable<IShadowGenerator>;
  74201. /**
  74202. * @hidden Internal use only.
  74203. */
  74204. _excludedMeshesIds: string[];
  74205. /**
  74206. * @hidden Internal use only.
  74207. */
  74208. _includedOnlyMeshesIds: string[];
  74209. /**
  74210. * The current light unifom buffer.
  74211. * @hidden Internal use only.
  74212. */
  74213. _uniformBuffer: UniformBuffer;
  74214. /**
  74215. * Creates a Light object in the scene.
  74216. * Documentation : https://doc.babylonjs.com/babylon101/lights
  74217. * @param name The firendly name of the light
  74218. * @param scene The scene the light belongs too
  74219. */
  74220. constructor(name: string, scene: Scene);
  74221. protected abstract _buildUniformLayout(): void;
  74222. /**
  74223. * Sets the passed Effect "effect" with the Light information.
  74224. * @param effect The effect to update
  74225. * @param lightIndex The index of the light in the effect to update
  74226. * @returns The light
  74227. */
  74228. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  74229. /**
  74230. * Returns the string "Light".
  74231. * @returns the class name
  74232. */
  74233. getClassName(): string;
  74234. /** @hidden */
  74235. readonly _isLight: boolean;
  74236. /**
  74237. * Converts the light information to a readable string for debug purpose.
  74238. * @param fullDetails Supports for multiple levels of logging within scene loading
  74239. * @returns the human readable light info
  74240. */
  74241. toString(fullDetails?: boolean): string;
  74242. /** @hidden */
  74243. protected _syncParentEnabledState(): void;
  74244. /**
  74245. * Set the enabled state of this node.
  74246. * @param value - the new enabled state
  74247. */
  74248. setEnabled(value: boolean): void;
  74249. /**
  74250. * Returns the Light associated shadow generator if any.
  74251. * @return the associated shadow generator.
  74252. */
  74253. getShadowGenerator(): Nullable<IShadowGenerator>;
  74254. /**
  74255. * Returns a Vector3, the absolute light position in the World.
  74256. * @returns the world space position of the light
  74257. */
  74258. getAbsolutePosition(): Vector3;
  74259. /**
  74260. * Specifies if the light will affect the passed mesh.
  74261. * @param mesh The mesh to test against the light
  74262. * @return true the mesh is affected otherwise, false.
  74263. */
  74264. canAffectMesh(mesh: AbstractMesh): boolean;
  74265. /**
  74266. * Sort function to order lights for rendering.
  74267. * @param a First Light object to compare to second.
  74268. * @param b Second Light object to compare first.
  74269. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  74270. */
  74271. static CompareLightsPriority(a: Light, b: Light): number;
  74272. /**
  74273. * Releases resources associated with this node.
  74274. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  74275. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  74276. */
  74277. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  74278. /**
  74279. * Returns the light type ID (integer).
  74280. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  74281. */
  74282. getTypeID(): number;
  74283. /**
  74284. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  74285. * @returns the scaled intensity in intensity mode unit
  74286. */
  74287. getScaledIntensity(): number;
  74288. /**
  74289. * Returns a new Light object, named "name", from the current one.
  74290. * @param name The name of the cloned light
  74291. * @returns the new created light
  74292. */
  74293. clone(name: string): Nullable<Light>;
  74294. /**
  74295. * Serializes the current light into a Serialization object.
  74296. * @returns the serialized object.
  74297. */
  74298. serialize(): any;
  74299. /**
  74300. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  74301. * This new light is named "name" and added to the passed scene.
  74302. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  74303. * @param name The friendly name of the light
  74304. * @param scene The scene the new light will belong to
  74305. * @returns the constructor function
  74306. */
  74307. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  74308. /**
  74309. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  74310. * @param parsedLight The JSON representation of the light
  74311. * @param scene The scene to create the parsed light in
  74312. * @returns the created light after parsing
  74313. */
  74314. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  74315. private _hookArrayForExcluded;
  74316. private _hookArrayForIncludedOnly;
  74317. private _resyncMeshes;
  74318. /**
  74319. * Forces the meshes to update their light related information in their rendering used effects
  74320. * @hidden Internal Use Only
  74321. */
  74322. _markMeshesAsLightDirty(): void;
  74323. /**
  74324. * Recomputes the cached photometric scale if needed.
  74325. */
  74326. private _computePhotometricScale;
  74327. /**
  74328. * Returns the Photometric Scale according to the light type and intensity mode.
  74329. */
  74330. private _getPhotometricScale;
  74331. /**
  74332. * Reorder the light in the scene according to their defined priority.
  74333. * @hidden Internal Use Only
  74334. */
  74335. _reorderLightsInScene(): void;
  74336. /**
  74337. * Prepares the list of defines specific to the light type.
  74338. * @param defines the list of defines
  74339. * @param lightIndex defines the index of the light for the effect
  74340. */
  74341. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  74342. }
  74343. }
  74344. declare module BABYLON {
  74345. /**
  74346. * Interface used to define Action
  74347. */
  74348. export interface IAction {
  74349. /**
  74350. * Trigger for the action
  74351. */
  74352. trigger: number;
  74353. /** Options of the trigger */
  74354. triggerOptions: any;
  74355. /**
  74356. * Gets the trigger parameters
  74357. * @returns the trigger parameters
  74358. */
  74359. getTriggerParameter(): any;
  74360. /**
  74361. * Internal only - executes current action event
  74362. * @hidden
  74363. */
  74364. _executeCurrent(evt?: ActionEvent): void;
  74365. /**
  74366. * Serialize placeholder for child classes
  74367. * @param parent of child
  74368. * @returns the serialized object
  74369. */
  74370. serialize(parent: any): any;
  74371. /**
  74372. * Internal only
  74373. * @hidden
  74374. */
  74375. _prepare(): void;
  74376. /**
  74377. * Internal only - manager for action
  74378. * @hidden
  74379. */
  74380. _actionManager: AbstractActionManager;
  74381. /**
  74382. * Adds action to chain of actions, may be a DoNothingAction
  74383. * @param action defines the next action to execute
  74384. * @returns The action passed in
  74385. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74386. */
  74387. then(action: IAction): IAction;
  74388. }
  74389. /**
  74390. * The action to be carried out following a trigger
  74391. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  74392. */
  74393. export class Action implements IAction {
  74394. /** the trigger, with or without parameters, for the action */
  74395. triggerOptions: any;
  74396. /**
  74397. * Trigger for the action
  74398. */
  74399. trigger: number;
  74400. /**
  74401. * Internal only - manager for action
  74402. * @hidden
  74403. */
  74404. _actionManager: ActionManager;
  74405. private _nextActiveAction;
  74406. private _child;
  74407. private _condition?;
  74408. private _triggerParameter;
  74409. /**
  74410. * An event triggered prior to action being executed.
  74411. */
  74412. onBeforeExecuteObservable: Observable<Action>;
  74413. /**
  74414. * Creates a new Action
  74415. * @param triggerOptions the trigger, with or without parameters, for the action
  74416. * @param condition an optional determinant of action
  74417. */
  74418. constructor(
  74419. /** the trigger, with or without parameters, for the action */
  74420. triggerOptions: any, condition?: Condition);
  74421. /**
  74422. * Internal only
  74423. * @hidden
  74424. */
  74425. _prepare(): void;
  74426. /**
  74427. * Gets the trigger parameters
  74428. * @returns the trigger parameters
  74429. */
  74430. getTriggerParameter(): any;
  74431. /**
  74432. * Internal only - executes current action event
  74433. * @hidden
  74434. */
  74435. _executeCurrent(evt?: ActionEvent): void;
  74436. /**
  74437. * Execute placeholder for child classes
  74438. * @param evt optional action event
  74439. */
  74440. execute(evt?: ActionEvent): void;
  74441. /**
  74442. * Skips to next active action
  74443. */
  74444. skipToNextActiveAction(): void;
  74445. /**
  74446. * Adds action to chain of actions, may be a DoNothingAction
  74447. * @param action defines the next action to execute
  74448. * @returns The action passed in
  74449. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74450. */
  74451. then(action: Action): Action;
  74452. /**
  74453. * Internal only
  74454. * @hidden
  74455. */
  74456. _getProperty(propertyPath: string): string;
  74457. /**
  74458. * Internal only
  74459. * @hidden
  74460. */
  74461. _getEffectiveTarget(target: any, propertyPath: string): any;
  74462. /**
  74463. * Serialize placeholder for child classes
  74464. * @param parent of child
  74465. * @returns the serialized object
  74466. */
  74467. serialize(parent: any): any;
  74468. /**
  74469. * Internal only called by serialize
  74470. * @hidden
  74471. */
  74472. protected _serialize(serializedAction: any, parent?: any): any;
  74473. /**
  74474. * Internal only
  74475. * @hidden
  74476. */
  74477. static _SerializeValueAsString: (value: any) => string;
  74478. /**
  74479. * Internal only
  74480. * @hidden
  74481. */
  74482. static _GetTargetProperty: (target: Node | Scene) => {
  74483. name: string;
  74484. targetType: string;
  74485. value: string;
  74486. };
  74487. }
  74488. }
  74489. declare module BABYLON {
  74490. /**
  74491. * A Condition applied to an Action
  74492. */
  74493. export class Condition {
  74494. /**
  74495. * Internal only - manager for action
  74496. * @hidden
  74497. */
  74498. _actionManager: ActionManager;
  74499. /**
  74500. * Internal only
  74501. * @hidden
  74502. */
  74503. _evaluationId: number;
  74504. /**
  74505. * Internal only
  74506. * @hidden
  74507. */
  74508. _currentResult: boolean;
  74509. /**
  74510. * Creates a new Condition
  74511. * @param actionManager the manager of the action the condition is applied to
  74512. */
  74513. constructor(actionManager: ActionManager);
  74514. /**
  74515. * Check if the current condition is valid
  74516. * @returns a boolean
  74517. */
  74518. isValid(): boolean;
  74519. /**
  74520. * Internal only
  74521. * @hidden
  74522. */
  74523. _getProperty(propertyPath: string): string;
  74524. /**
  74525. * Internal only
  74526. * @hidden
  74527. */
  74528. _getEffectiveTarget(target: any, propertyPath: string): any;
  74529. /**
  74530. * Serialize placeholder for child classes
  74531. * @returns the serialized object
  74532. */
  74533. serialize(): any;
  74534. /**
  74535. * Internal only
  74536. * @hidden
  74537. */
  74538. protected _serialize(serializedCondition: any): any;
  74539. }
  74540. /**
  74541. * Defines specific conditional operators as extensions of Condition
  74542. */
  74543. export class ValueCondition extends Condition {
  74544. /** path to specify the property of the target the conditional operator uses */
  74545. propertyPath: string;
  74546. /** the value compared by the conditional operator against the current value of the property */
  74547. value: any;
  74548. /** the conditional operator, default ValueCondition.IsEqual */
  74549. operator: number;
  74550. /**
  74551. * Internal only
  74552. * @hidden
  74553. */
  74554. private static _IsEqual;
  74555. /**
  74556. * Internal only
  74557. * @hidden
  74558. */
  74559. private static _IsDifferent;
  74560. /**
  74561. * Internal only
  74562. * @hidden
  74563. */
  74564. private static _IsGreater;
  74565. /**
  74566. * Internal only
  74567. * @hidden
  74568. */
  74569. private static _IsLesser;
  74570. /**
  74571. * returns the number for IsEqual
  74572. */
  74573. static readonly IsEqual: number;
  74574. /**
  74575. * Returns the number for IsDifferent
  74576. */
  74577. static readonly IsDifferent: number;
  74578. /**
  74579. * Returns the number for IsGreater
  74580. */
  74581. static readonly IsGreater: number;
  74582. /**
  74583. * Returns the number for IsLesser
  74584. */
  74585. static readonly IsLesser: number;
  74586. /**
  74587. * Internal only The action manager for the condition
  74588. * @hidden
  74589. */
  74590. _actionManager: ActionManager;
  74591. /**
  74592. * Internal only
  74593. * @hidden
  74594. */
  74595. private _target;
  74596. /**
  74597. * Internal only
  74598. * @hidden
  74599. */
  74600. private _effectiveTarget;
  74601. /**
  74602. * Internal only
  74603. * @hidden
  74604. */
  74605. private _property;
  74606. /**
  74607. * Creates a new ValueCondition
  74608. * @param actionManager manager for the action the condition applies to
  74609. * @param target for the action
  74610. * @param propertyPath path to specify the property of the target the conditional operator uses
  74611. * @param value the value compared by the conditional operator against the current value of the property
  74612. * @param operator the conditional operator, default ValueCondition.IsEqual
  74613. */
  74614. constructor(actionManager: ActionManager, target: any,
  74615. /** path to specify the property of the target the conditional operator uses */
  74616. propertyPath: string,
  74617. /** the value compared by the conditional operator against the current value of the property */
  74618. value: any,
  74619. /** the conditional operator, default ValueCondition.IsEqual */
  74620. operator?: number);
  74621. /**
  74622. * Compares the given value with the property value for the specified conditional operator
  74623. * @returns the result of the comparison
  74624. */
  74625. isValid(): boolean;
  74626. /**
  74627. * Serialize the ValueCondition into a JSON compatible object
  74628. * @returns serialization object
  74629. */
  74630. serialize(): any;
  74631. /**
  74632. * Gets the name of the conditional operator for the ValueCondition
  74633. * @param operator the conditional operator
  74634. * @returns the name
  74635. */
  74636. static GetOperatorName(operator: number): string;
  74637. }
  74638. /**
  74639. * Defines a predicate condition as an extension of Condition
  74640. */
  74641. export class PredicateCondition extends Condition {
  74642. /** defines the predicate function used to validate the condition */
  74643. predicate: () => boolean;
  74644. /**
  74645. * Internal only - manager for action
  74646. * @hidden
  74647. */
  74648. _actionManager: ActionManager;
  74649. /**
  74650. * Creates a new PredicateCondition
  74651. * @param actionManager manager for the action the condition applies to
  74652. * @param predicate defines the predicate function used to validate the condition
  74653. */
  74654. constructor(actionManager: ActionManager,
  74655. /** defines the predicate function used to validate the condition */
  74656. predicate: () => boolean);
  74657. /**
  74658. * @returns the validity of the predicate condition
  74659. */
  74660. isValid(): boolean;
  74661. }
  74662. /**
  74663. * Defines a state condition as an extension of Condition
  74664. */
  74665. export class StateCondition extends Condition {
  74666. /** Value to compare with target state */
  74667. value: string;
  74668. /**
  74669. * Internal only - manager for action
  74670. * @hidden
  74671. */
  74672. _actionManager: ActionManager;
  74673. /**
  74674. * Internal only
  74675. * @hidden
  74676. */
  74677. private _target;
  74678. /**
  74679. * Creates a new StateCondition
  74680. * @param actionManager manager for the action the condition applies to
  74681. * @param target of the condition
  74682. * @param value to compare with target state
  74683. */
  74684. constructor(actionManager: ActionManager, target: any,
  74685. /** Value to compare with target state */
  74686. value: string);
  74687. /**
  74688. * Gets a boolean indicating if the current condition is met
  74689. * @returns the validity of the state
  74690. */
  74691. isValid(): boolean;
  74692. /**
  74693. * Serialize the StateCondition into a JSON compatible object
  74694. * @returns serialization object
  74695. */
  74696. serialize(): any;
  74697. }
  74698. }
  74699. declare module BABYLON {
  74700. /**
  74701. * This defines an action responsible to toggle a boolean once triggered.
  74702. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74703. */
  74704. export class SwitchBooleanAction extends Action {
  74705. /**
  74706. * The path to the boolean property in the target object
  74707. */
  74708. propertyPath: string;
  74709. private _target;
  74710. private _effectiveTarget;
  74711. private _property;
  74712. /**
  74713. * Instantiate the action
  74714. * @param triggerOptions defines the trigger options
  74715. * @param target defines the object containing the boolean
  74716. * @param propertyPath defines the path to the boolean property in the target object
  74717. * @param condition defines the trigger related conditions
  74718. */
  74719. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74720. /** @hidden */
  74721. _prepare(): void;
  74722. /**
  74723. * Execute the action toggle the boolean value.
  74724. */
  74725. execute(): void;
  74726. /**
  74727. * Serializes the actions and its related information.
  74728. * @param parent defines the object to serialize in
  74729. * @returns the serialized object
  74730. */
  74731. serialize(parent: any): any;
  74732. }
  74733. /**
  74734. * This defines an action responsible to set a the state field of the target
  74735. * to a desired value once triggered.
  74736. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74737. */
  74738. export class SetStateAction extends Action {
  74739. /**
  74740. * The value to store in the state field.
  74741. */
  74742. value: string;
  74743. private _target;
  74744. /**
  74745. * Instantiate the action
  74746. * @param triggerOptions defines the trigger options
  74747. * @param target defines the object containing the state property
  74748. * @param value defines the value to store in the state field
  74749. * @param condition defines the trigger related conditions
  74750. */
  74751. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74752. /**
  74753. * Execute the action and store the value on the target state property.
  74754. */
  74755. execute(): void;
  74756. /**
  74757. * Serializes the actions and its related information.
  74758. * @param parent defines the object to serialize in
  74759. * @returns the serialized object
  74760. */
  74761. serialize(parent: any): any;
  74762. }
  74763. /**
  74764. * This defines an action responsible to set a property of the target
  74765. * to a desired value once triggered.
  74766. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74767. */
  74768. export class SetValueAction extends Action {
  74769. /**
  74770. * The path of the property to set in the target.
  74771. */
  74772. propertyPath: string;
  74773. /**
  74774. * The value to set in the property
  74775. */
  74776. value: any;
  74777. private _target;
  74778. private _effectiveTarget;
  74779. private _property;
  74780. /**
  74781. * Instantiate the action
  74782. * @param triggerOptions defines the trigger options
  74783. * @param target defines the object containing the property
  74784. * @param propertyPath defines the path of the property to set in the target
  74785. * @param value defines the value to set in the property
  74786. * @param condition defines the trigger related conditions
  74787. */
  74788. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74789. /** @hidden */
  74790. _prepare(): void;
  74791. /**
  74792. * Execute the action and set the targetted property to the desired value.
  74793. */
  74794. execute(): void;
  74795. /**
  74796. * Serializes the actions and its related information.
  74797. * @param parent defines the object to serialize in
  74798. * @returns the serialized object
  74799. */
  74800. serialize(parent: any): any;
  74801. }
  74802. /**
  74803. * This defines an action responsible to increment the target value
  74804. * to a desired value once triggered.
  74805. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74806. */
  74807. export class IncrementValueAction extends Action {
  74808. /**
  74809. * The path of the property to increment in the target.
  74810. */
  74811. propertyPath: string;
  74812. /**
  74813. * The value we should increment the property by.
  74814. */
  74815. value: any;
  74816. private _target;
  74817. private _effectiveTarget;
  74818. private _property;
  74819. /**
  74820. * Instantiate the action
  74821. * @param triggerOptions defines the trigger options
  74822. * @param target defines the object containing the property
  74823. * @param propertyPath defines the path of the property to increment in the target
  74824. * @param value defines the value value we should increment the property by
  74825. * @param condition defines the trigger related conditions
  74826. */
  74827. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74828. /** @hidden */
  74829. _prepare(): void;
  74830. /**
  74831. * Execute the action and increment the target of the value amount.
  74832. */
  74833. execute(): void;
  74834. /**
  74835. * Serializes the actions and its related information.
  74836. * @param parent defines the object to serialize in
  74837. * @returns the serialized object
  74838. */
  74839. serialize(parent: any): any;
  74840. }
  74841. /**
  74842. * This defines an action responsible to start an animation once triggered.
  74843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74844. */
  74845. export class PlayAnimationAction extends Action {
  74846. /**
  74847. * Where the animation should start (animation frame)
  74848. */
  74849. from: number;
  74850. /**
  74851. * Where the animation should stop (animation frame)
  74852. */
  74853. to: number;
  74854. /**
  74855. * Define if the animation should loop or stop after the first play.
  74856. */
  74857. loop?: boolean;
  74858. private _target;
  74859. /**
  74860. * Instantiate the action
  74861. * @param triggerOptions defines the trigger options
  74862. * @param target defines the target animation or animation name
  74863. * @param from defines from where the animation should start (animation frame)
  74864. * @param end defines where the animation should stop (animation frame)
  74865. * @param loop defines if the animation should loop or stop after the first play
  74866. * @param condition defines the trigger related conditions
  74867. */
  74868. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  74869. /** @hidden */
  74870. _prepare(): void;
  74871. /**
  74872. * Execute the action and play the animation.
  74873. */
  74874. execute(): void;
  74875. /**
  74876. * Serializes the actions and its related information.
  74877. * @param parent defines the object to serialize in
  74878. * @returns the serialized object
  74879. */
  74880. serialize(parent: any): any;
  74881. }
  74882. /**
  74883. * This defines an action responsible to stop an animation once triggered.
  74884. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74885. */
  74886. export class StopAnimationAction extends Action {
  74887. private _target;
  74888. /**
  74889. * Instantiate the action
  74890. * @param triggerOptions defines the trigger options
  74891. * @param target defines the target animation or animation name
  74892. * @param condition defines the trigger related conditions
  74893. */
  74894. constructor(triggerOptions: any, target: any, condition?: Condition);
  74895. /** @hidden */
  74896. _prepare(): void;
  74897. /**
  74898. * Execute the action and stop the animation.
  74899. */
  74900. execute(): void;
  74901. /**
  74902. * Serializes the actions and its related information.
  74903. * @param parent defines the object to serialize in
  74904. * @returns the serialized object
  74905. */
  74906. serialize(parent: any): any;
  74907. }
  74908. /**
  74909. * This defines an action responsible that does nothing once triggered.
  74910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74911. */
  74912. export class DoNothingAction extends Action {
  74913. /**
  74914. * Instantiate the action
  74915. * @param triggerOptions defines the trigger options
  74916. * @param condition defines the trigger related conditions
  74917. */
  74918. constructor(triggerOptions?: any, condition?: Condition);
  74919. /**
  74920. * Execute the action and do nothing.
  74921. */
  74922. execute(): void;
  74923. /**
  74924. * Serializes the actions and its related information.
  74925. * @param parent defines the object to serialize in
  74926. * @returns the serialized object
  74927. */
  74928. serialize(parent: any): any;
  74929. }
  74930. /**
  74931. * This defines an action responsible to trigger several actions once triggered.
  74932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74933. */
  74934. export class CombineAction extends Action {
  74935. /**
  74936. * The list of aggregated animations to run.
  74937. */
  74938. children: Action[];
  74939. /**
  74940. * Instantiate the action
  74941. * @param triggerOptions defines the trigger options
  74942. * @param children defines the list of aggregated animations to run
  74943. * @param condition defines the trigger related conditions
  74944. */
  74945. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  74946. /** @hidden */
  74947. _prepare(): void;
  74948. /**
  74949. * Execute the action and executes all the aggregated actions.
  74950. */
  74951. execute(evt: ActionEvent): void;
  74952. /**
  74953. * Serializes the actions and its related information.
  74954. * @param parent defines the object to serialize in
  74955. * @returns the serialized object
  74956. */
  74957. serialize(parent: any): any;
  74958. }
  74959. /**
  74960. * This defines an action responsible to run code (external event) once triggered.
  74961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74962. */
  74963. export class ExecuteCodeAction extends Action {
  74964. /**
  74965. * The callback function to run.
  74966. */
  74967. func: (evt: ActionEvent) => void;
  74968. /**
  74969. * Instantiate the action
  74970. * @param triggerOptions defines the trigger options
  74971. * @param func defines the callback function to run
  74972. * @param condition defines the trigger related conditions
  74973. */
  74974. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  74975. /**
  74976. * Execute the action and run the attached code.
  74977. */
  74978. execute(evt: ActionEvent): void;
  74979. }
  74980. /**
  74981. * This defines an action responsible to set the parent property of the target once triggered.
  74982. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74983. */
  74984. export class SetParentAction extends Action {
  74985. private _parent;
  74986. private _target;
  74987. /**
  74988. * Instantiate the action
  74989. * @param triggerOptions defines the trigger options
  74990. * @param target defines the target containing the parent property
  74991. * @param parent defines from where the animation should start (animation frame)
  74992. * @param condition defines the trigger related conditions
  74993. */
  74994. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  74995. /** @hidden */
  74996. _prepare(): void;
  74997. /**
  74998. * Execute the action and set the parent property.
  74999. */
  75000. execute(): void;
  75001. /**
  75002. * Serializes the actions and its related information.
  75003. * @param parent defines the object to serialize in
  75004. * @returns the serialized object
  75005. */
  75006. serialize(parent: any): any;
  75007. }
  75008. }
  75009. declare module BABYLON {
  75010. /**
  75011. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  75012. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  75013. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75014. */
  75015. export class ActionManager extends AbstractActionManager {
  75016. /**
  75017. * Nothing
  75018. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75019. */
  75020. static readonly NothingTrigger: number;
  75021. /**
  75022. * On pick
  75023. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75024. */
  75025. static readonly OnPickTrigger: number;
  75026. /**
  75027. * On left pick
  75028. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75029. */
  75030. static readonly OnLeftPickTrigger: number;
  75031. /**
  75032. * On right pick
  75033. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75034. */
  75035. static readonly OnRightPickTrigger: number;
  75036. /**
  75037. * On center pick
  75038. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75039. */
  75040. static readonly OnCenterPickTrigger: number;
  75041. /**
  75042. * On pick down
  75043. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75044. */
  75045. static readonly OnPickDownTrigger: number;
  75046. /**
  75047. * On double pick
  75048. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75049. */
  75050. static readonly OnDoublePickTrigger: number;
  75051. /**
  75052. * On pick up
  75053. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75054. */
  75055. static readonly OnPickUpTrigger: number;
  75056. /**
  75057. * On pick out.
  75058. * This trigger will only be raised if you also declared a OnPickDown
  75059. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75060. */
  75061. static readonly OnPickOutTrigger: number;
  75062. /**
  75063. * On long press
  75064. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75065. */
  75066. static readonly OnLongPressTrigger: number;
  75067. /**
  75068. * On pointer over
  75069. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75070. */
  75071. static readonly OnPointerOverTrigger: number;
  75072. /**
  75073. * On pointer out
  75074. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75075. */
  75076. static readonly OnPointerOutTrigger: number;
  75077. /**
  75078. * On every frame
  75079. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75080. */
  75081. static readonly OnEveryFrameTrigger: number;
  75082. /**
  75083. * On intersection enter
  75084. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75085. */
  75086. static readonly OnIntersectionEnterTrigger: number;
  75087. /**
  75088. * On intersection exit
  75089. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75090. */
  75091. static readonly OnIntersectionExitTrigger: number;
  75092. /**
  75093. * On key down
  75094. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75095. */
  75096. static readonly OnKeyDownTrigger: number;
  75097. /**
  75098. * On key up
  75099. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75100. */
  75101. static readonly OnKeyUpTrigger: number;
  75102. private _scene;
  75103. /**
  75104. * Creates a new action manager
  75105. * @param scene defines the hosting scene
  75106. */
  75107. constructor(scene: Scene);
  75108. /**
  75109. * Releases all associated resources
  75110. */
  75111. dispose(): void;
  75112. /**
  75113. * Gets hosting scene
  75114. * @returns the hosting scene
  75115. */
  75116. getScene(): Scene;
  75117. /**
  75118. * Does this action manager handles actions of any of the given triggers
  75119. * @param triggers defines the triggers to be tested
  75120. * @return a boolean indicating whether one (or more) of the triggers is handled
  75121. */
  75122. hasSpecificTriggers(triggers: number[]): boolean;
  75123. /**
  75124. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  75125. * speed.
  75126. * @param triggerA defines the trigger to be tested
  75127. * @param triggerB defines the trigger to be tested
  75128. * @return a boolean indicating whether one (or more) of the triggers is handled
  75129. */
  75130. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  75131. /**
  75132. * Does this action manager handles actions of a given trigger
  75133. * @param trigger defines the trigger to be tested
  75134. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  75135. * @return whether the trigger is handled
  75136. */
  75137. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  75138. /**
  75139. * Does this action manager has pointer triggers
  75140. */
  75141. readonly hasPointerTriggers: boolean;
  75142. /**
  75143. * Does this action manager has pick triggers
  75144. */
  75145. readonly hasPickTriggers: boolean;
  75146. /**
  75147. * Registers an action to this action manager
  75148. * @param action defines the action to be registered
  75149. * @return the action amended (prepared) after registration
  75150. */
  75151. registerAction(action: IAction): Nullable<IAction>;
  75152. /**
  75153. * Unregisters an action to this action manager
  75154. * @param action defines the action to be unregistered
  75155. * @return a boolean indicating whether the action has been unregistered
  75156. */
  75157. unregisterAction(action: IAction): Boolean;
  75158. /**
  75159. * Process a specific trigger
  75160. * @param trigger defines the trigger to process
  75161. * @param evt defines the event details to be processed
  75162. */
  75163. processTrigger(trigger: number, evt?: IActionEvent): void;
  75164. /** @hidden */
  75165. _getEffectiveTarget(target: any, propertyPath: string): any;
  75166. /** @hidden */
  75167. _getProperty(propertyPath: string): string;
  75168. /**
  75169. * Serialize this manager to a JSON object
  75170. * @param name defines the property name to store this manager
  75171. * @returns a JSON representation of this manager
  75172. */
  75173. serialize(name: string): any;
  75174. /**
  75175. * Creates a new ActionManager from a JSON data
  75176. * @param parsedActions defines the JSON data to read from
  75177. * @param object defines the hosting mesh
  75178. * @param scene defines the hosting scene
  75179. */
  75180. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  75181. /**
  75182. * Get a trigger name by index
  75183. * @param trigger defines the trigger index
  75184. * @returns a trigger name
  75185. */
  75186. static GetTriggerName(trigger: number): string;
  75187. }
  75188. }
  75189. declare module BABYLON {
  75190. /**
  75191. * Class representing a ray with position and direction
  75192. */
  75193. export class Ray {
  75194. /** origin point */
  75195. origin: Vector3;
  75196. /** direction */
  75197. direction: Vector3;
  75198. /** length of the ray */
  75199. length: number;
  75200. private static readonly TmpVector3;
  75201. private _tmpRay;
  75202. /**
  75203. * Creates a new ray
  75204. * @param origin origin point
  75205. * @param direction direction
  75206. * @param length length of the ray
  75207. */
  75208. constructor(
  75209. /** origin point */
  75210. origin: Vector3,
  75211. /** direction */
  75212. direction: Vector3,
  75213. /** length of the ray */
  75214. length?: number);
  75215. /**
  75216. * Checks if the ray intersects a box
  75217. * @param minimum bound of the box
  75218. * @param maximum bound of the box
  75219. * @param intersectionTreshold extra extend to be added to the box in all direction
  75220. * @returns if the box was hit
  75221. */
  75222. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  75223. /**
  75224. * Checks if the ray intersects a box
  75225. * @param box the bounding box to check
  75226. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  75227. * @returns if the box was hit
  75228. */
  75229. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  75230. /**
  75231. * If the ray hits a sphere
  75232. * @param sphere the bounding sphere to check
  75233. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  75234. * @returns true if it hits the sphere
  75235. */
  75236. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  75237. /**
  75238. * If the ray hits a triange
  75239. * @param vertex0 triangle vertex
  75240. * @param vertex1 triangle vertex
  75241. * @param vertex2 triangle vertex
  75242. * @returns intersection information if hit
  75243. */
  75244. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  75245. /**
  75246. * Checks if ray intersects a plane
  75247. * @param plane the plane to check
  75248. * @returns the distance away it was hit
  75249. */
  75250. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  75251. /**
  75252. * Calculate the intercept of a ray on a given axis
  75253. * @param axis to check 'x' | 'y' | 'z'
  75254. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  75255. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  75256. */
  75257. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  75258. /**
  75259. * Checks if ray intersects a mesh
  75260. * @param mesh the mesh to check
  75261. * @param fastCheck if only the bounding box should checked
  75262. * @returns picking info of the intersecton
  75263. */
  75264. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  75265. /**
  75266. * Checks if ray intersects a mesh
  75267. * @param meshes the meshes to check
  75268. * @param fastCheck if only the bounding box should checked
  75269. * @param results array to store result in
  75270. * @returns Array of picking infos
  75271. */
  75272. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  75273. private _comparePickingInfo;
  75274. private static smallnum;
  75275. private static rayl;
  75276. /**
  75277. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  75278. * @param sega the first point of the segment to test the intersection against
  75279. * @param segb the second point of the segment to test the intersection against
  75280. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  75281. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  75282. */
  75283. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  75284. /**
  75285. * Update the ray from viewport position
  75286. * @param x position
  75287. * @param y y position
  75288. * @param viewportWidth viewport width
  75289. * @param viewportHeight viewport height
  75290. * @param world world matrix
  75291. * @param view view matrix
  75292. * @param projection projection matrix
  75293. * @returns this ray updated
  75294. */
  75295. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75296. /**
  75297. * Creates a ray with origin and direction of 0,0,0
  75298. * @returns the new ray
  75299. */
  75300. static Zero(): Ray;
  75301. /**
  75302. * Creates a new ray from screen space and viewport
  75303. * @param x position
  75304. * @param y y position
  75305. * @param viewportWidth viewport width
  75306. * @param viewportHeight viewport height
  75307. * @param world world matrix
  75308. * @param view view matrix
  75309. * @param projection projection matrix
  75310. * @returns new ray
  75311. */
  75312. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75313. /**
  75314. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  75315. * transformed to the given world matrix.
  75316. * @param origin The origin point
  75317. * @param end The end point
  75318. * @param world a matrix to transform the ray to. Default is the identity matrix.
  75319. * @returns the new ray
  75320. */
  75321. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  75322. /**
  75323. * Transforms a ray by a matrix
  75324. * @param ray ray to transform
  75325. * @param matrix matrix to apply
  75326. * @returns the resulting new ray
  75327. */
  75328. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  75329. /**
  75330. * Transforms a ray by a matrix
  75331. * @param ray ray to transform
  75332. * @param matrix matrix to apply
  75333. * @param result ray to store result in
  75334. */
  75335. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  75336. /**
  75337. * Unproject a ray from screen space to object space
  75338. * @param sourceX defines the screen space x coordinate to use
  75339. * @param sourceY defines the screen space y coordinate to use
  75340. * @param viewportWidth defines the current width of the viewport
  75341. * @param viewportHeight defines the current height of the viewport
  75342. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75343. * @param view defines the view matrix to use
  75344. * @param projection defines the projection matrix to use
  75345. */
  75346. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  75347. }
  75348. /**
  75349. * Type used to define predicate used to select faces when a mesh intersection is detected
  75350. */
  75351. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  75352. interface Scene {
  75353. /** @hidden */
  75354. _tempPickingRay: Nullable<Ray>;
  75355. /** @hidden */
  75356. _cachedRayForTransform: Ray;
  75357. /** @hidden */
  75358. _pickWithRayInverseMatrix: Matrix;
  75359. /** @hidden */
  75360. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  75361. /** @hidden */
  75362. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  75363. }
  75364. }
  75365. declare module BABYLON {
  75366. /**
  75367. * Groups all the scene component constants in one place to ease maintenance.
  75368. * @hidden
  75369. */
  75370. export class SceneComponentConstants {
  75371. static readonly NAME_EFFECTLAYER: string;
  75372. static readonly NAME_LAYER: string;
  75373. static readonly NAME_LENSFLARESYSTEM: string;
  75374. static readonly NAME_BOUNDINGBOXRENDERER: string;
  75375. static readonly NAME_PARTICLESYSTEM: string;
  75376. static readonly NAME_GAMEPAD: string;
  75377. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  75378. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  75379. static readonly NAME_DEPTHRENDERER: string;
  75380. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  75381. static readonly NAME_SPRITE: string;
  75382. static readonly NAME_OUTLINERENDERER: string;
  75383. static readonly NAME_PROCEDURALTEXTURE: string;
  75384. static readonly NAME_SHADOWGENERATOR: string;
  75385. static readonly NAME_OCTREE: string;
  75386. static readonly NAME_PHYSICSENGINE: string;
  75387. static readonly NAME_AUDIO: string;
  75388. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  75389. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75390. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  75391. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75392. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  75393. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  75394. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  75395. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  75396. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  75397. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  75398. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  75399. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  75400. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  75401. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  75402. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  75403. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  75404. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  75405. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  75406. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  75407. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  75408. static readonly STEP_AFTERRENDER_AUDIO: number;
  75409. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  75410. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  75411. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  75412. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  75413. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  75414. static readonly STEP_POINTERMOVE_SPRITE: number;
  75415. static readonly STEP_POINTERDOWN_SPRITE: number;
  75416. static readonly STEP_POINTERUP_SPRITE: number;
  75417. }
  75418. /**
  75419. * This represents a scene component.
  75420. *
  75421. * This is used to decouple the dependency the scene is having on the different workloads like
  75422. * layers, post processes...
  75423. */
  75424. export interface ISceneComponent {
  75425. /**
  75426. * The name of the component. Each component must have a unique name.
  75427. */
  75428. name: string;
  75429. /**
  75430. * The scene the component belongs to.
  75431. */
  75432. scene: Scene;
  75433. /**
  75434. * Register the component to one instance of a scene.
  75435. */
  75436. register(): void;
  75437. /**
  75438. * Rebuilds the elements related to this component in case of
  75439. * context lost for instance.
  75440. */
  75441. rebuild(): void;
  75442. /**
  75443. * Disposes the component and the associated ressources.
  75444. */
  75445. dispose(): void;
  75446. }
  75447. /**
  75448. * This represents a SERIALIZABLE scene component.
  75449. *
  75450. * This extends Scene Component to add Serialization methods on top.
  75451. */
  75452. export interface ISceneSerializableComponent extends ISceneComponent {
  75453. /**
  75454. * Adds all the elements from the container to the scene
  75455. * @param container the container holding the elements
  75456. */
  75457. addFromContainer(container: AbstractScene): void;
  75458. /**
  75459. * Removes all the elements in the container from the scene
  75460. * @param container contains the elements to remove
  75461. * @param dispose if the removed element should be disposed (default: false)
  75462. */
  75463. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75464. /**
  75465. * Serializes the component data to the specified json object
  75466. * @param serializationObject The object to serialize to
  75467. */
  75468. serialize(serializationObject: any): void;
  75469. }
  75470. /**
  75471. * Strong typing of a Mesh related stage step action
  75472. */
  75473. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75474. /**
  75475. * Strong typing of a Evaluate Sub Mesh related stage step action
  75476. */
  75477. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75478. /**
  75479. * Strong typing of a Active Mesh related stage step action
  75480. */
  75481. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75482. /**
  75483. * Strong typing of a Camera related stage step action
  75484. */
  75485. export type CameraStageAction = (camera: Camera) => void;
  75486. /**
  75487. * Strong typing of a Camera Frame buffer related stage step action
  75488. */
  75489. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75490. /**
  75491. * Strong typing of a Render Target related stage step action
  75492. */
  75493. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75494. /**
  75495. * Strong typing of a RenderingGroup related stage step action
  75496. */
  75497. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75498. /**
  75499. * Strong typing of a Mesh Render related stage step action
  75500. */
  75501. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75502. /**
  75503. * Strong typing of a simple stage step action
  75504. */
  75505. export type SimpleStageAction = () => void;
  75506. /**
  75507. * Strong typing of a render target action.
  75508. */
  75509. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75510. /**
  75511. * Strong typing of a pointer move action.
  75512. */
  75513. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75514. /**
  75515. * Strong typing of a pointer up/down action.
  75516. */
  75517. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75518. /**
  75519. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75520. * @hidden
  75521. */
  75522. export class Stage<T extends Function> extends Array<{
  75523. index: number;
  75524. component: ISceneComponent;
  75525. action: T;
  75526. }> {
  75527. /**
  75528. * Hide ctor from the rest of the world.
  75529. * @param items The items to add.
  75530. */
  75531. private constructor();
  75532. /**
  75533. * Creates a new Stage.
  75534. * @returns A new instance of a Stage
  75535. */
  75536. static Create<T extends Function>(): Stage<T>;
  75537. /**
  75538. * Registers a step in an ordered way in the targeted stage.
  75539. * @param index Defines the position to register the step in
  75540. * @param component Defines the component attached to the step
  75541. * @param action Defines the action to launch during the step
  75542. */
  75543. registerStep(index: number, component: ISceneComponent, action: T): void;
  75544. /**
  75545. * Clears all the steps from the stage.
  75546. */
  75547. clear(): void;
  75548. }
  75549. }
  75550. declare module BABYLON {
  75551. interface Scene {
  75552. /** @hidden */
  75553. _pointerOverSprite: Nullable<Sprite>;
  75554. /** @hidden */
  75555. _pickedDownSprite: Nullable<Sprite>;
  75556. /** @hidden */
  75557. _tempSpritePickingRay: Nullable<Ray>;
  75558. /**
  75559. * All of the sprite managers added to this scene
  75560. * @see http://doc.babylonjs.com/babylon101/sprites
  75561. */
  75562. spriteManagers: Array<ISpriteManager>;
  75563. /**
  75564. * An event triggered when sprites rendering is about to start
  75565. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75566. */
  75567. onBeforeSpritesRenderingObservable: Observable<Scene>;
  75568. /**
  75569. * An event triggered when sprites rendering is done
  75570. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75571. */
  75572. onAfterSpritesRenderingObservable: Observable<Scene>;
  75573. /** @hidden */
  75574. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75575. /** Launch a ray to try to pick a sprite in the scene
  75576. * @param x position on screen
  75577. * @param y position on screen
  75578. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  75579. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75580. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75581. * @returns a PickingInfo
  75582. */
  75583. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75584. /** Use the given ray to pick a sprite in the scene
  75585. * @param ray The ray (in world space) to use to pick meshes
  75586. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  75587. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75588. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75589. * @returns a PickingInfo
  75590. */
  75591. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75592. /**
  75593. * Force the sprite under the pointer
  75594. * @param sprite defines the sprite to use
  75595. */
  75596. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  75597. /**
  75598. * Gets the sprite under the pointer
  75599. * @returns a Sprite or null if no sprite is under the pointer
  75600. */
  75601. getPointerOverSprite(): Nullable<Sprite>;
  75602. }
  75603. /**
  75604. * Defines the sprite scene component responsible to manage sprites
  75605. * in a given scene.
  75606. */
  75607. export class SpriteSceneComponent implements ISceneComponent {
  75608. /**
  75609. * The component name helpfull to identify the component in the list of scene components.
  75610. */
  75611. readonly name: string;
  75612. /**
  75613. * The scene the component belongs to.
  75614. */
  75615. scene: Scene;
  75616. /** @hidden */
  75617. private _spritePredicate;
  75618. /**
  75619. * Creates a new instance of the component for the given scene
  75620. * @param scene Defines the scene to register the component in
  75621. */
  75622. constructor(scene: Scene);
  75623. /**
  75624. * Registers the component in a given scene
  75625. */
  75626. register(): void;
  75627. /**
  75628. * Rebuilds the elements related to this component in case of
  75629. * context lost for instance.
  75630. */
  75631. rebuild(): void;
  75632. /**
  75633. * Disposes the component and the associated ressources.
  75634. */
  75635. dispose(): void;
  75636. private _pickSpriteButKeepRay;
  75637. private _pointerMove;
  75638. private _pointerDown;
  75639. private _pointerUp;
  75640. }
  75641. }
  75642. declare module BABYLON {
  75643. /** @hidden */
  75644. export var fogFragmentDeclaration: {
  75645. name: string;
  75646. shader: string;
  75647. };
  75648. }
  75649. declare module BABYLON {
  75650. /** @hidden */
  75651. export var fogFragment: {
  75652. name: string;
  75653. shader: string;
  75654. };
  75655. }
  75656. declare module BABYLON {
  75657. /** @hidden */
  75658. export var spritesPixelShader: {
  75659. name: string;
  75660. shader: string;
  75661. };
  75662. }
  75663. declare module BABYLON {
  75664. /** @hidden */
  75665. export var fogVertexDeclaration: {
  75666. name: string;
  75667. shader: string;
  75668. };
  75669. }
  75670. declare module BABYLON {
  75671. /** @hidden */
  75672. export var spritesVertexShader: {
  75673. name: string;
  75674. shader: string;
  75675. };
  75676. }
  75677. declare module BABYLON {
  75678. /**
  75679. * Defines the minimum interface to fullfil in order to be a sprite manager.
  75680. */
  75681. export interface ISpriteManager extends IDisposable {
  75682. /**
  75683. * Restricts the camera to viewing objects with the same layerMask.
  75684. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  75685. */
  75686. layerMask: number;
  75687. /**
  75688. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  75689. */
  75690. isPickable: boolean;
  75691. /**
  75692. * Specifies the rendering group id for this mesh (0 by default)
  75693. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  75694. */
  75695. renderingGroupId: number;
  75696. /**
  75697. * Defines the list of sprites managed by the manager.
  75698. */
  75699. sprites: Array<Sprite>;
  75700. /**
  75701. * Tests the intersection of a sprite with a specific ray.
  75702. * @param ray The ray we are sending to test the collision
  75703. * @param camera The camera space we are sending rays in
  75704. * @param predicate A predicate allowing excluding sprites from the list of object to test
  75705. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  75706. * @returns picking info or null.
  75707. */
  75708. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75709. /**
  75710. * Renders the list of sprites on screen.
  75711. */
  75712. render(): void;
  75713. }
  75714. /**
  75715. * Class used to manage multiple sprites on the same spritesheet
  75716. * @see http://doc.babylonjs.com/babylon101/sprites
  75717. */
  75718. export class SpriteManager implements ISpriteManager {
  75719. /** defines the manager's name */
  75720. name: string;
  75721. /** Gets the list of sprites */
  75722. sprites: Sprite[];
  75723. /** Gets or sets the rendering group id (0 by default) */
  75724. renderingGroupId: number;
  75725. /** Gets or sets camera layer mask */
  75726. layerMask: number;
  75727. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75728. fogEnabled: boolean;
  75729. /** Gets or sets a boolean indicating if the sprites are pickable */
  75730. isPickable: boolean;
  75731. /** Defines the default width of a cell in the spritesheet */
  75732. cellWidth: number;
  75733. /** Defines the default height of a cell in the spritesheet */
  75734. cellHeight: number;
  75735. /**
  75736. * An event triggered when the manager is disposed.
  75737. */
  75738. onDisposeObservable: Observable<SpriteManager>;
  75739. private _onDisposeObserver;
  75740. /**
  75741. * Callback called when the manager is disposed
  75742. */
  75743. onDispose: () => void;
  75744. private _capacity;
  75745. private _spriteTexture;
  75746. private _epsilon;
  75747. private _scene;
  75748. private _vertexData;
  75749. private _buffer;
  75750. private _vertexBuffers;
  75751. private _indexBuffer;
  75752. private _effectBase;
  75753. private _effectFog;
  75754. /**
  75755. * Gets or sets the spritesheet texture
  75756. */
  75757. texture: Texture;
  75758. /**
  75759. * Creates a new sprite manager
  75760. * @param name defines the manager's name
  75761. * @param imgUrl defines the sprite sheet url
  75762. * @param capacity defines the maximum allowed number of sprites
  75763. * @param cellSize defines the size of a sprite cell
  75764. * @param scene defines the hosting scene
  75765. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75766. * @param samplingMode defines the smapling mode to use with spritesheet
  75767. */
  75768. constructor(
  75769. /** defines the manager's name */
  75770. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  75771. private _appendSpriteVertex;
  75772. /**
  75773. * Intersects the sprites with a ray
  75774. * @param ray defines the ray to intersect with
  75775. * @param camera defines the current active camera
  75776. * @param predicate defines a predicate used to select candidate sprites
  75777. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75778. * @returns null if no hit or a PickingInfo
  75779. */
  75780. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75781. /**
  75782. * Render all child sprites
  75783. */
  75784. render(): void;
  75785. /**
  75786. * Release associated resources
  75787. */
  75788. dispose(): void;
  75789. }
  75790. }
  75791. declare module BABYLON {
  75792. /**
  75793. * Class used to represent a sprite
  75794. * @see http://doc.babylonjs.com/babylon101/sprites
  75795. */
  75796. export class Sprite {
  75797. /** defines the name */
  75798. name: string;
  75799. /** Gets or sets the current world position */
  75800. position: Vector3;
  75801. /** Gets or sets the main color */
  75802. color: Color4;
  75803. /** Gets or sets the width */
  75804. width: number;
  75805. /** Gets or sets the height */
  75806. height: number;
  75807. /** Gets or sets rotation angle */
  75808. angle: number;
  75809. /** Gets or sets the cell index in the sprite sheet */
  75810. cellIndex: number;
  75811. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  75812. invertU: number;
  75813. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  75814. invertV: number;
  75815. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  75816. disposeWhenFinishedAnimating: boolean;
  75817. /** Gets the list of attached animations */
  75818. animations: Animation[];
  75819. /** Gets or sets a boolean indicating if the sprite can be picked */
  75820. isPickable: boolean;
  75821. /**
  75822. * Gets or sets the associated action manager
  75823. */
  75824. actionManager: Nullable<ActionManager>;
  75825. private _animationStarted;
  75826. private _loopAnimation;
  75827. private _fromIndex;
  75828. private _toIndex;
  75829. private _delay;
  75830. private _direction;
  75831. private _manager;
  75832. private _time;
  75833. private _onAnimationEnd;
  75834. /**
  75835. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  75836. */
  75837. isVisible: boolean;
  75838. /**
  75839. * Gets or sets the sprite size
  75840. */
  75841. size: number;
  75842. /**
  75843. * Creates a new Sprite
  75844. * @param name defines the name
  75845. * @param manager defines the manager
  75846. */
  75847. constructor(
  75848. /** defines the name */
  75849. name: string, manager: ISpriteManager);
  75850. /**
  75851. * Starts an animation
  75852. * @param from defines the initial key
  75853. * @param to defines the end key
  75854. * @param loop defines if the animation must loop
  75855. * @param delay defines the start delay (in ms)
  75856. * @param onAnimationEnd defines a callback to call when animation ends
  75857. */
  75858. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  75859. /** Stops current animation (if any) */
  75860. stopAnimation(): void;
  75861. /** @hidden */
  75862. _animate(deltaTime: number): void;
  75863. /** Release associated resources */
  75864. dispose(): void;
  75865. }
  75866. }
  75867. declare module BABYLON {
  75868. /**
  75869. * Information about the result of picking within a scene
  75870. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  75871. */
  75872. export class PickingInfo {
  75873. /** @hidden */
  75874. _pickingUnavailable: boolean;
  75875. /**
  75876. * If the pick collided with an object
  75877. */
  75878. hit: boolean;
  75879. /**
  75880. * Distance away where the pick collided
  75881. */
  75882. distance: number;
  75883. /**
  75884. * The location of pick collision
  75885. */
  75886. pickedPoint: Nullable<Vector3>;
  75887. /**
  75888. * The mesh corresponding the the pick collision
  75889. */
  75890. pickedMesh: Nullable<AbstractMesh>;
  75891. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  75892. bu: number;
  75893. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  75894. bv: number;
  75895. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  75896. faceId: number;
  75897. /** Id of the the submesh that was picked */
  75898. subMeshId: number;
  75899. /** If a sprite was picked, this will be the sprite the pick collided with */
  75900. pickedSprite: Nullable<Sprite>;
  75901. /**
  75902. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  75903. */
  75904. originMesh: Nullable<AbstractMesh>;
  75905. /**
  75906. * The ray that was used to perform the picking.
  75907. */
  75908. ray: Nullable<Ray>;
  75909. /**
  75910. * Gets the normal correspodning to the face the pick collided with
  75911. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  75912. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  75913. * @returns The normal correspodning to the face the pick collided with
  75914. */
  75915. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  75916. /**
  75917. * Gets the texture coordinates of where the pick occured
  75918. * @returns the vector containing the coordnates of the texture
  75919. */
  75920. getTextureCoordinates(): Nullable<Vector2>;
  75921. }
  75922. }
  75923. declare module BABYLON {
  75924. /**
  75925. * Gather the list of pointer event types as constants.
  75926. */
  75927. export class PointerEventTypes {
  75928. /**
  75929. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  75930. */
  75931. static readonly POINTERDOWN: number;
  75932. /**
  75933. * The pointerup event is fired when a pointer is no longer active.
  75934. */
  75935. static readonly POINTERUP: number;
  75936. /**
  75937. * The pointermove event is fired when a pointer changes coordinates.
  75938. */
  75939. static readonly POINTERMOVE: number;
  75940. /**
  75941. * The pointerwheel event is fired when a mouse wheel has been rotated.
  75942. */
  75943. static readonly POINTERWHEEL: number;
  75944. /**
  75945. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  75946. */
  75947. static readonly POINTERPICK: number;
  75948. /**
  75949. * The pointertap event is fired when a the object has been touched and released without drag.
  75950. */
  75951. static readonly POINTERTAP: number;
  75952. /**
  75953. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  75954. */
  75955. static readonly POINTERDOUBLETAP: number;
  75956. }
  75957. /**
  75958. * Base class of pointer info types.
  75959. */
  75960. export class PointerInfoBase {
  75961. /**
  75962. * Defines the type of event (PointerEventTypes)
  75963. */
  75964. type: number;
  75965. /**
  75966. * Defines the related dom event
  75967. */
  75968. event: PointerEvent | MouseWheelEvent;
  75969. /**
  75970. * Instantiates the base class of pointers info.
  75971. * @param type Defines the type of event (PointerEventTypes)
  75972. * @param event Defines the related dom event
  75973. */
  75974. constructor(
  75975. /**
  75976. * Defines the type of event (PointerEventTypes)
  75977. */
  75978. type: number,
  75979. /**
  75980. * Defines the related dom event
  75981. */
  75982. event: PointerEvent | MouseWheelEvent);
  75983. }
  75984. /**
  75985. * This class is used to store pointer related info for the onPrePointerObservable event.
  75986. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  75987. */
  75988. export class PointerInfoPre extends PointerInfoBase {
  75989. /**
  75990. * Ray from a pointer if availible (eg. 6dof controller)
  75991. */
  75992. ray: Nullable<Ray>;
  75993. /**
  75994. * Defines the local position of the pointer on the canvas.
  75995. */
  75996. localPosition: Vector2;
  75997. /**
  75998. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  75999. */
  76000. skipOnPointerObservable: boolean;
  76001. /**
  76002. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  76003. * @param type Defines the type of event (PointerEventTypes)
  76004. * @param event Defines the related dom event
  76005. * @param localX Defines the local x coordinates of the pointer when the event occured
  76006. * @param localY Defines the local y coordinates of the pointer when the event occured
  76007. */
  76008. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  76009. }
  76010. /**
  76011. * This type contains all the data related to a pointer event in Babylon.js.
  76012. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  76013. */
  76014. export class PointerInfo extends PointerInfoBase {
  76015. /**
  76016. * Defines the picking info associated to the info (if any)\
  76017. */
  76018. pickInfo: Nullable<PickingInfo>;
  76019. /**
  76020. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  76021. * @param type Defines the type of event (PointerEventTypes)
  76022. * @param event Defines the related dom event
  76023. * @param pickInfo Defines the picking info associated to the info (if any)\
  76024. */
  76025. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  76026. /**
  76027. * Defines the picking info associated to the info (if any)\
  76028. */
  76029. pickInfo: Nullable<PickingInfo>);
  76030. }
  76031. /**
  76032. * Data relating to a touch event on the screen.
  76033. */
  76034. export interface PointerTouch {
  76035. /**
  76036. * X coordinate of touch.
  76037. */
  76038. x: number;
  76039. /**
  76040. * Y coordinate of touch.
  76041. */
  76042. y: number;
  76043. /**
  76044. * Id of touch. Unique for each finger.
  76045. */
  76046. pointerId: number;
  76047. /**
  76048. * Event type passed from DOM.
  76049. */
  76050. type: any;
  76051. }
  76052. }
  76053. declare module BABYLON {
  76054. /**
  76055. * Manage the mouse inputs to control the movement of a free camera.
  76056. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76057. */
  76058. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  76059. /**
  76060. * Define if touch is enabled in the mouse input
  76061. */
  76062. touchEnabled: boolean;
  76063. /**
  76064. * Defines the camera the input is attached to.
  76065. */
  76066. camera: FreeCamera;
  76067. /**
  76068. * Defines the buttons associated with the input to handle camera move.
  76069. */
  76070. buttons: number[];
  76071. /**
  76072. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  76073. */
  76074. angularSensibility: number;
  76075. private _pointerInput;
  76076. private _onMouseMove;
  76077. private _observer;
  76078. private previousPosition;
  76079. /**
  76080. * Observable for when a pointer move event occurs containing the move offset
  76081. */
  76082. onPointerMovedObservable: Observable<{
  76083. offsetX: number;
  76084. offsetY: number;
  76085. }>;
  76086. /**
  76087. * @hidden
  76088. * If the camera should be rotated automatically based on pointer movement
  76089. */
  76090. _allowCameraRotation: boolean;
  76091. /**
  76092. * Manage the mouse inputs to control the movement of a free camera.
  76093. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76094. * @param touchEnabled Defines if touch is enabled or not
  76095. */
  76096. constructor(
  76097. /**
  76098. * Define if touch is enabled in the mouse input
  76099. */
  76100. touchEnabled?: boolean);
  76101. /**
  76102. * Attach the input controls to a specific dom element to get the input from.
  76103. * @param element Defines the element the controls should be listened from
  76104. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76105. */
  76106. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76107. /**
  76108. * Called on JS contextmenu event.
  76109. * Override this method to provide functionality.
  76110. */
  76111. protected onContextMenu(evt: PointerEvent): void;
  76112. /**
  76113. * Detach the current controls from the specified dom element.
  76114. * @param element Defines the element to stop listening the inputs from
  76115. */
  76116. detachControl(element: Nullable<HTMLElement>): void;
  76117. /**
  76118. * Gets the class name of the current intput.
  76119. * @returns the class name
  76120. */
  76121. getClassName(): string;
  76122. /**
  76123. * Get the friendly name associated with the input class.
  76124. * @returns the input friendly name
  76125. */
  76126. getSimpleName(): string;
  76127. }
  76128. }
  76129. declare module BABYLON {
  76130. /**
  76131. * Manage the touch inputs to control the movement of a free camera.
  76132. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76133. */
  76134. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  76135. /**
  76136. * Defines the camera the input is attached to.
  76137. */
  76138. camera: FreeCamera;
  76139. /**
  76140. * Defines the touch sensibility for rotation.
  76141. * The higher the faster.
  76142. */
  76143. touchAngularSensibility: number;
  76144. /**
  76145. * Defines the touch sensibility for move.
  76146. * The higher the faster.
  76147. */
  76148. touchMoveSensibility: number;
  76149. private _offsetX;
  76150. private _offsetY;
  76151. private _pointerPressed;
  76152. private _pointerInput;
  76153. private _observer;
  76154. private _onLostFocus;
  76155. /**
  76156. * Attach the input controls to a specific dom element to get the input from.
  76157. * @param element Defines the element the controls should be listened from
  76158. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76159. */
  76160. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76161. /**
  76162. * Detach the current controls from the specified dom element.
  76163. * @param element Defines the element to stop listening the inputs from
  76164. */
  76165. detachControl(element: Nullable<HTMLElement>): void;
  76166. /**
  76167. * Update the current camera state depending on the inputs that have been used this frame.
  76168. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76169. */
  76170. checkInputs(): void;
  76171. /**
  76172. * Gets the class name of the current intput.
  76173. * @returns the class name
  76174. */
  76175. getClassName(): string;
  76176. /**
  76177. * Get the friendly name associated with the input class.
  76178. * @returns the input friendly name
  76179. */
  76180. getSimpleName(): string;
  76181. }
  76182. }
  76183. declare module BABYLON {
  76184. /**
  76185. * Default Inputs manager for the FreeCamera.
  76186. * It groups all the default supported inputs for ease of use.
  76187. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76188. */
  76189. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  76190. /**
  76191. * @hidden
  76192. */
  76193. _mouseInput: Nullable<FreeCameraMouseInput>;
  76194. /**
  76195. * Instantiates a new FreeCameraInputsManager.
  76196. * @param camera Defines the camera the inputs belong to
  76197. */
  76198. constructor(camera: FreeCamera);
  76199. /**
  76200. * Add keyboard input support to the input manager.
  76201. * @returns the current input manager
  76202. */
  76203. addKeyboard(): FreeCameraInputsManager;
  76204. /**
  76205. * Add mouse input support to the input manager.
  76206. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  76207. * @returns the current input manager
  76208. */
  76209. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  76210. /**
  76211. * Removes the mouse input support from the manager
  76212. * @returns the current input manager
  76213. */
  76214. removeMouse(): FreeCameraInputsManager;
  76215. /**
  76216. * Add touch input support to the input manager.
  76217. * @returns the current input manager
  76218. */
  76219. addTouch(): FreeCameraInputsManager;
  76220. /**
  76221. * Remove all attached input methods from a camera
  76222. */
  76223. clear(): void;
  76224. }
  76225. }
  76226. declare module BABYLON {
  76227. /**
  76228. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76229. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  76230. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76231. */
  76232. export class FreeCamera extends TargetCamera {
  76233. /**
  76234. * Define the collision ellipsoid of the camera.
  76235. * This is helpful to simulate a camera body like the player body around the camera
  76236. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  76237. */
  76238. ellipsoid: Vector3;
  76239. /**
  76240. * Define an offset for the position of the ellipsoid around the camera.
  76241. * This can be helpful to determine the center of the body near the gravity center of the body
  76242. * instead of its head.
  76243. */
  76244. ellipsoidOffset: Vector3;
  76245. /**
  76246. * Enable or disable collisions of the camera with the rest of the scene objects.
  76247. */
  76248. checkCollisions: boolean;
  76249. /**
  76250. * Enable or disable gravity on the camera.
  76251. */
  76252. applyGravity: boolean;
  76253. /**
  76254. * Define the input manager associated to the camera.
  76255. */
  76256. inputs: FreeCameraInputsManager;
  76257. /**
  76258. * Gets the input sensibility for a mouse input. (default is 2000.0)
  76259. * Higher values reduce sensitivity.
  76260. */
  76261. /**
  76262. * Sets the input sensibility for a mouse input. (default is 2000.0)
  76263. * Higher values reduce sensitivity.
  76264. */
  76265. angularSensibility: number;
  76266. /**
  76267. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76268. */
  76269. keysUp: number[];
  76270. /**
  76271. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76272. */
  76273. keysDown: number[];
  76274. /**
  76275. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76276. */
  76277. keysLeft: number[];
  76278. /**
  76279. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76280. */
  76281. keysRight: number[];
  76282. /**
  76283. * Event raised when the camera collide with a mesh in the scene.
  76284. */
  76285. onCollide: (collidedMesh: AbstractMesh) => void;
  76286. private _collider;
  76287. private _needMoveForGravity;
  76288. private _oldPosition;
  76289. private _diffPosition;
  76290. private _newPosition;
  76291. /** @hidden */
  76292. _localDirection: Vector3;
  76293. /** @hidden */
  76294. _transformedDirection: Vector3;
  76295. /**
  76296. * Instantiates a Free Camera.
  76297. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76298. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  76299. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76300. * @param name Define the name of the camera in the scene
  76301. * @param position Define the start position of the camera in the scene
  76302. * @param scene Define the scene the camera belongs to
  76303. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76304. */
  76305. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76306. /**
  76307. * Attached controls to the current camera.
  76308. * @param element Defines the element the controls should be listened from
  76309. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76310. */
  76311. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76312. /**
  76313. * Detach the current controls from the camera.
  76314. * The camera will stop reacting to inputs.
  76315. * @param element Defines the element to stop listening the inputs from
  76316. */
  76317. detachControl(element: HTMLElement): void;
  76318. private _collisionMask;
  76319. /**
  76320. * Define a collision mask to limit the list of object the camera can collide with
  76321. */
  76322. collisionMask: number;
  76323. /** @hidden */
  76324. _collideWithWorld(displacement: Vector3): void;
  76325. private _onCollisionPositionChange;
  76326. /** @hidden */
  76327. _checkInputs(): void;
  76328. /** @hidden */
  76329. _decideIfNeedsToMove(): boolean;
  76330. /** @hidden */
  76331. _updatePosition(): void;
  76332. /**
  76333. * Destroy the camera and release the current resources hold by it.
  76334. */
  76335. dispose(): void;
  76336. /**
  76337. * Gets the current object class name.
  76338. * @return the class name
  76339. */
  76340. getClassName(): string;
  76341. }
  76342. }
  76343. declare module BABYLON {
  76344. /**
  76345. * Represents a gamepad control stick position
  76346. */
  76347. export class StickValues {
  76348. /**
  76349. * The x component of the control stick
  76350. */
  76351. x: number;
  76352. /**
  76353. * The y component of the control stick
  76354. */
  76355. y: number;
  76356. /**
  76357. * Initializes the gamepad x and y control stick values
  76358. * @param x The x component of the gamepad control stick value
  76359. * @param y The y component of the gamepad control stick value
  76360. */
  76361. constructor(
  76362. /**
  76363. * The x component of the control stick
  76364. */
  76365. x: number,
  76366. /**
  76367. * The y component of the control stick
  76368. */
  76369. y: number);
  76370. }
  76371. /**
  76372. * An interface which manages callbacks for gamepad button changes
  76373. */
  76374. export interface GamepadButtonChanges {
  76375. /**
  76376. * Called when a gamepad has been changed
  76377. */
  76378. changed: boolean;
  76379. /**
  76380. * Called when a gamepad press event has been triggered
  76381. */
  76382. pressChanged: boolean;
  76383. /**
  76384. * Called when a touch event has been triggered
  76385. */
  76386. touchChanged: boolean;
  76387. /**
  76388. * Called when a value has changed
  76389. */
  76390. valueChanged: boolean;
  76391. }
  76392. /**
  76393. * Represents a gamepad
  76394. */
  76395. export class Gamepad {
  76396. /**
  76397. * The id of the gamepad
  76398. */
  76399. id: string;
  76400. /**
  76401. * The index of the gamepad
  76402. */
  76403. index: number;
  76404. /**
  76405. * The browser gamepad
  76406. */
  76407. browserGamepad: any;
  76408. /**
  76409. * Specifies what type of gamepad this represents
  76410. */
  76411. type: number;
  76412. private _leftStick;
  76413. private _rightStick;
  76414. /** @hidden */
  76415. _isConnected: boolean;
  76416. private _leftStickAxisX;
  76417. private _leftStickAxisY;
  76418. private _rightStickAxisX;
  76419. private _rightStickAxisY;
  76420. /**
  76421. * Triggered when the left control stick has been changed
  76422. */
  76423. private _onleftstickchanged;
  76424. /**
  76425. * Triggered when the right control stick has been changed
  76426. */
  76427. private _onrightstickchanged;
  76428. /**
  76429. * Represents a gamepad controller
  76430. */
  76431. static GAMEPAD: number;
  76432. /**
  76433. * Represents a generic controller
  76434. */
  76435. static GENERIC: number;
  76436. /**
  76437. * Represents an XBox controller
  76438. */
  76439. static XBOX: number;
  76440. /**
  76441. * Represents a pose-enabled controller
  76442. */
  76443. static POSE_ENABLED: number;
  76444. /**
  76445. * Represents an Dual Shock controller
  76446. */
  76447. static DUALSHOCK: number;
  76448. /**
  76449. * Specifies whether the left control stick should be Y-inverted
  76450. */
  76451. protected _invertLeftStickY: boolean;
  76452. /**
  76453. * Specifies if the gamepad has been connected
  76454. */
  76455. readonly isConnected: boolean;
  76456. /**
  76457. * Initializes the gamepad
  76458. * @param id The id of the gamepad
  76459. * @param index The index of the gamepad
  76460. * @param browserGamepad The browser gamepad
  76461. * @param leftStickX The x component of the left joystick
  76462. * @param leftStickY The y component of the left joystick
  76463. * @param rightStickX The x component of the right joystick
  76464. * @param rightStickY The y component of the right joystick
  76465. */
  76466. constructor(
  76467. /**
  76468. * The id of the gamepad
  76469. */
  76470. id: string,
  76471. /**
  76472. * The index of the gamepad
  76473. */
  76474. index: number,
  76475. /**
  76476. * The browser gamepad
  76477. */
  76478. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  76479. /**
  76480. * Callback triggered when the left joystick has changed
  76481. * @param callback
  76482. */
  76483. onleftstickchanged(callback: (values: StickValues) => void): void;
  76484. /**
  76485. * Callback triggered when the right joystick has changed
  76486. * @param callback
  76487. */
  76488. onrightstickchanged(callback: (values: StickValues) => void): void;
  76489. /**
  76490. * Gets the left joystick
  76491. */
  76492. /**
  76493. * Sets the left joystick values
  76494. */
  76495. leftStick: StickValues;
  76496. /**
  76497. * Gets the right joystick
  76498. */
  76499. /**
  76500. * Sets the right joystick value
  76501. */
  76502. rightStick: StickValues;
  76503. /**
  76504. * Updates the gamepad joystick positions
  76505. */
  76506. update(): void;
  76507. /**
  76508. * Disposes the gamepad
  76509. */
  76510. dispose(): void;
  76511. }
  76512. /**
  76513. * Represents a generic gamepad
  76514. */
  76515. export class GenericPad extends Gamepad {
  76516. private _buttons;
  76517. private _onbuttondown;
  76518. private _onbuttonup;
  76519. /**
  76520. * Observable triggered when a button has been pressed
  76521. */
  76522. onButtonDownObservable: Observable<number>;
  76523. /**
  76524. * Observable triggered when a button has been released
  76525. */
  76526. onButtonUpObservable: Observable<number>;
  76527. /**
  76528. * Callback triggered when a button has been pressed
  76529. * @param callback Called when a button has been pressed
  76530. */
  76531. onbuttondown(callback: (buttonPressed: number) => void): void;
  76532. /**
  76533. * Callback triggered when a button has been released
  76534. * @param callback Called when a button has been released
  76535. */
  76536. onbuttonup(callback: (buttonReleased: number) => void): void;
  76537. /**
  76538. * Initializes the generic gamepad
  76539. * @param id The id of the generic gamepad
  76540. * @param index The index of the generic gamepad
  76541. * @param browserGamepad The browser gamepad
  76542. */
  76543. constructor(id: string, index: number, browserGamepad: any);
  76544. private _setButtonValue;
  76545. /**
  76546. * Updates the generic gamepad
  76547. */
  76548. update(): void;
  76549. /**
  76550. * Disposes the generic gamepad
  76551. */
  76552. dispose(): void;
  76553. }
  76554. }
  76555. declare module BABYLON {
  76556. interface Engine {
  76557. /**
  76558. * Creates a raw texture
  76559. * @param data defines the data to store in the texture
  76560. * @param width defines the width of the texture
  76561. * @param height defines the height of the texture
  76562. * @param format defines the format of the data
  76563. * @param generateMipMaps defines if the engine should generate the mip levels
  76564. * @param invertY defines if data must be stored with Y axis inverted
  76565. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  76566. * @param compression defines the compression used (null by default)
  76567. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76568. * @returns the raw texture inside an InternalTexture
  76569. */
  76570. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  76571. /**
  76572. * Update a raw texture
  76573. * @param texture defines the texture to update
  76574. * @param data defines the data to store in the texture
  76575. * @param format defines the format of the data
  76576. * @param invertY defines if data must be stored with Y axis inverted
  76577. */
  76578. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76579. /**
  76580. * Update a raw texture
  76581. * @param texture defines the texture to update
  76582. * @param data defines the data to store in the texture
  76583. * @param format defines the format of the data
  76584. * @param invertY defines if data must be stored with Y axis inverted
  76585. * @param compression defines the compression used (null by default)
  76586. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76587. */
  76588. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  76589. /**
  76590. * Creates a new raw cube texture
  76591. * @param data defines the array of data to use to create each face
  76592. * @param size defines the size of the textures
  76593. * @param format defines the format of the data
  76594. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76595. * @param generateMipMaps defines if the engine should generate the mip levels
  76596. * @param invertY defines if data must be stored with Y axis inverted
  76597. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76598. * @param compression defines the compression used (null by default)
  76599. * @returns the cube texture as an InternalTexture
  76600. */
  76601. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  76602. /**
  76603. * Update a raw cube texture
  76604. * @param texture defines the texture to udpdate
  76605. * @param data defines the data to store
  76606. * @param format defines the data format
  76607. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76608. * @param invertY defines if data must be stored with Y axis inverted
  76609. */
  76610. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  76611. /**
  76612. * Update a raw cube texture
  76613. * @param texture defines the texture to udpdate
  76614. * @param data defines the data to store
  76615. * @param format defines the data format
  76616. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76617. * @param invertY defines if data must be stored with Y axis inverted
  76618. * @param compression defines the compression used (null by default)
  76619. */
  76620. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76621. /**
  76622. * Update a raw cube texture
  76623. * @param texture defines the texture to udpdate
  76624. * @param data defines the data to store
  76625. * @param format defines the data format
  76626. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76627. * @param invertY defines if data must be stored with Y axis inverted
  76628. * @param compression defines the compression used (null by default)
  76629. * @param level defines which level of the texture to update
  76630. */
  76631. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  76632. /**
  76633. * Creates a new raw cube texture from a specified url
  76634. * @param url defines the url where the data is located
  76635. * @param scene defines the current scene
  76636. * @param size defines the size of the textures
  76637. * @param format defines the format of the data
  76638. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76639. * @param noMipmap defines if the engine should avoid generating the mip levels
  76640. * @param callback defines a callback used to extract texture data from loaded data
  76641. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76642. * @param onLoad defines a callback called when texture is loaded
  76643. * @param onError defines a callback called if there is an error
  76644. * @returns the cube texture as an InternalTexture
  76645. */
  76646. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  76647. /**
  76648. * Creates a new raw cube texture from a specified url
  76649. * @param url defines the url where the data is located
  76650. * @param scene defines the current scene
  76651. * @param size defines the size of the textures
  76652. * @param format defines the format of the data
  76653. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76654. * @param noMipmap defines if the engine should avoid generating the mip levels
  76655. * @param callback defines a callback used to extract texture data from loaded data
  76656. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76657. * @param onLoad defines a callback called when texture is loaded
  76658. * @param onError defines a callback called if there is an error
  76659. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76660. * @param invertY defines if data must be stored with Y axis inverted
  76661. * @returns the cube texture as an InternalTexture
  76662. */
  76663. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  76664. /**
  76665. * Creates a new raw 3D texture
  76666. * @param data defines the data used to create the texture
  76667. * @param width defines the width of the texture
  76668. * @param height defines the height of the texture
  76669. * @param depth defines the depth of the texture
  76670. * @param format defines the format of the texture
  76671. * @param generateMipMaps defines if the engine must generate mip levels
  76672. * @param invertY defines if data must be stored with Y axis inverted
  76673. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76674. * @param compression defines the compressed used (can be null)
  76675. * @param textureType defines the compressed used (can be null)
  76676. * @returns a new raw 3D texture (stored in an InternalTexture)
  76677. */
  76678. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  76679. /**
  76680. * Update a raw 3D texture
  76681. * @param texture defines the texture to update
  76682. * @param data defines the data to store
  76683. * @param format defines the data format
  76684. * @param invertY defines if data must be stored with Y axis inverted
  76685. */
  76686. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76687. /**
  76688. * Update a raw 3D texture
  76689. * @param texture defines the texture to update
  76690. * @param data defines the data to store
  76691. * @param format defines the data format
  76692. * @param invertY defines if data must be stored with Y axis inverted
  76693. * @param compression defines the used compression (can be null)
  76694. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  76695. */
  76696. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  76697. }
  76698. }
  76699. declare module BABYLON {
  76700. /**
  76701. * Raw texture can help creating a texture directly from an array of data.
  76702. * This can be super useful if you either get the data from an uncompressed source or
  76703. * if you wish to create your texture pixel by pixel.
  76704. */
  76705. export class RawTexture extends Texture {
  76706. /**
  76707. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76708. */
  76709. format: number;
  76710. private _engine;
  76711. /**
  76712. * Instantiates a new RawTexture.
  76713. * Raw texture can help creating a texture directly from an array of data.
  76714. * This can be super useful if you either get the data from an uncompressed source or
  76715. * if you wish to create your texture pixel by pixel.
  76716. * @param data define the array of data to use to create the texture
  76717. * @param width define the width of the texture
  76718. * @param height define the height of the texture
  76719. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76720. * @param scene define the scene the texture belongs to
  76721. * @param generateMipMaps define whether mip maps should be generated or not
  76722. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76723. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76724. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76725. */
  76726. constructor(data: ArrayBufferView, width: number, height: number,
  76727. /**
  76728. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76729. */
  76730. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76731. /**
  76732. * Updates the texture underlying data.
  76733. * @param data Define the new data of the texture
  76734. */
  76735. update(data: ArrayBufferView): void;
  76736. /**
  76737. * Creates a luminance texture from some data.
  76738. * @param data Define the texture data
  76739. * @param width Define the width of the texture
  76740. * @param height Define the height of the texture
  76741. * @param scene Define the scene the texture belongs to
  76742. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76743. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76744. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76745. * @returns the luminance texture
  76746. */
  76747. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76748. /**
  76749. * Creates a luminance alpha texture from some data.
  76750. * @param data Define the texture data
  76751. * @param width Define the width of the texture
  76752. * @param height Define the height of the texture
  76753. * @param scene Define the scene the texture belongs to
  76754. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76755. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76756. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76757. * @returns the luminance alpha texture
  76758. */
  76759. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76760. /**
  76761. * Creates an alpha texture from some data.
  76762. * @param data Define the texture data
  76763. * @param width Define the width of the texture
  76764. * @param height Define the height of the texture
  76765. * @param scene Define the scene the texture belongs to
  76766. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76767. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76768. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76769. * @returns the alpha texture
  76770. */
  76771. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76772. /**
  76773. * Creates a RGB texture from some data.
  76774. * @param data Define the texture data
  76775. * @param width Define the width of the texture
  76776. * @param height Define the height of the texture
  76777. * @param scene Define the scene the texture belongs to
  76778. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76779. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76780. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76781. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76782. * @returns the RGB alpha texture
  76783. */
  76784. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76785. /**
  76786. * Creates a RGBA texture from some data.
  76787. * @param data Define the texture data
  76788. * @param width Define the width of the texture
  76789. * @param height Define the height of the texture
  76790. * @param scene Define the scene the texture belongs to
  76791. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76792. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76793. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76794. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76795. * @returns the RGBA texture
  76796. */
  76797. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76798. /**
  76799. * Creates a R texture from some data.
  76800. * @param data Define the texture data
  76801. * @param width Define the width of the texture
  76802. * @param height Define the height of the texture
  76803. * @param scene Define the scene the texture belongs to
  76804. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76805. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76806. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76807. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76808. * @returns the R texture
  76809. */
  76810. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76811. }
  76812. }
  76813. declare module BABYLON {
  76814. /**
  76815. * Interface for the size containing width and height
  76816. */
  76817. export interface ISize {
  76818. /**
  76819. * Width
  76820. */
  76821. width: number;
  76822. /**
  76823. * Heighht
  76824. */
  76825. height: number;
  76826. }
  76827. /**
  76828. * Size containing widht and height
  76829. */
  76830. export class Size implements ISize {
  76831. /**
  76832. * Width
  76833. */
  76834. width: number;
  76835. /**
  76836. * Height
  76837. */
  76838. height: number;
  76839. /**
  76840. * Creates a Size object from the given width and height (floats).
  76841. * @param width width of the new size
  76842. * @param height height of the new size
  76843. */
  76844. constructor(width: number, height: number);
  76845. /**
  76846. * Returns a string with the Size width and height
  76847. * @returns a string with the Size width and height
  76848. */
  76849. toString(): string;
  76850. /**
  76851. * "Size"
  76852. * @returns the string "Size"
  76853. */
  76854. getClassName(): string;
  76855. /**
  76856. * Returns the Size hash code.
  76857. * @returns a hash code for a unique width and height
  76858. */
  76859. getHashCode(): number;
  76860. /**
  76861. * Updates the current size from the given one.
  76862. * @param src the given size
  76863. */
  76864. copyFrom(src: Size): void;
  76865. /**
  76866. * Updates in place the current Size from the given floats.
  76867. * @param width width of the new size
  76868. * @param height height of the new size
  76869. * @returns the updated Size.
  76870. */
  76871. copyFromFloats(width: number, height: number): Size;
  76872. /**
  76873. * Updates in place the current Size from the given floats.
  76874. * @param width width to set
  76875. * @param height height to set
  76876. * @returns the updated Size.
  76877. */
  76878. set(width: number, height: number): Size;
  76879. /**
  76880. * Multiplies the width and height by numbers
  76881. * @param w factor to multiple the width by
  76882. * @param h factor to multiple the height by
  76883. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  76884. */
  76885. multiplyByFloats(w: number, h: number): Size;
  76886. /**
  76887. * Clones the size
  76888. * @returns a new Size copied from the given one.
  76889. */
  76890. clone(): Size;
  76891. /**
  76892. * True if the current Size and the given one width and height are strictly equal.
  76893. * @param other the other size to compare against
  76894. * @returns True if the current Size and the given one width and height are strictly equal.
  76895. */
  76896. equals(other: Size): boolean;
  76897. /**
  76898. * The surface of the Size : width * height (float).
  76899. */
  76900. readonly surface: number;
  76901. /**
  76902. * Create a new size of zero
  76903. * @returns a new Size set to (0.0, 0.0)
  76904. */
  76905. static Zero(): Size;
  76906. /**
  76907. * Sums the width and height of two sizes
  76908. * @param otherSize size to add to this size
  76909. * @returns a new Size set as the addition result of the current Size and the given one.
  76910. */
  76911. add(otherSize: Size): Size;
  76912. /**
  76913. * Subtracts the width and height of two
  76914. * @param otherSize size to subtract to this size
  76915. * @returns a new Size set as the subtraction result of the given one from the current Size.
  76916. */
  76917. subtract(otherSize: Size): Size;
  76918. /**
  76919. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  76920. * @param start starting size to lerp between
  76921. * @param end end size to lerp between
  76922. * @param amount amount to lerp between the start and end values
  76923. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  76924. */
  76925. static Lerp(start: Size, end: Size, amount: number): Size;
  76926. }
  76927. }
  76928. declare module BABYLON {
  76929. /**
  76930. * Defines a runtime animation
  76931. */
  76932. export class RuntimeAnimation {
  76933. private _events;
  76934. /**
  76935. * The current frame of the runtime animation
  76936. */
  76937. private _currentFrame;
  76938. /**
  76939. * The animation used by the runtime animation
  76940. */
  76941. private _animation;
  76942. /**
  76943. * The target of the runtime animation
  76944. */
  76945. private _target;
  76946. /**
  76947. * The initiating animatable
  76948. */
  76949. private _host;
  76950. /**
  76951. * The original value of the runtime animation
  76952. */
  76953. private _originalValue;
  76954. /**
  76955. * The original blend value of the runtime animation
  76956. */
  76957. private _originalBlendValue;
  76958. /**
  76959. * The offsets cache of the runtime animation
  76960. */
  76961. private _offsetsCache;
  76962. /**
  76963. * The high limits cache of the runtime animation
  76964. */
  76965. private _highLimitsCache;
  76966. /**
  76967. * Specifies if the runtime animation has been stopped
  76968. */
  76969. private _stopped;
  76970. /**
  76971. * The blending factor of the runtime animation
  76972. */
  76973. private _blendingFactor;
  76974. /**
  76975. * The BabylonJS scene
  76976. */
  76977. private _scene;
  76978. /**
  76979. * The current value of the runtime animation
  76980. */
  76981. private _currentValue;
  76982. /** @hidden */
  76983. _animationState: _IAnimationState;
  76984. /**
  76985. * The active target of the runtime animation
  76986. */
  76987. private _activeTargets;
  76988. private _currentActiveTarget;
  76989. private _directTarget;
  76990. /**
  76991. * The target path of the runtime animation
  76992. */
  76993. private _targetPath;
  76994. /**
  76995. * The weight of the runtime animation
  76996. */
  76997. private _weight;
  76998. /**
  76999. * The ratio offset of the runtime animation
  77000. */
  77001. private _ratioOffset;
  77002. /**
  77003. * The previous delay of the runtime animation
  77004. */
  77005. private _previousDelay;
  77006. /**
  77007. * The previous ratio of the runtime animation
  77008. */
  77009. private _previousRatio;
  77010. private _enableBlending;
  77011. private _keys;
  77012. private _minFrame;
  77013. private _maxFrame;
  77014. private _minValue;
  77015. private _maxValue;
  77016. private _targetIsArray;
  77017. /**
  77018. * Gets the current frame of the runtime animation
  77019. */
  77020. readonly currentFrame: number;
  77021. /**
  77022. * Gets the weight of the runtime animation
  77023. */
  77024. readonly weight: number;
  77025. /**
  77026. * Gets the current value of the runtime animation
  77027. */
  77028. readonly currentValue: any;
  77029. /**
  77030. * Gets the target path of the runtime animation
  77031. */
  77032. readonly targetPath: string;
  77033. /**
  77034. * Gets the actual target of the runtime animation
  77035. */
  77036. readonly target: any;
  77037. /** @hidden */
  77038. _onLoop: () => void;
  77039. /**
  77040. * Create a new RuntimeAnimation object
  77041. * @param target defines the target of the animation
  77042. * @param animation defines the source animation object
  77043. * @param scene defines the hosting scene
  77044. * @param host defines the initiating Animatable
  77045. */
  77046. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  77047. private _preparePath;
  77048. /**
  77049. * Gets the animation from the runtime animation
  77050. */
  77051. readonly animation: Animation;
  77052. /**
  77053. * Resets the runtime animation to the beginning
  77054. * @param restoreOriginal defines whether to restore the target property to the original value
  77055. */
  77056. reset(restoreOriginal?: boolean): void;
  77057. /**
  77058. * Specifies if the runtime animation is stopped
  77059. * @returns Boolean specifying if the runtime animation is stopped
  77060. */
  77061. isStopped(): boolean;
  77062. /**
  77063. * Disposes of the runtime animation
  77064. */
  77065. dispose(): void;
  77066. /**
  77067. * Apply the interpolated value to the target
  77068. * @param currentValue defines the value computed by the animation
  77069. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  77070. */
  77071. setValue(currentValue: any, weight: number): void;
  77072. private _getOriginalValues;
  77073. private _setValue;
  77074. /**
  77075. * Gets the loop pmode of the runtime animation
  77076. * @returns Loop Mode
  77077. */
  77078. private _getCorrectLoopMode;
  77079. /**
  77080. * Move the current animation to a given frame
  77081. * @param frame defines the frame to move to
  77082. */
  77083. goToFrame(frame: number): void;
  77084. /**
  77085. * @hidden Internal use only
  77086. */
  77087. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  77088. /**
  77089. * Execute the current animation
  77090. * @param delay defines the delay to add to the current frame
  77091. * @param from defines the lower bound of the animation range
  77092. * @param to defines the upper bound of the animation range
  77093. * @param loop defines if the current animation must loop
  77094. * @param speedRatio defines the current speed ratio
  77095. * @param weight defines the weight of the animation (default is -1 so no weight)
  77096. * @param onLoop optional callback called when animation loops
  77097. * @returns a boolean indicating if the animation is running
  77098. */
  77099. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  77100. }
  77101. }
  77102. declare module BABYLON {
  77103. /**
  77104. * Class used to store an actual running animation
  77105. */
  77106. export class Animatable {
  77107. /** defines the target object */
  77108. target: any;
  77109. /** defines the starting frame number (default is 0) */
  77110. fromFrame: number;
  77111. /** defines the ending frame number (default is 100) */
  77112. toFrame: number;
  77113. /** defines if the animation must loop (default is false) */
  77114. loopAnimation: boolean;
  77115. /** defines a callback to call when animation ends if it is not looping */
  77116. onAnimationEnd?: (() => void) | null | undefined;
  77117. /** defines a callback to call when animation loops */
  77118. onAnimationLoop?: (() => void) | null | undefined;
  77119. private _localDelayOffset;
  77120. private _pausedDelay;
  77121. private _runtimeAnimations;
  77122. private _paused;
  77123. private _scene;
  77124. private _speedRatio;
  77125. private _weight;
  77126. private _syncRoot;
  77127. /**
  77128. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  77129. * This will only apply for non looping animation (default is true)
  77130. */
  77131. disposeOnEnd: boolean;
  77132. /**
  77133. * Gets a boolean indicating if the animation has started
  77134. */
  77135. animationStarted: boolean;
  77136. /**
  77137. * Observer raised when the animation ends
  77138. */
  77139. onAnimationEndObservable: Observable<Animatable>;
  77140. /**
  77141. * Observer raised when the animation loops
  77142. */
  77143. onAnimationLoopObservable: Observable<Animatable>;
  77144. /**
  77145. * Gets the root Animatable used to synchronize and normalize animations
  77146. */
  77147. readonly syncRoot: Nullable<Animatable>;
  77148. /**
  77149. * Gets the current frame of the first RuntimeAnimation
  77150. * Used to synchronize Animatables
  77151. */
  77152. readonly masterFrame: number;
  77153. /**
  77154. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  77155. */
  77156. weight: number;
  77157. /**
  77158. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  77159. */
  77160. speedRatio: number;
  77161. /**
  77162. * Creates a new Animatable
  77163. * @param scene defines the hosting scene
  77164. * @param target defines the target object
  77165. * @param fromFrame defines the starting frame number (default is 0)
  77166. * @param toFrame defines the ending frame number (default is 100)
  77167. * @param loopAnimation defines if the animation must loop (default is false)
  77168. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  77169. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  77170. * @param animations defines a group of animation to add to the new Animatable
  77171. * @param onAnimationLoop defines a callback to call when animation loops
  77172. */
  77173. constructor(scene: Scene,
  77174. /** defines the target object */
  77175. target: any,
  77176. /** defines the starting frame number (default is 0) */
  77177. fromFrame?: number,
  77178. /** defines the ending frame number (default is 100) */
  77179. toFrame?: number,
  77180. /** defines if the animation must loop (default is false) */
  77181. loopAnimation?: boolean, speedRatio?: number,
  77182. /** defines a callback to call when animation ends if it is not looping */
  77183. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  77184. /** defines a callback to call when animation loops */
  77185. onAnimationLoop?: (() => void) | null | undefined);
  77186. /**
  77187. * Synchronize and normalize current Animatable with a source Animatable
  77188. * This is useful when using animation weights and when animations are not of the same length
  77189. * @param root defines the root Animatable to synchronize with
  77190. * @returns the current Animatable
  77191. */
  77192. syncWith(root: Animatable): Animatable;
  77193. /**
  77194. * Gets the list of runtime animations
  77195. * @returns an array of RuntimeAnimation
  77196. */
  77197. getAnimations(): RuntimeAnimation[];
  77198. /**
  77199. * Adds more animations to the current animatable
  77200. * @param target defines the target of the animations
  77201. * @param animations defines the new animations to add
  77202. */
  77203. appendAnimations(target: any, animations: Animation[]): void;
  77204. /**
  77205. * Gets the source animation for a specific property
  77206. * @param property defines the propertyu to look for
  77207. * @returns null or the source animation for the given property
  77208. */
  77209. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  77210. /**
  77211. * Gets the runtime animation for a specific property
  77212. * @param property defines the propertyu to look for
  77213. * @returns null or the runtime animation for the given property
  77214. */
  77215. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  77216. /**
  77217. * Resets the animatable to its original state
  77218. */
  77219. reset(): void;
  77220. /**
  77221. * Allows the animatable to blend with current running animations
  77222. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77223. * @param blendingSpeed defines the blending speed to use
  77224. */
  77225. enableBlending(blendingSpeed: number): void;
  77226. /**
  77227. * Disable animation blending
  77228. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77229. */
  77230. disableBlending(): void;
  77231. /**
  77232. * Jump directly to a given frame
  77233. * @param frame defines the frame to jump to
  77234. */
  77235. goToFrame(frame: number): void;
  77236. /**
  77237. * Pause the animation
  77238. */
  77239. pause(): void;
  77240. /**
  77241. * Restart the animation
  77242. */
  77243. restart(): void;
  77244. private _raiseOnAnimationEnd;
  77245. /**
  77246. * Stop and delete the current animation
  77247. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  77248. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  77249. */
  77250. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  77251. /**
  77252. * Wait asynchronously for the animation to end
  77253. * @returns a promise which will be fullfilled when the animation ends
  77254. */
  77255. waitAsync(): Promise<Animatable>;
  77256. /** @hidden */
  77257. _animate(delay: number): boolean;
  77258. }
  77259. interface Scene {
  77260. /** @hidden */
  77261. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  77262. /** @hidden */
  77263. _processLateAnimationBindingsForMatrices(holder: {
  77264. totalWeight: number;
  77265. animations: RuntimeAnimation[];
  77266. originalValue: Matrix;
  77267. }): any;
  77268. /** @hidden */
  77269. _processLateAnimationBindingsForQuaternions(holder: {
  77270. totalWeight: number;
  77271. animations: RuntimeAnimation[];
  77272. originalValue: Quaternion;
  77273. }, refQuaternion: Quaternion): Quaternion;
  77274. /** @hidden */
  77275. _processLateAnimationBindings(): void;
  77276. /**
  77277. * Will start the animation sequence of a given target
  77278. * @param target defines the target
  77279. * @param from defines from which frame should animation start
  77280. * @param to defines until which frame should animation run.
  77281. * @param weight defines the weight to apply to the animation (1.0 by default)
  77282. * @param loop defines if the animation loops
  77283. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77284. * @param onAnimationEnd defines the function to be executed when the animation ends
  77285. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77286. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77287. * @param onAnimationLoop defines the callback to call when an animation loops
  77288. * @returns the animatable object created for this animation
  77289. */
  77290. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77291. /**
  77292. * Will start the animation sequence of a given target
  77293. * @param target defines the target
  77294. * @param from defines from which frame should animation start
  77295. * @param to defines until which frame should animation run.
  77296. * @param loop defines if the animation loops
  77297. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77298. * @param onAnimationEnd defines the function to be executed when the animation ends
  77299. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77300. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77301. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  77302. * @param onAnimationLoop defines the callback to call when an animation loops
  77303. * @returns the animatable object created for this animation
  77304. */
  77305. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77306. /**
  77307. * Will start the animation sequence of a given target and its hierarchy
  77308. * @param target defines the target
  77309. * @param 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.
  77310. * @param from defines from which frame should animation start
  77311. * @param to defines until which frame should animation run.
  77312. * @param loop defines if the animation loops
  77313. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77314. * @param onAnimationEnd defines the function to be executed when the animation ends
  77315. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77316. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77317. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77318. * @param onAnimationLoop defines the callback to call when an animation loops
  77319. * @returns the list of created animatables
  77320. */
  77321. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  77322. /**
  77323. * Begin a new animation on a given node
  77324. * @param target defines the target where the animation will take place
  77325. * @param animations defines the list of animations to start
  77326. * @param from defines the initial value
  77327. * @param to defines the final value
  77328. * @param loop defines if you want animation to loop (off by default)
  77329. * @param speedRatio defines the speed ratio to apply to all animations
  77330. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77331. * @param onAnimationLoop defines the callback to call when an animation loops
  77332. * @returns the list of created animatables
  77333. */
  77334. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  77335. /**
  77336. * Begin a new animation on a given node and its hierarchy
  77337. * @param target defines the root node where the animation will take place
  77338. * @param 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.
  77339. * @param animations defines the list of animations to start
  77340. * @param from defines the initial value
  77341. * @param to defines the final value
  77342. * @param loop defines if you want animation to loop (off by default)
  77343. * @param speedRatio defines the speed ratio to apply to all animations
  77344. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77345. * @param onAnimationLoop defines the callback to call when an animation loops
  77346. * @returns the list of animatables created for all nodes
  77347. */
  77348. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  77349. /**
  77350. * Gets the animatable associated with a specific target
  77351. * @param target defines the target of the animatable
  77352. * @returns the required animatable if found
  77353. */
  77354. getAnimatableByTarget(target: any): Nullable<Animatable>;
  77355. /**
  77356. * Gets all animatables associated with a given target
  77357. * @param target defines the target to look animatables for
  77358. * @returns an array of Animatables
  77359. */
  77360. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  77361. /**
  77362. * Stops and removes all animations that have been applied to the scene
  77363. */
  77364. stopAllAnimations(): void;
  77365. }
  77366. interface Bone {
  77367. /**
  77368. * Copy an animation range from another bone
  77369. * @param source defines the source bone
  77370. * @param rangeName defines the range name to copy
  77371. * @param frameOffset defines the frame offset
  77372. * @param rescaleAsRequired defines if rescaling must be applied if required
  77373. * @param skelDimensionsRatio defines the scaling ratio
  77374. * @returns true if operation was successful
  77375. */
  77376. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  77377. }
  77378. }
  77379. declare module BABYLON {
  77380. /**
  77381. * Class used to override all child animations of a given target
  77382. */
  77383. export class AnimationPropertiesOverride {
  77384. /**
  77385. * Gets or sets a value indicating if animation blending must be used
  77386. */
  77387. enableBlending: boolean;
  77388. /**
  77389. * Gets or sets the blending speed to use when enableBlending is true
  77390. */
  77391. blendingSpeed: number;
  77392. /**
  77393. * Gets or sets the default loop mode to use
  77394. */
  77395. loopMode: number;
  77396. }
  77397. }
  77398. declare module BABYLON {
  77399. /**
  77400. * Class used to handle skinning animations
  77401. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77402. */
  77403. export class Skeleton implements IAnimatable {
  77404. /** defines the skeleton name */
  77405. name: string;
  77406. /** defines the skeleton Id */
  77407. id: string;
  77408. /**
  77409. * Defines the list of child bones
  77410. */
  77411. bones: Bone[];
  77412. /**
  77413. * Defines an estimate of the dimension of the skeleton at rest
  77414. */
  77415. dimensionsAtRest: Vector3;
  77416. /**
  77417. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  77418. */
  77419. needInitialSkinMatrix: boolean;
  77420. /**
  77421. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  77422. */
  77423. overrideMesh: Nullable<AbstractMesh>;
  77424. /**
  77425. * Gets the list of animations attached to this skeleton
  77426. */
  77427. animations: Array<Animation>;
  77428. private _scene;
  77429. private _isDirty;
  77430. private _transformMatrices;
  77431. private _transformMatrixTexture;
  77432. private _meshesWithPoseMatrix;
  77433. private _animatables;
  77434. private _identity;
  77435. private _synchronizedWithMesh;
  77436. private _ranges;
  77437. private _lastAbsoluteTransformsUpdateId;
  77438. private _canUseTextureForBones;
  77439. private _uniqueId;
  77440. /** @hidden */
  77441. _numBonesWithLinkedTransformNode: number;
  77442. /** @hidden */
  77443. _hasWaitingData: Nullable<boolean>;
  77444. /**
  77445. * Specifies if the skeleton should be serialized
  77446. */
  77447. doNotSerialize: boolean;
  77448. private _useTextureToStoreBoneMatrices;
  77449. /**
  77450. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  77451. * Please note that this option is not available if the hardware does not support it
  77452. */
  77453. useTextureToStoreBoneMatrices: boolean;
  77454. private _animationPropertiesOverride;
  77455. /**
  77456. * Gets or sets the animation properties override
  77457. */
  77458. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77459. /**
  77460. * List of inspectable custom properties (used by the Inspector)
  77461. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  77462. */
  77463. inspectableCustomProperties: IInspectable[];
  77464. /**
  77465. * An observable triggered before computing the skeleton's matrices
  77466. */
  77467. onBeforeComputeObservable: Observable<Skeleton>;
  77468. /**
  77469. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  77470. */
  77471. readonly isUsingTextureForMatrices: boolean;
  77472. /**
  77473. * Gets the unique ID of this skeleton
  77474. */
  77475. readonly uniqueId: number;
  77476. /**
  77477. * Creates a new skeleton
  77478. * @param name defines the skeleton name
  77479. * @param id defines the skeleton Id
  77480. * @param scene defines the hosting scene
  77481. */
  77482. constructor(
  77483. /** defines the skeleton name */
  77484. name: string,
  77485. /** defines the skeleton Id */
  77486. id: string, scene: Scene);
  77487. /**
  77488. * Gets the current object class name.
  77489. * @return the class name
  77490. */
  77491. getClassName(): string;
  77492. /**
  77493. * Returns an array containing the root bones
  77494. * @returns an array containing the root bones
  77495. */
  77496. getChildren(): Array<Bone>;
  77497. /**
  77498. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77499. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77500. * @returns a Float32Array containing matrices data
  77501. */
  77502. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77503. /**
  77504. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77505. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77506. * @returns a raw texture containing the data
  77507. */
  77508. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77509. /**
  77510. * Gets the current hosting scene
  77511. * @returns a scene object
  77512. */
  77513. getScene(): Scene;
  77514. /**
  77515. * Gets a string representing the current skeleton data
  77516. * @param fullDetails defines a boolean indicating if we want a verbose version
  77517. * @returns a string representing the current skeleton data
  77518. */
  77519. toString(fullDetails?: boolean): string;
  77520. /**
  77521. * Get bone's index searching by name
  77522. * @param name defines bone's name to search for
  77523. * @return the indice of the bone. Returns -1 if not found
  77524. */
  77525. getBoneIndexByName(name: string): number;
  77526. /**
  77527. * Creater a new animation range
  77528. * @param name defines the name of the range
  77529. * @param from defines the start key
  77530. * @param to defines the end key
  77531. */
  77532. createAnimationRange(name: string, from: number, to: number): void;
  77533. /**
  77534. * Delete a specific animation range
  77535. * @param name defines the name of the range
  77536. * @param deleteFrames defines if frames must be removed as well
  77537. */
  77538. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  77539. /**
  77540. * Gets a specific animation range
  77541. * @param name defines the name of the range to look for
  77542. * @returns the requested animation range or null if not found
  77543. */
  77544. getAnimationRange(name: string): Nullable<AnimationRange>;
  77545. /**
  77546. * Gets the list of all animation ranges defined on this skeleton
  77547. * @returns an array
  77548. */
  77549. getAnimationRanges(): Nullable<AnimationRange>[];
  77550. /**
  77551. * Copy animation range from a source skeleton.
  77552. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  77553. * @param source defines the source skeleton
  77554. * @param name defines the name of the range to copy
  77555. * @param rescaleAsRequired defines if rescaling must be applied if required
  77556. * @returns true if operation was successful
  77557. */
  77558. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  77559. /**
  77560. * Forces the skeleton to go to rest pose
  77561. */
  77562. returnToRest(): void;
  77563. private _getHighestAnimationFrame;
  77564. /**
  77565. * Begin a specific animation range
  77566. * @param name defines the name of the range to start
  77567. * @param loop defines if looping must be turned on (false by default)
  77568. * @param speedRatio defines the speed ratio to apply (1 by default)
  77569. * @param onAnimationEnd defines a callback which will be called when animation will end
  77570. * @returns a new animatable
  77571. */
  77572. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  77573. /** @hidden */
  77574. _markAsDirty(): void;
  77575. /** @hidden */
  77576. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77577. /** @hidden */
  77578. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77579. private _computeTransformMatrices;
  77580. /**
  77581. * Build all resources required to render a skeleton
  77582. */
  77583. prepare(): void;
  77584. /**
  77585. * Gets the list of animatables currently running for this skeleton
  77586. * @returns an array of animatables
  77587. */
  77588. getAnimatables(): IAnimatable[];
  77589. /**
  77590. * Clone the current skeleton
  77591. * @param name defines the name of the new skeleton
  77592. * @param id defines the id of the new skeleton
  77593. * @returns the new skeleton
  77594. */
  77595. clone(name: string, id: string): Skeleton;
  77596. /**
  77597. * Enable animation blending for this skeleton
  77598. * @param blendingSpeed defines the blending speed to apply
  77599. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77600. */
  77601. enableBlending(blendingSpeed?: number): void;
  77602. /**
  77603. * Releases all resources associated with the current skeleton
  77604. */
  77605. dispose(): void;
  77606. /**
  77607. * Serialize the skeleton in a JSON object
  77608. * @returns a JSON object
  77609. */
  77610. serialize(): any;
  77611. /**
  77612. * Creates a new skeleton from serialized data
  77613. * @param parsedSkeleton defines the serialized data
  77614. * @param scene defines the hosting scene
  77615. * @returns a new skeleton
  77616. */
  77617. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77618. /**
  77619. * Compute all node absolute transforms
  77620. * @param forceUpdate defines if computation must be done even if cache is up to date
  77621. */
  77622. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77623. /**
  77624. * Gets the root pose matrix
  77625. * @returns a matrix
  77626. */
  77627. getPoseMatrix(): Nullable<Matrix>;
  77628. /**
  77629. * Sorts bones per internal index
  77630. */
  77631. sortBones(): void;
  77632. private _sortBones;
  77633. }
  77634. }
  77635. declare module BABYLON {
  77636. /**
  77637. * Class used to store bone information
  77638. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77639. */
  77640. export class Bone extends Node {
  77641. /**
  77642. * defines the bone name
  77643. */
  77644. name: string;
  77645. private static _tmpVecs;
  77646. private static _tmpQuat;
  77647. private static _tmpMats;
  77648. /**
  77649. * Gets the list of child bones
  77650. */
  77651. children: Bone[];
  77652. /** Gets the animations associated with this bone */
  77653. animations: Animation[];
  77654. /**
  77655. * Gets or sets bone length
  77656. */
  77657. length: number;
  77658. /**
  77659. * @hidden Internal only
  77660. * Set this value to map this bone to a different index in the transform matrices
  77661. * Set this value to -1 to exclude the bone from the transform matrices
  77662. */
  77663. _index: Nullable<number>;
  77664. private _skeleton;
  77665. private _localMatrix;
  77666. private _restPose;
  77667. private _baseMatrix;
  77668. private _absoluteTransform;
  77669. private _invertedAbsoluteTransform;
  77670. private _parent;
  77671. private _scalingDeterminant;
  77672. private _worldTransform;
  77673. private _localScaling;
  77674. private _localRotation;
  77675. private _localPosition;
  77676. private _needToDecompose;
  77677. private _needToCompose;
  77678. /** @hidden */
  77679. _linkedTransformNode: Nullable<TransformNode>;
  77680. /** @hidden */
  77681. _waitingTransformNodeId: Nullable<string>;
  77682. /** @hidden */
  77683. /** @hidden */
  77684. _matrix: Matrix;
  77685. /**
  77686. * Create a new bone
  77687. * @param name defines the bone name
  77688. * @param skeleton defines the parent skeleton
  77689. * @param parentBone defines the parent (can be null if the bone is the root)
  77690. * @param localMatrix defines the local matrix
  77691. * @param restPose defines the rest pose matrix
  77692. * @param baseMatrix defines the base matrix
  77693. * @param index defines index of the bone in the hiearchy
  77694. */
  77695. constructor(
  77696. /**
  77697. * defines the bone name
  77698. */
  77699. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  77700. /**
  77701. * Gets the current object class name.
  77702. * @return the class name
  77703. */
  77704. getClassName(): string;
  77705. /**
  77706. * Gets the parent skeleton
  77707. * @returns a skeleton
  77708. */
  77709. getSkeleton(): Skeleton;
  77710. /**
  77711. * Gets parent bone
  77712. * @returns a bone or null if the bone is the root of the bone hierarchy
  77713. */
  77714. getParent(): Nullable<Bone>;
  77715. /**
  77716. * Returns an array containing the root bones
  77717. * @returns an array containing the root bones
  77718. */
  77719. getChildren(): Array<Bone>;
  77720. /**
  77721. * Sets the parent bone
  77722. * @param parent defines the parent (can be null if the bone is the root)
  77723. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77724. */
  77725. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77726. /**
  77727. * Gets the local matrix
  77728. * @returns a matrix
  77729. */
  77730. getLocalMatrix(): Matrix;
  77731. /**
  77732. * Gets the base matrix (initial matrix which remains unchanged)
  77733. * @returns a matrix
  77734. */
  77735. getBaseMatrix(): Matrix;
  77736. /**
  77737. * Gets the rest pose matrix
  77738. * @returns a matrix
  77739. */
  77740. getRestPose(): Matrix;
  77741. /**
  77742. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77743. */
  77744. getWorldMatrix(): Matrix;
  77745. /**
  77746. * Sets the local matrix to rest pose matrix
  77747. */
  77748. returnToRest(): void;
  77749. /**
  77750. * Gets the inverse of the absolute transform matrix.
  77751. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77752. * @returns a matrix
  77753. */
  77754. getInvertedAbsoluteTransform(): Matrix;
  77755. /**
  77756. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77757. * @returns a matrix
  77758. */
  77759. getAbsoluteTransform(): Matrix;
  77760. /**
  77761. * Links with the given transform node.
  77762. * The local matrix of this bone is copied from the transform node every frame.
  77763. * @param transformNode defines the transform node to link to
  77764. */
  77765. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77766. /**
  77767. * Gets the node used to drive the bone's transformation
  77768. * @returns a transform node or null
  77769. */
  77770. getTransformNode(): Nullable<TransformNode>;
  77771. /** Gets or sets current position (in local space) */
  77772. position: Vector3;
  77773. /** Gets or sets current rotation (in local space) */
  77774. rotation: Vector3;
  77775. /** Gets or sets current rotation quaternion (in local space) */
  77776. rotationQuaternion: Quaternion;
  77777. /** Gets or sets current scaling (in local space) */
  77778. scaling: Vector3;
  77779. /**
  77780. * Gets the animation properties override
  77781. */
  77782. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77783. private _decompose;
  77784. private _compose;
  77785. /**
  77786. * Update the base and local matrices
  77787. * @param matrix defines the new base or local matrix
  77788. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77789. * @param updateLocalMatrix defines if the local matrix should be updated
  77790. */
  77791. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77792. /** @hidden */
  77793. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77794. /**
  77795. * Flag the bone as dirty (Forcing it to update everything)
  77796. */
  77797. markAsDirty(): void;
  77798. /** @hidden */
  77799. _markAsDirtyAndCompose(): void;
  77800. private _markAsDirtyAndDecompose;
  77801. /**
  77802. * Translate the bone in local or world space
  77803. * @param vec The amount to translate the bone
  77804. * @param space The space that the translation is in
  77805. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77806. */
  77807. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77808. /**
  77809. * Set the postion of the bone in local or world space
  77810. * @param position The position to set the bone
  77811. * @param space The space that the position is in
  77812. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77813. */
  77814. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77815. /**
  77816. * Set the absolute position of the bone (world space)
  77817. * @param position The position to set the bone
  77818. * @param mesh The mesh that this bone is attached to
  77819. */
  77820. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  77821. /**
  77822. * Scale the bone on the x, y and z axes (in local space)
  77823. * @param x The amount to scale the bone on the x axis
  77824. * @param y The amount to scale the bone on the y axis
  77825. * @param z The amount to scale the bone on the z axis
  77826. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77827. */
  77828. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  77829. /**
  77830. * Set the bone scaling in local space
  77831. * @param scale defines the scaling vector
  77832. */
  77833. setScale(scale: Vector3): void;
  77834. /**
  77835. * Gets the current scaling in local space
  77836. * @returns the current scaling vector
  77837. */
  77838. getScale(): Vector3;
  77839. /**
  77840. * Gets the current scaling in local space and stores it in a target vector
  77841. * @param result defines the target vector
  77842. */
  77843. getScaleToRef(result: Vector3): void;
  77844. /**
  77845. * Set the yaw, pitch, and roll of the bone in local or world space
  77846. * @param yaw The rotation of the bone on the y axis
  77847. * @param pitch The rotation of the bone on the x axis
  77848. * @param roll The rotation of the bone on the z axis
  77849. * @param space The space that the axes of rotation are in
  77850. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77851. */
  77852. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  77853. /**
  77854. * Add a rotation to the bone on an axis in local or world space
  77855. * @param axis The axis to rotate the bone on
  77856. * @param amount The amount to rotate the bone
  77857. * @param space The space that the axis is in
  77858. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77859. */
  77860. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  77861. /**
  77862. * Set the rotation of the bone to a particular axis angle in local or world space
  77863. * @param axis The axis to rotate the bone on
  77864. * @param angle The angle that the bone should be rotated to
  77865. * @param space The space that the axis is in
  77866. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77867. */
  77868. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  77869. /**
  77870. * Set the euler rotation of the bone in local of world space
  77871. * @param rotation The euler rotation that the bone should be set to
  77872. * @param space The space that the rotation is in
  77873. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77874. */
  77875. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77876. /**
  77877. * Set the quaternion rotation of the bone in local of world space
  77878. * @param quat The quaternion rotation that the bone should be set to
  77879. * @param space The space that the rotation is in
  77880. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77881. */
  77882. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  77883. /**
  77884. * Set the rotation matrix of the bone in local of world space
  77885. * @param rotMat The rotation matrix that the bone should be set to
  77886. * @param space The space that the rotation is in
  77887. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77888. */
  77889. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  77890. private _rotateWithMatrix;
  77891. private _getNegativeRotationToRef;
  77892. /**
  77893. * Get the position of the bone in local or world space
  77894. * @param space The space that the returned position is in
  77895. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77896. * @returns The position of the bone
  77897. */
  77898. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77899. /**
  77900. * Copy the position of the bone to a vector3 in local or world space
  77901. * @param space The space that the returned position is in
  77902. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77903. * @param result The vector3 to copy the position to
  77904. */
  77905. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  77906. /**
  77907. * Get the absolute position of the bone (world space)
  77908. * @param mesh The mesh that this bone is attached to
  77909. * @returns The absolute position of the bone
  77910. */
  77911. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  77912. /**
  77913. * Copy the absolute position of the bone (world space) to the result param
  77914. * @param mesh The mesh that this bone is attached to
  77915. * @param result The vector3 to copy the absolute position to
  77916. */
  77917. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  77918. /**
  77919. * Compute the absolute transforms of this bone and its children
  77920. */
  77921. computeAbsoluteTransforms(): void;
  77922. /**
  77923. * Get the world direction from an axis that is in the local space of the bone
  77924. * @param localAxis The local direction that is used to compute the world direction
  77925. * @param mesh The mesh that this bone is attached to
  77926. * @returns The world direction
  77927. */
  77928. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77929. /**
  77930. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  77931. * @param localAxis The local direction that is used to compute the world direction
  77932. * @param mesh The mesh that this bone is attached to
  77933. * @param result The vector3 that the world direction will be copied to
  77934. */
  77935. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77936. /**
  77937. * Get the euler rotation of the bone in local or world space
  77938. * @param space The space that the rotation should be in
  77939. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77940. * @returns The euler rotation
  77941. */
  77942. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77943. /**
  77944. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  77945. * @param space The space that the rotation should be in
  77946. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77947. * @param result The vector3 that the rotation should be copied to
  77948. */
  77949. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77950. /**
  77951. * Get the quaternion rotation of the bone in either local or world space
  77952. * @param space The space that the rotation should be in
  77953. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77954. * @returns The quaternion rotation
  77955. */
  77956. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  77957. /**
  77958. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  77959. * @param space The space that the rotation should be in
  77960. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77961. * @param result The quaternion that the rotation should be copied to
  77962. */
  77963. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  77964. /**
  77965. * Get the rotation matrix of the bone in local or world space
  77966. * @param space The space that the rotation should be in
  77967. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77968. * @returns The rotation matrix
  77969. */
  77970. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  77971. /**
  77972. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  77973. * @param space The space that the rotation should be in
  77974. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77975. * @param result The quaternion that the rotation should be copied to
  77976. */
  77977. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  77978. /**
  77979. * Get the world position of a point that is in the local space of the bone
  77980. * @param position The local position
  77981. * @param mesh The mesh that this bone is attached to
  77982. * @returns The world position
  77983. */
  77984. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77985. /**
  77986. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  77987. * @param position The local position
  77988. * @param mesh The mesh that this bone is attached to
  77989. * @param result The vector3 that the world position should be copied to
  77990. */
  77991. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77992. /**
  77993. * Get the local position of a point that is in world space
  77994. * @param position The world position
  77995. * @param mesh The mesh that this bone is attached to
  77996. * @returns The local position
  77997. */
  77998. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77999. /**
  78000. * Get the local position of a point that is in world space and copy it to the result param
  78001. * @param position The world position
  78002. * @param mesh The mesh that this bone is attached to
  78003. * @param result The vector3 that the local position should be copied to
  78004. */
  78005. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78006. }
  78007. }
  78008. declare module BABYLON {
  78009. /**
  78010. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  78011. * @see https://doc.babylonjs.com/how_to/transformnode
  78012. */
  78013. export class TransformNode extends Node {
  78014. /**
  78015. * Object will not rotate to face the camera
  78016. */
  78017. static BILLBOARDMODE_NONE: number;
  78018. /**
  78019. * Object will rotate to face the camera but only on the x axis
  78020. */
  78021. static BILLBOARDMODE_X: number;
  78022. /**
  78023. * Object will rotate to face the camera but only on the y axis
  78024. */
  78025. static BILLBOARDMODE_Y: number;
  78026. /**
  78027. * Object will rotate to face the camera but only on the z axis
  78028. */
  78029. static BILLBOARDMODE_Z: number;
  78030. /**
  78031. * Object will rotate to face the camera
  78032. */
  78033. static BILLBOARDMODE_ALL: number;
  78034. /**
  78035. * Object will rotate to face the camera's position instead of orientation
  78036. */
  78037. static BILLBOARDMODE_USE_POSITION: number;
  78038. private _forward;
  78039. private _forwardInverted;
  78040. private _up;
  78041. private _right;
  78042. private _rightInverted;
  78043. private _position;
  78044. private _rotation;
  78045. private _rotationQuaternion;
  78046. protected _scaling: Vector3;
  78047. protected _isDirty: boolean;
  78048. private _transformToBoneReferal;
  78049. private _isAbsoluteSynced;
  78050. private _billboardMode;
  78051. /**
  78052. * Gets or sets the billboard mode. Default is 0.
  78053. *
  78054. * | Value | Type | Description |
  78055. * | --- | --- | --- |
  78056. * | 0 | BILLBOARDMODE_NONE | |
  78057. * | 1 | BILLBOARDMODE_X | |
  78058. * | 2 | BILLBOARDMODE_Y | |
  78059. * | 4 | BILLBOARDMODE_Z | |
  78060. * | 7 | BILLBOARDMODE_ALL | |
  78061. *
  78062. */
  78063. billboardMode: number;
  78064. private _preserveParentRotationForBillboard;
  78065. /**
  78066. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  78067. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  78068. */
  78069. preserveParentRotationForBillboard: boolean;
  78070. /**
  78071. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  78072. */
  78073. scalingDeterminant: number;
  78074. private _infiniteDistance;
  78075. /**
  78076. * Gets or sets the distance of the object to max, often used by skybox
  78077. */
  78078. infiniteDistance: boolean;
  78079. /**
  78080. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  78081. * By default the system will update normals to compensate
  78082. */
  78083. ignoreNonUniformScaling: boolean;
  78084. /**
  78085. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  78086. */
  78087. reIntegrateRotationIntoRotationQuaternion: boolean;
  78088. /** @hidden */
  78089. _poseMatrix: Nullable<Matrix>;
  78090. /** @hidden */
  78091. _localMatrix: Matrix;
  78092. private _usePivotMatrix;
  78093. private _absolutePosition;
  78094. private _absoluteScaling;
  78095. private _absoluteRotationQuaternion;
  78096. private _pivotMatrix;
  78097. private _pivotMatrixInverse;
  78098. protected _postMultiplyPivotMatrix: boolean;
  78099. protected _isWorldMatrixFrozen: boolean;
  78100. /** @hidden */
  78101. _indexInSceneTransformNodesArray: number;
  78102. /**
  78103. * An event triggered after the world matrix is updated
  78104. */
  78105. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  78106. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  78107. /**
  78108. * Gets a string identifying the name of the class
  78109. * @returns "TransformNode" string
  78110. */
  78111. getClassName(): string;
  78112. /**
  78113. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  78114. */
  78115. position: Vector3;
  78116. /**
  78117. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  78118. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  78119. */
  78120. rotation: Vector3;
  78121. /**
  78122. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  78123. */
  78124. scaling: Vector3;
  78125. /**
  78126. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  78127. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  78128. */
  78129. rotationQuaternion: Nullable<Quaternion>;
  78130. /**
  78131. * The forward direction of that transform in world space.
  78132. */
  78133. readonly forward: Vector3;
  78134. /**
  78135. * The up direction of that transform in world space.
  78136. */
  78137. readonly up: Vector3;
  78138. /**
  78139. * The right direction of that transform in world space.
  78140. */
  78141. readonly right: Vector3;
  78142. /**
  78143. * Copies the parameter passed Matrix into the mesh Pose matrix.
  78144. * @param matrix the matrix to copy the pose from
  78145. * @returns this TransformNode.
  78146. */
  78147. updatePoseMatrix(matrix: Matrix): TransformNode;
  78148. /**
  78149. * Returns the mesh Pose matrix.
  78150. * @returns the pose matrix
  78151. */
  78152. getPoseMatrix(): Matrix;
  78153. /** @hidden */
  78154. _isSynchronized(): boolean;
  78155. /** @hidden */
  78156. _initCache(): void;
  78157. /**
  78158. * Flag the transform node as dirty (Forcing it to update everything)
  78159. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  78160. * @returns this transform node
  78161. */
  78162. markAsDirty(property: string): TransformNode;
  78163. /**
  78164. * Returns the current mesh absolute position.
  78165. * Returns a Vector3.
  78166. */
  78167. readonly absolutePosition: Vector3;
  78168. /**
  78169. * Returns the current mesh absolute scaling.
  78170. * Returns a Vector3.
  78171. */
  78172. readonly absoluteScaling: Vector3;
  78173. /**
  78174. * Returns the current mesh absolute rotation.
  78175. * Returns a Quaternion.
  78176. */
  78177. readonly absoluteRotationQuaternion: Quaternion;
  78178. /**
  78179. * Sets a new matrix to apply before all other transformation
  78180. * @param matrix defines the transform matrix
  78181. * @returns the current TransformNode
  78182. */
  78183. setPreTransformMatrix(matrix: Matrix): TransformNode;
  78184. /**
  78185. * Sets a new pivot matrix to the current node
  78186. * @param matrix defines the new pivot matrix to use
  78187. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  78188. * @returns the current TransformNode
  78189. */
  78190. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  78191. /**
  78192. * Returns the mesh pivot matrix.
  78193. * Default : Identity.
  78194. * @returns the matrix
  78195. */
  78196. getPivotMatrix(): Matrix;
  78197. /**
  78198. * Prevents the World matrix to be computed any longer.
  78199. * @returns the TransformNode.
  78200. */
  78201. freezeWorldMatrix(): TransformNode;
  78202. /**
  78203. * Allows back the World matrix computation.
  78204. * @returns the TransformNode.
  78205. */
  78206. unfreezeWorldMatrix(): this;
  78207. /**
  78208. * True if the World matrix has been frozen.
  78209. */
  78210. readonly isWorldMatrixFrozen: boolean;
  78211. /**
  78212. * Retuns the mesh absolute position in the World.
  78213. * @returns a Vector3.
  78214. */
  78215. getAbsolutePosition(): Vector3;
  78216. /**
  78217. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  78218. * @param absolutePosition the absolute position to set
  78219. * @returns the TransformNode.
  78220. */
  78221. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  78222. /**
  78223. * Sets the mesh position in its local space.
  78224. * @param vector3 the position to set in localspace
  78225. * @returns the TransformNode.
  78226. */
  78227. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  78228. /**
  78229. * Returns the mesh position in the local space from the current World matrix values.
  78230. * @returns a new Vector3.
  78231. */
  78232. getPositionExpressedInLocalSpace(): Vector3;
  78233. /**
  78234. * Translates the mesh along the passed Vector3 in its local space.
  78235. * @param vector3 the distance to translate in localspace
  78236. * @returns the TransformNode.
  78237. */
  78238. locallyTranslate(vector3: Vector3): TransformNode;
  78239. private static _lookAtVectorCache;
  78240. /**
  78241. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  78242. * @param targetPoint the position (must be in same space as current mesh) to look at
  78243. * @param yawCor optional yaw (y-axis) correction in radians
  78244. * @param pitchCor optional pitch (x-axis) correction in radians
  78245. * @param rollCor optional roll (z-axis) correction in radians
  78246. * @param space the choosen space of the target
  78247. * @returns the TransformNode.
  78248. */
  78249. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  78250. /**
  78251. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78252. * This Vector3 is expressed in the World space.
  78253. * @param localAxis axis to rotate
  78254. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78255. */
  78256. getDirection(localAxis: Vector3): Vector3;
  78257. /**
  78258. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  78259. * localAxis is expressed in the mesh local space.
  78260. * result is computed in the Wordl space from the mesh World matrix.
  78261. * @param localAxis axis to rotate
  78262. * @param result the resulting transformnode
  78263. * @returns this TransformNode.
  78264. */
  78265. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  78266. /**
  78267. * Sets this transform node rotation to the given local axis.
  78268. * @param localAxis the axis in local space
  78269. * @param yawCor optional yaw (y-axis) correction in radians
  78270. * @param pitchCor optional pitch (x-axis) correction in radians
  78271. * @param rollCor optional roll (z-axis) correction in radians
  78272. * @returns this TransformNode
  78273. */
  78274. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  78275. /**
  78276. * Sets a new pivot point to the current node
  78277. * @param point defines the new pivot point to use
  78278. * @param space defines if the point is in world or local space (local by default)
  78279. * @returns the current TransformNode
  78280. */
  78281. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  78282. /**
  78283. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  78284. * @returns the pivot point
  78285. */
  78286. getPivotPoint(): Vector3;
  78287. /**
  78288. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  78289. * @param result the vector3 to store the result
  78290. * @returns this TransformNode.
  78291. */
  78292. getPivotPointToRef(result: Vector3): TransformNode;
  78293. /**
  78294. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  78295. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  78296. */
  78297. getAbsolutePivotPoint(): Vector3;
  78298. /**
  78299. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  78300. * @param result vector3 to store the result
  78301. * @returns this TransformNode.
  78302. */
  78303. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  78304. /**
  78305. * Defines the passed node as the parent of the current node.
  78306. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  78307. * @see https://doc.babylonjs.com/how_to/parenting
  78308. * @param node the node ot set as the parent
  78309. * @returns this TransformNode.
  78310. */
  78311. setParent(node: Nullable<Node>): TransformNode;
  78312. private _nonUniformScaling;
  78313. /**
  78314. * True if the scaling property of this object is non uniform eg. (1,2,1)
  78315. */
  78316. readonly nonUniformScaling: boolean;
  78317. /** @hidden */
  78318. _updateNonUniformScalingState(value: boolean): boolean;
  78319. /**
  78320. * Attach the current TransformNode to another TransformNode associated with a bone
  78321. * @param bone Bone affecting the TransformNode
  78322. * @param affectedTransformNode TransformNode associated with the bone
  78323. * @returns this object
  78324. */
  78325. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  78326. /**
  78327. * Detach the transform node if its associated with a bone
  78328. * @returns this object
  78329. */
  78330. detachFromBone(): TransformNode;
  78331. private static _rotationAxisCache;
  78332. /**
  78333. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  78334. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78335. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78336. * The passed axis is also normalized.
  78337. * @param axis the axis to rotate around
  78338. * @param amount the amount to rotate in radians
  78339. * @param space Space to rotate in (Default: local)
  78340. * @returns the TransformNode.
  78341. */
  78342. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  78343. /**
  78344. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  78345. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78346. * The passed axis is also normalized. .
  78347. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  78348. * @param point the point to rotate around
  78349. * @param axis the axis to rotate around
  78350. * @param amount the amount to rotate in radians
  78351. * @returns the TransformNode
  78352. */
  78353. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  78354. /**
  78355. * Translates the mesh along the axis vector for the passed distance in the given space.
  78356. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78357. * @param axis the axis to translate in
  78358. * @param distance the distance to translate
  78359. * @param space Space to rotate in (Default: local)
  78360. * @returns the TransformNode.
  78361. */
  78362. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  78363. /**
  78364. * Adds a rotation step to the mesh current rotation.
  78365. * x, y, z are Euler angles expressed in radians.
  78366. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  78367. * This means this rotation is made in the mesh local space only.
  78368. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  78369. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  78370. * ```javascript
  78371. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  78372. * ```
  78373. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  78374. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  78375. * @param x Rotation to add
  78376. * @param y Rotation to add
  78377. * @param z Rotation to add
  78378. * @returns the TransformNode.
  78379. */
  78380. addRotation(x: number, y: number, z: number): TransformNode;
  78381. /**
  78382. * @hidden
  78383. */
  78384. protected _getEffectiveParent(): Nullable<Node>;
  78385. /**
  78386. * Computes the world matrix of the node
  78387. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78388. * @returns the world matrix
  78389. */
  78390. computeWorldMatrix(force?: boolean): Matrix;
  78391. protected _afterComputeWorldMatrix(): void;
  78392. /**
  78393. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  78394. * @param func callback function to add
  78395. *
  78396. * @returns the TransformNode.
  78397. */
  78398. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78399. /**
  78400. * Removes a registered callback function.
  78401. * @param func callback function to remove
  78402. * @returns the TransformNode.
  78403. */
  78404. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78405. /**
  78406. * Gets the position of the current mesh in camera space
  78407. * @param camera defines the camera to use
  78408. * @returns a position
  78409. */
  78410. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  78411. /**
  78412. * Returns the distance from the mesh to the active camera
  78413. * @param camera defines the camera to use
  78414. * @returns the distance
  78415. */
  78416. getDistanceToCamera(camera?: Nullable<Camera>): number;
  78417. /**
  78418. * Clone the current transform node
  78419. * @param name Name of the new clone
  78420. * @param newParent New parent for the clone
  78421. * @param doNotCloneChildren Do not clone children hierarchy
  78422. * @returns the new transform node
  78423. */
  78424. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  78425. /**
  78426. * Serializes the objects information.
  78427. * @param currentSerializationObject defines the object to serialize in
  78428. * @returns the serialized object
  78429. */
  78430. serialize(currentSerializationObject?: any): any;
  78431. /**
  78432. * Returns a new TransformNode object parsed from the source provided.
  78433. * @param parsedTransformNode is the source.
  78434. * @param scene the scne the object belongs to
  78435. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  78436. * @returns a new TransformNode object parsed from the source provided.
  78437. */
  78438. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  78439. /**
  78440. * Get all child-transformNodes of this node
  78441. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  78442. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  78443. * @returns an array of TransformNode
  78444. */
  78445. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  78446. /**
  78447. * Releases resources associated with this transform node.
  78448. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78449. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78450. */
  78451. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78452. /**
  78453. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  78454. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  78455. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  78456. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  78457. * @returns the current mesh
  78458. */
  78459. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  78460. private _syncAbsoluteScalingAndRotation;
  78461. }
  78462. }
  78463. declare module BABYLON {
  78464. /**
  78465. * Defines the types of pose enabled controllers that are supported
  78466. */
  78467. export enum PoseEnabledControllerType {
  78468. /**
  78469. * HTC Vive
  78470. */
  78471. VIVE = 0,
  78472. /**
  78473. * Oculus Rift
  78474. */
  78475. OCULUS = 1,
  78476. /**
  78477. * Windows mixed reality
  78478. */
  78479. WINDOWS = 2,
  78480. /**
  78481. * Samsung gear VR
  78482. */
  78483. GEAR_VR = 3,
  78484. /**
  78485. * Google Daydream
  78486. */
  78487. DAYDREAM = 4,
  78488. /**
  78489. * Generic
  78490. */
  78491. GENERIC = 5
  78492. }
  78493. /**
  78494. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78495. */
  78496. export interface MutableGamepadButton {
  78497. /**
  78498. * Value of the button/trigger
  78499. */
  78500. value: number;
  78501. /**
  78502. * If the button/trigger is currently touched
  78503. */
  78504. touched: boolean;
  78505. /**
  78506. * If the button/trigger is currently pressed
  78507. */
  78508. pressed: boolean;
  78509. }
  78510. /**
  78511. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  78512. * @hidden
  78513. */
  78514. export interface ExtendedGamepadButton extends GamepadButton {
  78515. /**
  78516. * If the button/trigger is currently pressed
  78517. */
  78518. readonly pressed: boolean;
  78519. /**
  78520. * If the button/trigger is currently touched
  78521. */
  78522. readonly touched: boolean;
  78523. /**
  78524. * Value of the button/trigger
  78525. */
  78526. readonly value: number;
  78527. }
  78528. /** @hidden */
  78529. export interface _GamePadFactory {
  78530. /**
  78531. * Returns wether or not the current gamepad can be created for this type of controller.
  78532. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78533. * @returns true if it can be created, otherwise false
  78534. */
  78535. canCreate(gamepadInfo: any): boolean;
  78536. /**
  78537. * Creates a new instance of the Gamepad.
  78538. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78539. * @returns the new gamepad instance
  78540. */
  78541. create(gamepadInfo: any): Gamepad;
  78542. }
  78543. /**
  78544. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78545. */
  78546. export class PoseEnabledControllerHelper {
  78547. /** @hidden */
  78548. static _ControllerFactories: _GamePadFactory[];
  78549. /** @hidden */
  78550. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  78551. /**
  78552. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78553. * @param vrGamepad the gamepad to initialized
  78554. * @returns a vr controller of the type the gamepad identified as
  78555. */
  78556. static InitiateController(vrGamepad: any): Gamepad;
  78557. }
  78558. /**
  78559. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78560. */
  78561. export class PoseEnabledController extends Gamepad implements PoseControlled {
  78562. /**
  78563. * If the controller is used in a webXR session
  78564. */
  78565. isXR: boolean;
  78566. private _deviceRoomPosition;
  78567. private _deviceRoomRotationQuaternion;
  78568. /**
  78569. * The device position in babylon space
  78570. */
  78571. devicePosition: Vector3;
  78572. /**
  78573. * The device rotation in babylon space
  78574. */
  78575. deviceRotationQuaternion: Quaternion;
  78576. /**
  78577. * The scale factor of the device in babylon space
  78578. */
  78579. deviceScaleFactor: number;
  78580. /**
  78581. * (Likely devicePosition should be used instead) The device position in its room space
  78582. */
  78583. position: Vector3;
  78584. /**
  78585. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  78586. */
  78587. rotationQuaternion: Quaternion;
  78588. /**
  78589. * The type of controller (Eg. Windows mixed reality)
  78590. */
  78591. controllerType: PoseEnabledControllerType;
  78592. protected _calculatedPosition: Vector3;
  78593. private _calculatedRotation;
  78594. /**
  78595. * The raw pose from the device
  78596. */
  78597. rawPose: DevicePose;
  78598. private _trackPosition;
  78599. private _maxRotationDistFromHeadset;
  78600. private _draggedRoomRotation;
  78601. /**
  78602. * @hidden
  78603. */
  78604. _disableTrackPosition(fixedPosition: Vector3): void;
  78605. /**
  78606. * Internal, the mesh attached to the controller
  78607. * @hidden
  78608. */
  78609. _mesh: Nullable<AbstractMesh>;
  78610. private _poseControlledCamera;
  78611. private _leftHandSystemQuaternion;
  78612. /**
  78613. * Internal, matrix used to convert room space to babylon space
  78614. * @hidden
  78615. */
  78616. _deviceToWorld: Matrix;
  78617. /**
  78618. * Node to be used when casting a ray from the controller
  78619. * @hidden
  78620. */
  78621. _pointingPoseNode: Nullable<TransformNode>;
  78622. /**
  78623. * Name of the child mesh that can be used to cast a ray from the controller
  78624. */
  78625. static readonly POINTING_POSE: string;
  78626. /**
  78627. * Creates a new PoseEnabledController from a gamepad
  78628. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78629. */
  78630. constructor(browserGamepad: any);
  78631. private _workingMatrix;
  78632. /**
  78633. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78634. */
  78635. update(): void;
  78636. /**
  78637. * Updates only the pose device and mesh without doing any button event checking
  78638. */
  78639. protected _updatePoseAndMesh(): void;
  78640. /**
  78641. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78642. * @param poseData raw pose fromthe device
  78643. */
  78644. updateFromDevice(poseData: DevicePose): void;
  78645. /**
  78646. * @hidden
  78647. */
  78648. _meshAttachedObservable: Observable<AbstractMesh>;
  78649. /**
  78650. * Attaches a mesh to the controller
  78651. * @param mesh the mesh to be attached
  78652. */
  78653. attachToMesh(mesh: AbstractMesh): void;
  78654. /**
  78655. * Attaches the controllers mesh to a camera
  78656. * @param camera the camera the mesh should be attached to
  78657. */
  78658. attachToPoseControlledCamera(camera: TargetCamera): void;
  78659. /**
  78660. * Disposes of the controller
  78661. */
  78662. dispose(): void;
  78663. /**
  78664. * The mesh that is attached to the controller
  78665. */
  78666. readonly mesh: Nullable<AbstractMesh>;
  78667. /**
  78668. * Gets the ray of the controller in the direction the controller is pointing
  78669. * @param length the length the resulting ray should be
  78670. * @returns a ray in the direction the controller is pointing
  78671. */
  78672. getForwardRay(length?: number): Ray;
  78673. }
  78674. }
  78675. declare module BABYLON {
  78676. /**
  78677. * Defines the WebVRController object that represents controllers tracked in 3D space
  78678. */
  78679. export abstract class WebVRController extends PoseEnabledController {
  78680. /**
  78681. * Internal, the default controller model for the controller
  78682. */
  78683. protected _defaultModel: AbstractMesh;
  78684. /**
  78685. * Fired when the trigger state has changed
  78686. */
  78687. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  78688. /**
  78689. * Fired when the main button state has changed
  78690. */
  78691. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78692. /**
  78693. * Fired when the secondary button state has changed
  78694. */
  78695. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78696. /**
  78697. * Fired when the pad state has changed
  78698. */
  78699. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  78700. /**
  78701. * Fired when controllers stick values have changed
  78702. */
  78703. onPadValuesChangedObservable: Observable<StickValues>;
  78704. /**
  78705. * Array of button availible on the controller
  78706. */
  78707. protected _buttons: Array<MutableGamepadButton>;
  78708. private _onButtonStateChange;
  78709. /**
  78710. * Fired when a controller button's state has changed
  78711. * @param callback the callback containing the button that was modified
  78712. */
  78713. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  78714. /**
  78715. * X and Y axis corresponding to the controllers joystick
  78716. */
  78717. pad: StickValues;
  78718. /**
  78719. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  78720. */
  78721. hand: string;
  78722. /**
  78723. * The default controller model for the controller
  78724. */
  78725. readonly defaultModel: AbstractMesh;
  78726. /**
  78727. * Creates a new WebVRController from a gamepad
  78728. * @param vrGamepad the gamepad that the WebVRController should be created from
  78729. */
  78730. constructor(vrGamepad: any);
  78731. /**
  78732. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78733. */
  78734. update(): void;
  78735. /**
  78736. * Function to be called when a button is modified
  78737. */
  78738. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78739. /**
  78740. * Loads a mesh and attaches it to the controller
  78741. * @param scene the scene the mesh should be added to
  78742. * @param meshLoaded callback for when the mesh has been loaded
  78743. */
  78744. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78745. private _setButtonValue;
  78746. private _changes;
  78747. private _checkChanges;
  78748. /**
  78749. * Disposes of th webVRCOntroller
  78750. */
  78751. dispose(): void;
  78752. }
  78753. }
  78754. declare module BABYLON {
  78755. /**
  78756. * The HemisphericLight simulates the ambient environment light,
  78757. * so the passed direction is the light reflection direction, not the incoming direction.
  78758. */
  78759. export class HemisphericLight extends Light {
  78760. /**
  78761. * The groundColor is the light in the opposite direction to the one specified during creation.
  78762. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  78763. */
  78764. groundColor: Color3;
  78765. /**
  78766. * The light reflection direction, not the incoming direction.
  78767. */
  78768. direction: Vector3;
  78769. /**
  78770. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78771. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78772. * The HemisphericLight can't cast shadows.
  78773. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78774. * @param name The friendly name of the light
  78775. * @param direction The direction of the light reflection
  78776. * @param scene The scene the light belongs to
  78777. */
  78778. constructor(name: string, direction: Vector3, scene: Scene);
  78779. protected _buildUniformLayout(): void;
  78780. /**
  78781. * Returns the string "HemisphericLight".
  78782. * @return The class name
  78783. */
  78784. getClassName(): string;
  78785. /**
  78786. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78787. * Returns the updated direction.
  78788. * @param target The target the direction should point to
  78789. * @return The computed direction
  78790. */
  78791. setDirectionToTarget(target: Vector3): Vector3;
  78792. /**
  78793. * Returns the shadow generator associated to the light.
  78794. * @returns Always null for hemispheric lights because it does not support shadows.
  78795. */
  78796. getShadowGenerator(): Nullable<IShadowGenerator>;
  78797. /**
  78798. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78799. * @param effect The effect to update
  78800. * @param lightIndex The index of the light in the effect to update
  78801. * @returns The hemispheric light
  78802. */
  78803. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78804. /**
  78805. * Computes the world matrix of the node
  78806. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78807. * @param useWasUpdatedFlag defines a reserved property
  78808. * @returns the world matrix
  78809. */
  78810. computeWorldMatrix(): Matrix;
  78811. /**
  78812. * Returns the integer 3.
  78813. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78814. */
  78815. getTypeID(): number;
  78816. /**
  78817. * Prepares the list of defines specific to the light type.
  78818. * @param defines the list of defines
  78819. * @param lightIndex defines the index of the light for the effect
  78820. */
  78821. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78822. }
  78823. }
  78824. declare module BABYLON {
  78825. /** @hidden */
  78826. export var vrMultiviewToSingleviewPixelShader: {
  78827. name: string;
  78828. shader: string;
  78829. };
  78830. }
  78831. declare module BABYLON {
  78832. /**
  78833. * Renders to multiple views with a single draw call
  78834. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  78835. */
  78836. export class MultiviewRenderTarget extends RenderTargetTexture {
  78837. /**
  78838. * Creates a multiview render target
  78839. * @param scene scene used with the render target
  78840. * @param size the size of the render target (used for each view)
  78841. */
  78842. constructor(scene: Scene, size?: number | {
  78843. width: number;
  78844. height: number;
  78845. } | {
  78846. ratio: number;
  78847. });
  78848. /**
  78849. * @hidden
  78850. * @param faceIndex the face index, if its a cube texture
  78851. */
  78852. _bindFrameBuffer(faceIndex?: number): void;
  78853. /**
  78854. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  78855. * @returns the view count
  78856. */
  78857. getViewCount(): number;
  78858. }
  78859. }
  78860. declare module BABYLON {
  78861. /**
  78862. * Reprasents a camera frustum
  78863. */
  78864. export class Frustum {
  78865. /**
  78866. * Gets the planes representing the frustum
  78867. * @param transform matrix to be applied to the returned planes
  78868. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  78869. */
  78870. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  78871. /**
  78872. * Gets the near frustum plane transformed by the transform matrix
  78873. * @param transform transformation matrix to be applied to the resulting frustum plane
  78874. * @param frustumPlane the resuling frustum plane
  78875. */
  78876. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78877. /**
  78878. * Gets the far frustum plane transformed by the transform matrix
  78879. * @param transform transformation matrix to be applied to the resulting frustum plane
  78880. * @param frustumPlane the resuling frustum plane
  78881. */
  78882. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78883. /**
  78884. * Gets the left frustum plane transformed by the transform matrix
  78885. * @param transform transformation matrix to be applied to the resulting frustum plane
  78886. * @param frustumPlane the resuling frustum plane
  78887. */
  78888. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78889. /**
  78890. * Gets the right frustum plane transformed by the transform matrix
  78891. * @param transform transformation matrix to be applied to the resulting frustum plane
  78892. * @param frustumPlane the resuling frustum plane
  78893. */
  78894. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78895. /**
  78896. * Gets the top frustum plane transformed by the transform matrix
  78897. * @param transform transformation matrix to be applied to the resulting frustum plane
  78898. * @param frustumPlane the resuling frustum plane
  78899. */
  78900. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78901. /**
  78902. * Gets the bottom frustum plane transformed by the transform matrix
  78903. * @param transform transformation matrix to be applied to the resulting frustum plane
  78904. * @param frustumPlane the resuling frustum plane
  78905. */
  78906. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78907. /**
  78908. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  78909. * @param transform transformation matrix to be applied to the resulting frustum planes
  78910. * @param frustumPlanes the resuling frustum planes
  78911. */
  78912. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  78913. }
  78914. }
  78915. declare module BABYLON {
  78916. interface Engine {
  78917. /**
  78918. * Creates a new multiview render target
  78919. * @param width defines the width of the texture
  78920. * @param height defines the height of the texture
  78921. * @returns the created multiview texture
  78922. */
  78923. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  78924. /**
  78925. * Binds a multiview framebuffer to be drawn to
  78926. * @param multiviewTexture texture to bind
  78927. */
  78928. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  78929. }
  78930. interface Camera {
  78931. /**
  78932. * @hidden
  78933. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  78934. */
  78935. _useMultiviewToSingleView: boolean;
  78936. /**
  78937. * @hidden
  78938. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  78939. */
  78940. _multiviewTexture: Nullable<RenderTargetTexture>;
  78941. /**
  78942. * @hidden
  78943. * ensures the multiview texture of the camera exists and has the specified width/height
  78944. * @param width height to set on the multiview texture
  78945. * @param height width to set on the multiview texture
  78946. */
  78947. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  78948. }
  78949. interface Scene {
  78950. /** @hidden */
  78951. _transformMatrixR: Matrix;
  78952. /** @hidden */
  78953. _multiviewSceneUbo: Nullable<UniformBuffer>;
  78954. /** @hidden */
  78955. _createMultiviewUbo(): void;
  78956. /** @hidden */
  78957. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  78958. /** @hidden */
  78959. _renderMultiviewToSingleView(camera: Camera): void;
  78960. }
  78961. }
  78962. declare module BABYLON {
  78963. /**
  78964. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  78965. * This will not be used for webXR as it supports displaying texture arrays directly
  78966. */
  78967. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  78968. /**
  78969. * Initializes a VRMultiviewToSingleview
  78970. * @param name name of the post process
  78971. * @param camera camera to be applied to
  78972. * @param scaleFactor scaling factor to the size of the output texture
  78973. */
  78974. constructor(name: string, camera: Camera, scaleFactor: number);
  78975. }
  78976. }
  78977. declare module BABYLON {
  78978. interface Engine {
  78979. /** @hidden */
  78980. _vrDisplay: any;
  78981. /** @hidden */
  78982. _vrSupported: boolean;
  78983. /** @hidden */
  78984. _oldSize: Size;
  78985. /** @hidden */
  78986. _oldHardwareScaleFactor: number;
  78987. /** @hidden */
  78988. _vrExclusivePointerMode: boolean;
  78989. /** @hidden */
  78990. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  78991. /** @hidden */
  78992. _onVRDisplayPointerRestricted: () => void;
  78993. /** @hidden */
  78994. _onVRDisplayPointerUnrestricted: () => void;
  78995. /** @hidden */
  78996. _onVrDisplayConnect: Nullable<(display: any) => void>;
  78997. /** @hidden */
  78998. _onVrDisplayDisconnect: Nullable<() => void>;
  78999. /** @hidden */
  79000. _onVrDisplayPresentChange: Nullable<() => void>;
  79001. /**
  79002. * Observable signaled when VR display mode changes
  79003. */
  79004. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  79005. /**
  79006. * Observable signaled when VR request present is complete
  79007. */
  79008. onVRRequestPresentComplete: Observable<boolean>;
  79009. /**
  79010. * Observable signaled when VR request present starts
  79011. */
  79012. onVRRequestPresentStart: Observable<Engine>;
  79013. /**
  79014. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  79015. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  79016. */
  79017. isInVRExclusivePointerMode: boolean;
  79018. /**
  79019. * Gets a boolean indicating if a webVR device was detected
  79020. * @returns true if a webVR device was detected
  79021. */
  79022. isVRDevicePresent(): boolean;
  79023. /**
  79024. * Gets the current webVR device
  79025. * @returns the current webVR device (or null)
  79026. */
  79027. getVRDevice(): any;
  79028. /**
  79029. * Initializes a webVR display and starts listening to display change events
  79030. * The onVRDisplayChangedObservable will be notified upon these changes
  79031. * @returns A promise containing a VRDisplay and if vr is supported
  79032. */
  79033. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  79034. /** @hidden */
  79035. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  79036. /**
  79037. * Call this function to switch to webVR mode
  79038. * Will do nothing if webVR is not supported or if there is no webVR device
  79039. * @see http://doc.babylonjs.com/how_to/webvr_camera
  79040. */
  79041. enableVR(): void;
  79042. /** @hidden */
  79043. _onVRFullScreenTriggered(): void;
  79044. }
  79045. }
  79046. declare module BABYLON {
  79047. /**
  79048. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  79049. * IMPORTANT!! The data is right-hand data.
  79050. * @export
  79051. * @interface DevicePose
  79052. */
  79053. export interface DevicePose {
  79054. /**
  79055. * The position of the device, values in array are [x,y,z].
  79056. */
  79057. readonly position: Nullable<Float32Array>;
  79058. /**
  79059. * The linearVelocity of the device, values in array are [x,y,z].
  79060. */
  79061. readonly linearVelocity: Nullable<Float32Array>;
  79062. /**
  79063. * The linearAcceleration of the device, values in array are [x,y,z].
  79064. */
  79065. readonly linearAcceleration: Nullable<Float32Array>;
  79066. /**
  79067. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  79068. */
  79069. readonly orientation: Nullable<Float32Array>;
  79070. /**
  79071. * The angularVelocity of the device, values in array are [x,y,z].
  79072. */
  79073. readonly angularVelocity: Nullable<Float32Array>;
  79074. /**
  79075. * The angularAcceleration of the device, values in array are [x,y,z].
  79076. */
  79077. readonly angularAcceleration: Nullable<Float32Array>;
  79078. }
  79079. /**
  79080. * Interface representing a pose controlled object in Babylon.
  79081. * A pose controlled object has both regular pose values as well as pose values
  79082. * from an external device such as a VR head mounted display
  79083. */
  79084. export interface PoseControlled {
  79085. /**
  79086. * The position of the object in babylon space.
  79087. */
  79088. position: Vector3;
  79089. /**
  79090. * The rotation quaternion of the object in babylon space.
  79091. */
  79092. rotationQuaternion: Quaternion;
  79093. /**
  79094. * The position of the device in babylon space.
  79095. */
  79096. devicePosition?: Vector3;
  79097. /**
  79098. * The rotation quaternion of the device in babylon space.
  79099. */
  79100. deviceRotationQuaternion: Quaternion;
  79101. /**
  79102. * The raw pose coming from the device.
  79103. */
  79104. rawPose: Nullable<DevicePose>;
  79105. /**
  79106. * The scale of the device to be used when translating from device space to babylon space.
  79107. */
  79108. deviceScaleFactor: number;
  79109. /**
  79110. * Updates the poseControlled values based on the input device pose.
  79111. * @param poseData the pose data to update the object with
  79112. */
  79113. updateFromDevice(poseData: DevicePose): void;
  79114. }
  79115. /**
  79116. * Set of options to customize the webVRCamera
  79117. */
  79118. export interface WebVROptions {
  79119. /**
  79120. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  79121. */
  79122. trackPosition?: boolean;
  79123. /**
  79124. * Sets the scale of the vrDevice in babylon space. (default: 1)
  79125. */
  79126. positionScale?: number;
  79127. /**
  79128. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  79129. */
  79130. displayName?: string;
  79131. /**
  79132. * Should the native controller meshes be initialized. (default: true)
  79133. */
  79134. controllerMeshes?: boolean;
  79135. /**
  79136. * Creating a default HemiLight only on controllers. (default: true)
  79137. */
  79138. defaultLightingOnControllers?: boolean;
  79139. /**
  79140. * If you don't want to use the default VR button of the helper. (default: false)
  79141. */
  79142. useCustomVRButton?: boolean;
  79143. /**
  79144. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  79145. */
  79146. customVRButton?: HTMLButtonElement;
  79147. /**
  79148. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  79149. */
  79150. rayLength?: number;
  79151. /**
  79152. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  79153. */
  79154. defaultHeight?: number;
  79155. /**
  79156. * If multiview should be used if availible (default: false)
  79157. */
  79158. useMultiview?: boolean;
  79159. }
  79160. /**
  79161. * This represents a WebVR camera.
  79162. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  79163. * @example http://doc.babylonjs.com/how_to/webvr_camera
  79164. */
  79165. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  79166. private webVROptions;
  79167. /**
  79168. * @hidden
  79169. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  79170. */
  79171. _vrDevice: any;
  79172. /**
  79173. * The rawPose of the vrDevice.
  79174. */
  79175. rawPose: Nullable<DevicePose>;
  79176. private _onVREnabled;
  79177. private _specsVersion;
  79178. private _attached;
  79179. private _frameData;
  79180. protected _descendants: Array<Node>;
  79181. private _deviceRoomPosition;
  79182. /** @hidden */
  79183. _deviceRoomRotationQuaternion: Quaternion;
  79184. private _standingMatrix;
  79185. /**
  79186. * Represents device position in babylon space.
  79187. */
  79188. devicePosition: Vector3;
  79189. /**
  79190. * Represents device rotation in babylon space.
  79191. */
  79192. deviceRotationQuaternion: Quaternion;
  79193. /**
  79194. * The scale of the device to be used when translating from device space to babylon space.
  79195. */
  79196. deviceScaleFactor: number;
  79197. private _deviceToWorld;
  79198. private _worldToDevice;
  79199. /**
  79200. * References to the webVR controllers for the vrDevice.
  79201. */
  79202. controllers: Array<WebVRController>;
  79203. /**
  79204. * Emits an event when a controller is attached.
  79205. */
  79206. onControllersAttachedObservable: Observable<WebVRController[]>;
  79207. /**
  79208. * Emits an event when a controller's mesh has been loaded;
  79209. */
  79210. onControllerMeshLoadedObservable: Observable<WebVRController>;
  79211. /**
  79212. * Emits an event when the HMD's pose has been updated.
  79213. */
  79214. onPoseUpdatedFromDeviceObservable: Observable<any>;
  79215. private _poseSet;
  79216. /**
  79217. * If the rig cameras be used as parent instead of this camera.
  79218. */
  79219. rigParenting: boolean;
  79220. private _lightOnControllers;
  79221. private _defaultHeight?;
  79222. /**
  79223. * Instantiates a WebVRFreeCamera.
  79224. * @param name The name of the WebVRFreeCamera
  79225. * @param position The starting anchor position for the camera
  79226. * @param scene The scene the camera belongs to
  79227. * @param webVROptions a set of customizable options for the webVRCamera
  79228. */
  79229. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  79230. /**
  79231. * Gets the device distance from the ground in meters.
  79232. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  79233. */
  79234. deviceDistanceToRoomGround(): number;
  79235. /**
  79236. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79237. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  79238. */
  79239. useStandingMatrix(callback?: (bool: boolean) => void): void;
  79240. /**
  79241. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79242. * @returns A promise with a boolean set to if the standing matrix is supported.
  79243. */
  79244. useStandingMatrixAsync(): Promise<boolean>;
  79245. /**
  79246. * Disposes the camera
  79247. */
  79248. dispose(): void;
  79249. /**
  79250. * Gets a vrController by name.
  79251. * @param name The name of the controller to retreive
  79252. * @returns the controller matching the name specified or null if not found
  79253. */
  79254. getControllerByName(name: string): Nullable<WebVRController>;
  79255. private _leftController;
  79256. /**
  79257. * The controller corresponding to the users left hand.
  79258. */
  79259. readonly leftController: Nullable<WebVRController>;
  79260. private _rightController;
  79261. /**
  79262. * The controller corresponding to the users right hand.
  79263. */
  79264. readonly rightController: Nullable<WebVRController>;
  79265. /**
  79266. * Casts a ray forward from the vrCamera's gaze.
  79267. * @param length Length of the ray (default: 100)
  79268. * @returns the ray corresponding to the gaze
  79269. */
  79270. getForwardRay(length?: number): Ray;
  79271. /**
  79272. * @hidden
  79273. * Updates the camera based on device's frame data
  79274. */
  79275. _checkInputs(): void;
  79276. /**
  79277. * Updates the poseControlled values based on the input device pose.
  79278. * @param poseData Pose coming from the device
  79279. */
  79280. updateFromDevice(poseData: DevicePose): void;
  79281. private _htmlElementAttached;
  79282. private _detachIfAttached;
  79283. /**
  79284. * WebVR's attach control will start broadcasting frames to the device.
  79285. * Note that in certain browsers (chrome for example) this function must be called
  79286. * within a user-interaction callback. Example:
  79287. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  79288. *
  79289. * @param element html element to attach the vrDevice to
  79290. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  79291. */
  79292. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79293. /**
  79294. * Detaches the camera from the html element and disables VR
  79295. *
  79296. * @param element html element to detach from
  79297. */
  79298. detachControl(element: HTMLElement): void;
  79299. /**
  79300. * @returns the name of this class
  79301. */
  79302. getClassName(): string;
  79303. /**
  79304. * Calls resetPose on the vrDisplay
  79305. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  79306. */
  79307. resetToCurrentRotation(): void;
  79308. /**
  79309. * @hidden
  79310. * Updates the rig cameras (left and right eye)
  79311. */
  79312. _updateRigCameras(): void;
  79313. private _workingVector;
  79314. private _oneVector;
  79315. private _workingMatrix;
  79316. private updateCacheCalled;
  79317. private _correctPositionIfNotTrackPosition;
  79318. /**
  79319. * @hidden
  79320. * Updates the cached values of the camera
  79321. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  79322. */
  79323. _updateCache(ignoreParentClass?: boolean): void;
  79324. /**
  79325. * @hidden
  79326. * Get current device position in babylon world
  79327. */
  79328. _computeDevicePosition(): void;
  79329. /**
  79330. * Updates the current device position and rotation in the babylon world
  79331. */
  79332. update(): void;
  79333. /**
  79334. * @hidden
  79335. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  79336. * @returns an identity matrix
  79337. */
  79338. _getViewMatrix(): Matrix;
  79339. private _tmpMatrix;
  79340. /**
  79341. * This function is called by the two RIG cameras.
  79342. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  79343. * @hidden
  79344. */
  79345. _getWebVRViewMatrix(): Matrix;
  79346. /** @hidden */
  79347. _getWebVRProjectionMatrix(): Matrix;
  79348. private _onGamepadConnectedObserver;
  79349. private _onGamepadDisconnectedObserver;
  79350. private _updateCacheWhenTrackingDisabledObserver;
  79351. /**
  79352. * Initializes the controllers and their meshes
  79353. */
  79354. initControllers(): void;
  79355. }
  79356. }
  79357. declare module BABYLON {
  79358. /**
  79359. * Size options for a post process
  79360. */
  79361. export type PostProcessOptions = {
  79362. width: number;
  79363. height: number;
  79364. };
  79365. /**
  79366. * PostProcess can be used to apply a shader to a texture after it has been rendered
  79367. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79368. */
  79369. export class PostProcess {
  79370. /** Name of the PostProcess. */
  79371. name: string;
  79372. /**
  79373. * Gets or sets the unique id of the post process
  79374. */
  79375. uniqueId: number;
  79376. /**
  79377. * Width of the texture to apply the post process on
  79378. */
  79379. width: number;
  79380. /**
  79381. * Height of the texture to apply the post process on
  79382. */
  79383. height: number;
  79384. /**
  79385. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  79386. * @hidden
  79387. */
  79388. _outputTexture: Nullable<InternalTexture>;
  79389. /**
  79390. * Sampling mode used by the shader
  79391. * See https://doc.babylonjs.com/classes/3.1/texture
  79392. */
  79393. renderTargetSamplingMode: number;
  79394. /**
  79395. * Clear color to use when screen clearing
  79396. */
  79397. clearColor: Color4;
  79398. /**
  79399. * If the buffer needs to be cleared before applying the post process. (default: true)
  79400. * Should be set to false if shader will overwrite all previous pixels.
  79401. */
  79402. autoClear: boolean;
  79403. /**
  79404. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  79405. */
  79406. alphaMode: number;
  79407. /**
  79408. * Sets the setAlphaBlendConstants of the babylon engine
  79409. */
  79410. alphaConstants: Color4;
  79411. /**
  79412. * Animations to be used for the post processing
  79413. */
  79414. animations: Animation[];
  79415. /**
  79416. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  79417. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  79418. */
  79419. enablePixelPerfectMode: boolean;
  79420. /**
  79421. * Force the postprocess to be applied without taking in account viewport
  79422. */
  79423. forceFullscreenViewport: boolean;
  79424. /**
  79425. * List of inspectable custom properties (used by the Inspector)
  79426. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79427. */
  79428. inspectableCustomProperties: IInspectable[];
  79429. /**
  79430. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  79431. *
  79432. * | Value | Type | Description |
  79433. * | ----- | ----------------------------------- | ----------- |
  79434. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  79435. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  79436. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  79437. *
  79438. */
  79439. scaleMode: number;
  79440. /**
  79441. * Force textures to be a power of two (default: false)
  79442. */
  79443. alwaysForcePOT: boolean;
  79444. private _samples;
  79445. /**
  79446. * Number of sample textures (default: 1)
  79447. */
  79448. samples: number;
  79449. /**
  79450. * Modify the scale of the post process to be the same as the viewport (default: false)
  79451. */
  79452. adaptScaleToCurrentViewport: boolean;
  79453. private _camera;
  79454. private _scene;
  79455. private _engine;
  79456. private _options;
  79457. private _reusable;
  79458. private _textureType;
  79459. /**
  79460. * Smart array of input and output textures for the post process.
  79461. * @hidden
  79462. */
  79463. _textures: SmartArray<InternalTexture>;
  79464. /**
  79465. * The index in _textures that corresponds to the output texture.
  79466. * @hidden
  79467. */
  79468. _currentRenderTextureInd: number;
  79469. private _effect;
  79470. private _samplers;
  79471. private _fragmentUrl;
  79472. private _vertexUrl;
  79473. private _parameters;
  79474. private _scaleRatio;
  79475. protected _indexParameters: any;
  79476. private _shareOutputWithPostProcess;
  79477. private _texelSize;
  79478. private _forcedOutputTexture;
  79479. /**
  79480. * Returns the fragment url or shader name used in the post process.
  79481. * @returns the fragment url or name in the shader store.
  79482. */
  79483. getEffectName(): string;
  79484. /**
  79485. * An event triggered when the postprocess is activated.
  79486. */
  79487. onActivateObservable: Observable<Camera>;
  79488. private _onActivateObserver;
  79489. /**
  79490. * A function that is added to the onActivateObservable
  79491. */
  79492. onActivate: Nullable<(camera: Camera) => void>;
  79493. /**
  79494. * An event triggered when the postprocess changes its size.
  79495. */
  79496. onSizeChangedObservable: Observable<PostProcess>;
  79497. private _onSizeChangedObserver;
  79498. /**
  79499. * A function that is added to the onSizeChangedObservable
  79500. */
  79501. onSizeChanged: (postProcess: PostProcess) => void;
  79502. /**
  79503. * An event triggered when the postprocess applies its effect.
  79504. */
  79505. onApplyObservable: Observable<Effect>;
  79506. private _onApplyObserver;
  79507. /**
  79508. * A function that is added to the onApplyObservable
  79509. */
  79510. onApply: (effect: Effect) => void;
  79511. /**
  79512. * An event triggered before rendering the postprocess
  79513. */
  79514. onBeforeRenderObservable: Observable<Effect>;
  79515. private _onBeforeRenderObserver;
  79516. /**
  79517. * A function that is added to the onBeforeRenderObservable
  79518. */
  79519. onBeforeRender: (effect: Effect) => void;
  79520. /**
  79521. * An event triggered after rendering the postprocess
  79522. */
  79523. onAfterRenderObservable: Observable<Effect>;
  79524. private _onAfterRenderObserver;
  79525. /**
  79526. * A function that is added to the onAfterRenderObservable
  79527. */
  79528. onAfterRender: (efect: Effect) => void;
  79529. /**
  79530. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  79531. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  79532. */
  79533. inputTexture: InternalTexture;
  79534. /**
  79535. * Gets the camera which post process is applied to.
  79536. * @returns The camera the post process is applied to.
  79537. */
  79538. getCamera(): Camera;
  79539. /**
  79540. * Gets the texel size of the postprocess.
  79541. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  79542. */
  79543. readonly texelSize: Vector2;
  79544. /**
  79545. * Creates a new instance PostProcess
  79546. * @param name The name of the PostProcess.
  79547. * @param fragmentUrl The url of the fragment shader to be used.
  79548. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  79549. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  79550. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79551. * @param camera The camera to apply the render pass to.
  79552. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79553. * @param engine The engine which the post process will be applied. (default: current engine)
  79554. * @param reusable If the post process can be reused on the same frame. (default: false)
  79555. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  79556. * @param textureType Type of textures used when performing the post process. (default: 0)
  79557. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  79558. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  79559. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  79560. */
  79561. constructor(
  79562. /** Name of the PostProcess. */
  79563. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  79564. /**
  79565. * Gets a string idenfifying the name of the class
  79566. * @returns "PostProcess" string
  79567. */
  79568. getClassName(): string;
  79569. /**
  79570. * Gets the engine which this post process belongs to.
  79571. * @returns The engine the post process was enabled with.
  79572. */
  79573. getEngine(): Engine;
  79574. /**
  79575. * The effect that is created when initializing the post process.
  79576. * @returns The created effect corresponding the the postprocess.
  79577. */
  79578. getEffect(): Effect;
  79579. /**
  79580. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  79581. * @param postProcess The post process to share the output with.
  79582. * @returns This post process.
  79583. */
  79584. shareOutputWith(postProcess: PostProcess): PostProcess;
  79585. /**
  79586. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  79587. * This should be called if the post process that shares output with this post process is disabled/disposed.
  79588. */
  79589. useOwnOutput(): void;
  79590. /**
  79591. * Updates the effect with the current post process compile time values and recompiles the shader.
  79592. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79593. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79594. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79595. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  79596. * @param onCompiled Called when the shader has been compiled.
  79597. * @param onError Called if there is an error when compiling a shader.
  79598. */
  79599. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79600. /**
  79601. * The post process is reusable if it can be used multiple times within one frame.
  79602. * @returns If the post process is reusable
  79603. */
  79604. isReusable(): boolean;
  79605. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  79606. markTextureDirty(): void;
  79607. /**
  79608. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  79609. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  79610. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  79611. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  79612. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  79613. * @returns The target texture that was bound to be written to.
  79614. */
  79615. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  79616. /**
  79617. * If the post process is supported.
  79618. */
  79619. readonly isSupported: boolean;
  79620. /**
  79621. * The aspect ratio of the output texture.
  79622. */
  79623. readonly aspectRatio: number;
  79624. /**
  79625. * Get a value indicating if the post-process is ready to be used
  79626. * @returns true if the post-process is ready (shader is compiled)
  79627. */
  79628. isReady(): boolean;
  79629. /**
  79630. * Binds all textures and uniforms to the shader, this will be run on every pass.
  79631. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  79632. */
  79633. apply(): Nullable<Effect>;
  79634. private _disposeTextures;
  79635. /**
  79636. * Disposes the post process.
  79637. * @param camera The camera to dispose the post process on.
  79638. */
  79639. dispose(camera?: Camera): void;
  79640. }
  79641. }
  79642. declare module BABYLON {
  79643. /** @hidden */
  79644. export var kernelBlurVaryingDeclaration: {
  79645. name: string;
  79646. shader: string;
  79647. };
  79648. }
  79649. declare module BABYLON {
  79650. /** @hidden */
  79651. export var kernelBlurFragment: {
  79652. name: string;
  79653. shader: string;
  79654. };
  79655. }
  79656. declare module BABYLON {
  79657. /** @hidden */
  79658. export var kernelBlurFragment2: {
  79659. name: string;
  79660. shader: string;
  79661. };
  79662. }
  79663. declare module BABYLON {
  79664. /** @hidden */
  79665. export var kernelBlurPixelShader: {
  79666. name: string;
  79667. shader: string;
  79668. };
  79669. }
  79670. declare module BABYLON {
  79671. /** @hidden */
  79672. export var kernelBlurVertex: {
  79673. name: string;
  79674. shader: string;
  79675. };
  79676. }
  79677. declare module BABYLON {
  79678. /** @hidden */
  79679. export var kernelBlurVertexShader: {
  79680. name: string;
  79681. shader: string;
  79682. };
  79683. }
  79684. declare module BABYLON {
  79685. /**
  79686. * The Blur Post Process which blurs an image based on a kernel and direction.
  79687. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  79688. */
  79689. export class BlurPostProcess extends PostProcess {
  79690. /** The direction in which to blur the image. */
  79691. direction: Vector2;
  79692. private blockCompilation;
  79693. protected _kernel: number;
  79694. protected _idealKernel: number;
  79695. protected _packedFloat: boolean;
  79696. private _staticDefines;
  79697. /**
  79698. * Sets the length in pixels of the blur sample region
  79699. */
  79700. /**
  79701. * Gets the length in pixels of the blur sample region
  79702. */
  79703. kernel: number;
  79704. /**
  79705. * Sets wether or not the blur needs to unpack/repack floats
  79706. */
  79707. /**
  79708. * Gets wether or not the blur is unpacking/repacking floats
  79709. */
  79710. packedFloat: boolean;
  79711. /**
  79712. * Creates a new instance BlurPostProcess
  79713. * @param name The name of the effect.
  79714. * @param direction The direction in which to blur the image.
  79715. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  79716. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79717. * @param camera The camera to apply the render pass to.
  79718. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79719. * @param engine The engine which the post process will be applied. (default: current engine)
  79720. * @param reusable If the post process can be reused on the same frame. (default: false)
  79721. * @param textureType Type of textures used when performing the post process. (default: 0)
  79722. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  79723. */
  79724. constructor(name: string,
  79725. /** The direction in which to blur the image. */
  79726. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  79727. /**
  79728. * Updates the effect with the current post process compile time values and recompiles the shader.
  79729. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79730. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79731. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79732. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  79733. * @param onCompiled Called when the shader has been compiled.
  79734. * @param onError Called if there is an error when compiling a shader.
  79735. */
  79736. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79737. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79738. /**
  79739. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79740. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79741. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79742. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79743. * The gaps between physical kernels are compensated for in the weighting of the samples
  79744. * @param idealKernel Ideal blur kernel.
  79745. * @return Nearest best kernel.
  79746. */
  79747. protected _nearestBestKernel(idealKernel: number): number;
  79748. /**
  79749. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79750. * @param x The point on the Gaussian distribution to sample.
  79751. * @return the value of the Gaussian function at x.
  79752. */
  79753. protected _gaussianWeight(x: number): number;
  79754. /**
  79755. * Generates a string that can be used as a floating point number in GLSL.
  79756. * @param x Value to print.
  79757. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79758. * @return GLSL float string.
  79759. */
  79760. protected _glslFloat(x: number, decimalFigures?: number): string;
  79761. }
  79762. }
  79763. declare module BABYLON {
  79764. /**
  79765. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79766. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79767. * You can then easily use it as a reflectionTexture on a flat surface.
  79768. * In case the surface is not a plane, please consider relying on reflection probes.
  79769. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79770. */
  79771. export class MirrorTexture extends RenderTargetTexture {
  79772. private scene;
  79773. /**
  79774. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79775. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  79776. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79777. */
  79778. mirrorPlane: Plane;
  79779. /**
  79780. * Define the blur ratio used to blur the reflection if needed.
  79781. */
  79782. blurRatio: number;
  79783. /**
  79784. * Define the adaptive blur kernel used to blur the reflection if needed.
  79785. * This will autocompute the closest best match for the `blurKernel`
  79786. */
  79787. adaptiveBlurKernel: number;
  79788. /**
  79789. * Define the blur kernel used to blur the reflection if needed.
  79790. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79791. */
  79792. blurKernel: number;
  79793. /**
  79794. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79795. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79796. */
  79797. blurKernelX: number;
  79798. /**
  79799. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79800. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79801. */
  79802. blurKernelY: number;
  79803. private _autoComputeBlurKernel;
  79804. protected _onRatioRescale(): void;
  79805. private _updateGammaSpace;
  79806. private _imageProcessingConfigChangeObserver;
  79807. private _transformMatrix;
  79808. private _mirrorMatrix;
  79809. private _savedViewMatrix;
  79810. private _blurX;
  79811. private _blurY;
  79812. private _adaptiveBlurKernel;
  79813. private _blurKernelX;
  79814. private _blurKernelY;
  79815. private _blurRatio;
  79816. /**
  79817. * Instantiates a Mirror Texture.
  79818. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79819. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79820. * You can then easily use it as a reflectionTexture on a flat surface.
  79821. * In case the surface is not a plane, please consider relying on reflection probes.
  79822. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79823. * @param name
  79824. * @param size
  79825. * @param scene
  79826. * @param generateMipMaps
  79827. * @param type
  79828. * @param samplingMode
  79829. * @param generateDepthBuffer
  79830. */
  79831. constructor(name: string, size: number | {
  79832. width: number;
  79833. height: number;
  79834. } | {
  79835. ratio: number;
  79836. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  79837. private _preparePostProcesses;
  79838. /**
  79839. * Clone the mirror texture.
  79840. * @returns the cloned texture
  79841. */
  79842. clone(): MirrorTexture;
  79843. /**
  79844. * Serialize the texture to a JSON representation you could use in Parse later on
  79845. * @returns the serialized JSON representation
  79846. */
  79847. serialize(): any;
  79848. /**
  79849. * Dispose the texture and release its associated resources.
  79850. */
  79851. dispose(): void;
  79852. }
  79853. }
  79854. declare module BABYLON {
  79855. /**
  79856. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79857. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79858. */
  79859. export class Texture extends BaseTexture {
  79860. /** @hidden */
  79861. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  79862. /** @hidden */
  79863. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  79864. /** @hidden */
  79865. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  79866. /** nearest is mag = nearest and min = nearest and mip = linear */
  79867. static readonly NEAREST_SAMPLINGMODE: number;
  79868. /** nearest is mag = nearest and min = nearest and mip = linear */
  79869. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  79870. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79871. static readonly BILINEAR_SAMPLINGMODE: number;
  79872. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79873. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  79874. /** Trilinear is mag = linear and min = linear and mip = linear */
  79875. static readonly TRILINEAR_SAMPLINGMODE: number;
  79876. /** Trilinear is mag = linear and min = linear and mip = linear */
  79877. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  79878. /** mag = nearest and min = nearest and mip = nearest */
  79879. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  79880. /** mag = nearest and min = linear and mip = nearest */
  79881. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  79882. /** mag = nearest and min = linear and mip = linear */
  79883. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  79884. /** mag = nearest and min = linear and mip = none */
  79885. static readonly NEAREST_LINEAR: number;
  79886. /** mag = nearest and min = nearest and mip = none */
  79887. static readonly NEAREST_NEAREST: number;
  79888. /** mag = linear and min = nearest and mip = nearest */
  79889. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  79890. /** mag = linear and min = nearest and mip = linear */
  79891. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  79892. /** mag = linear and min = linear and mip = none */
  79893. static readonly LINEAR_LINEAR: number;
  79894. /** mag = linear and min = nearest and mip = none */
  79895. static readonly LINEAR_NEAREST: number;
  79896. /** Explicit coordinates mode */
  79897. static readonly EXPLICIT_MODE: number;
  79898. /** Spherical coordinates mode */
  79899. static readonly SPHERICAL_MODE: number;
  79900. /** Planar coordinates mode */
  79901. static readonly PLANAR_MODE: number;
  79902. /** Cubic coordinates mode */
  79903. static readonly CUBIC_MODE: number;
  79904. /** Projection coordinates mode */
  79905. static readonly PROJECTION_MODE: number;
  79906. /** Inverse Cubic coordinates mode */
  79907. static readonly SKYBOX_MODE: number;
  79908. /** Inverse Cubic coordinates mode */
  79909. static readonly INVCUBIC_MODE: number;
  79910. /** Equirectangular coordinates mode */
  79911. static readonly EQUIRECTANGULAR_MODE: number;
  79912. /** Equirectangular Fixed coordinates mode */
  79913. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  79914. /** Equirectangular Fixed Mirrored coordinates mode */
  79915. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  79916. /** Texture is not repeating outside of 0..1 UVs */
  79917. static readonly CLAMP_ADDRESSMODE: number;
  79918. /** Texture is repeating outside of 0..1 UVs */
  79919. static readonly WRAP_ADDRESSMODE: number;
  79920. /** Texture is repeating and mirrored */
  79921. static readonly MIRROR_ADDRESSMODE: number;
  79922. /**
  79923. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  79924. */
  79925. static UseSerializedUrlIfAny: boolean;
  79926. /**
  79927. * Define the url of the texture.
  79928. */
  79929. url: Nullable<string>;
  79930. /**
  79931. * Define an offset on the texture to offset the u coordinates of the UVs
  79932. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79933. */
  79934. uOffset: number;
  79935. /**
  79936. * Define an offset on the texture to offset the v coordinates of the UVs
  79937. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79938. */
  79939. vOffset: number;
  79940. /**
  79941. * Define an offset on the texture to scale the u coordinates of the UVs
  79942. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79943. */
  79944. uScale: number;
  79945. /**
  79946. * Define an offset on the texture to scale the v coordinates of the UVs
  79947. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79948. */
  79949. vScale: number;
  79950. /**
  79951. * Define an offset on the texture to rotate around the u coordinates of the UVs
  79952. * @see http://doc.babylonjs.com/how_to/more_materials
  79953. */
  79954. uAng: number;
  79955. /**
  79956. * Define an offset on the texture to rotate around the v coordinates of the UVs
  79957. * @see http://doc.babylonjs.com/how_to/more_materials
  79958. */
  79959. vAng: number;
  79960. /**
  79961. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  79962. * @see http://doc.babylonjs.com/how_to/more_materials
  79963. */
  79964. wAng: number;
  79965. /**
  79966. * Defines the center of rotation (U)
  79967. */
  79968. uRotationCenter: number;
  79969. /**
  79970. * Defines the center of rotation (V)
  79971. */
  79972. vRotationCenter: number;
  79973. /**
  79974. * Defines the center of rotation (W)
  79975. */
  79976. wRotationCenter: number;
  79977. /**
  79978. * Are mip maps generated for this texture or not.
  79979. */
  79980. readonly noMipmap: boolean;
  79981. /**
  79982. * List of inspectable custom properties (used by the Inspector)
  79983. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79984. */
  79985. inspectableCustomProperties: Nullable<IInspectable[]>;
  79986. private _noMipmap;
  79987. /** @hidden */
  79988. _invertY: boolean;
  79989. private _rowGenerationMatrix;
  79990. private _cachedTextureMatrix;
  79991. private _projectionModeMatrix;
  79992. private _t0;
  79993. private _t1;
  79994. private _t2;
  79995. private _cachedUOffset;
  79996. private _cachedVOffset;
  79997. private _cachedUScale;
  79998. private _cachedVScale;
  79999. private _cachedUAng;
  80000. private _cachedVAng;
  80001. private _cachedWAng;
  80002. private _cachedProjectionMatrixId;
  80003. private _cachedCoordinatesMode;
  80004. /** @hidden */
  80005. protected _initialSamplingMode: number;
  80006. /** @hidden */
  80007. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  80008. private _deleteBuffer;
  80009. protected _format: Nullable<number>;
  80010. private _delayedOnLoad;
  80011. private _delayedOnError;
  80012. /**
  80013. * Observable triggered once the texture has been loaded.
  80014. */
  80015. onLoadObservable: Observable<Texture>;
  80016. protected _isBlocking: boolean;
  80017. /**
  80018. * Is the texture preventing material to render while loading.
  80019. * If false, a default texture will be used instead of the loading one during the preparation step.
  80020. */
  80021. isBlocking: boolean;
  80022. /**
  80023. * Get the current sampling mode associated with the texture.
  80024. */
  80025. readonly samplingMode: number;
  80026. /**
  80027. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  80028. */
  80029. readonly invertY: boolean;
  80030. /**
  80031. * Instantiates a new texture.
  80032. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80033. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80034. * @param url define the url of the picture to load as a texture
  80035. * @param scene define the scene or engine the texture will belong to
  80036. * @param noMipmap define if the texture will require mip maps or not
  80037. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80038. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80039. * @param onLoad define a callback triggered when the texture has been loaded
  80040. * @param onError define a callback triggered when an error occurred during the loading session
  80041. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80042. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80043. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80044. */
  80045. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  80046. /**
  80047. * Update the url (and optional buffer) of this texture if url was null during construction.
  80048. * @param url the url of the texture
  80049. * @param buffer the buffer of the texture (defaults to null)
  80050. * @param onLoad callback called when the texture is loaded (defaults to null)
  80051. */
  80052. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  80053. /**
  80054. * Finish the loading sequence of a texture flagged as delayed load.
  80055. * @hidden
  80056. */
  80057. delayLoad(): void;
  80058. private _prepareRowForTextureGeneration;
  80059. /**
  80060. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  80061. * @returns the transform matrix of the texture.
  80062. */
  80063. getTextureMatrix(): Matrix;
  80064. /**
  80065. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  80066. * @returns The reflection texture transform
  80067. */
  80068. getReflectionTextureMatrix(): Matrix;
  80069. /**
  80070. * Clones the texture.
  80071. * @returns the cloned texture
  80072. */
  80073. clone(): Texture;
  80074. /**
  80075. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  80076. * @returns The JSON representation of the texture
  80077. */
  80078. serialize(): any;
  80079. /**
  80080. * Get the current class name of the texture useful for serialization or dynamic coding.
  80081. * @returns "Texture"
  80082. */
  80083. getClassName(): string;
  80084. /**
  80085. * Dispose the texture and release its associated resources.
  80086. */
  80087. dispose(): void;
  80088. /**
  80089. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  80090. * @param parsedTexture Define the JSON representation of the texture
  80091. * @param scene Define the scene the parsed texture should be instantiated in
  80092. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  80093. * @returns The parsed texture if successful
  80094. */
  80095. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  80096. /**
  80097. * Creates a texture from its base 64 representation.
  80098. * @param data Define the base64 payload without the data: prefix
  80099. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80100. * @param scene Define the scene the texture should belong to
  80101. * @param noMipmap Forces the texture to not create mip map information if true
  80102. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80103. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80104. * @param onLoad define a callback triggered when the texture has been loaded
  80105. * @param onError define a callback triggered when an error occurred during the loading session
  80106. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80107. * @returns the created texture
  80108. */
  80109. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  80110. /**
  80111. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  80112. * @param data Define the base64 payload without the data: prefix
  80113. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80114. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80115. * @param scene Define the scene the texture should belong to
  80116. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80117. * @param noMipmap Forces the texture to not create mip map information if true
  80118. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80119. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80120. * @param onLoad define a callback triggered when the texture has been loaded
  80121. * @param onError define a callback triggered when an error occurred during the loading session
  80122. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80123. * @returns the created texture
  80124. */
  80125. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  80126. }
  80127. }
  80128. declare module BABYLON {
  80129. /**
  80130. * PostProcessManager is used to manage one or more post processes or post process pipelines
  80131. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80132. */
  80133. export class PostProcessManager {
  80134. private _scene;
  80135. private _indexBuffer;
  80136. private _vertexBuffers;
  80137. /**
  80138. * Creates a new instance PostProcess
  80139. * @param scene The scene that the post process is associated with.
  80140. */
  80141. constructor(scene: Scene);
  80142. private _prepareBuffers;
  80143. private _buildIndexBuffer;
  80144. /**
  80145. * Rebuilds the vertex buffers of the manager.
  80146. * @hidden
  80147. */
  80148. _rebuild(): void;
  80149. /**
  80150. * Prepares a frame to be run through a post process.
  80151. * @param sourceTexture The input texture to the post procesess. (default: null)
  80152. * @param postProcesses An array of post processes to be run. (default: null)
  80153. * @returns True if the post processes were able to be run.
  80154. * @hidden
  80155. */
  80156. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  80157. /**
  80158. * Manually render a set of post processes to a texture.
  80159. * @param postProcesses An array of post processes to be run.
  80160. * @param targetTexture The target texture to render to.
  80161. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  80162. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  80163. * @param lodLevel defines which lod of the texture to render to
  80164. */
  80165. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  80166. /**
  80167. * Finalize the result of the output of the postprocesses.
  80168. * @param doNotPresent If true the result will not be displayed to the screen.
  80169. * @param targetTexture The target texture to render to.
  80170. * @param faceIndex The index of the face to bind the target texture to.
  80171. * @param postProcesses The array of post processes to render.
  80172. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  80173. * @hidden
  80174. */
  80175. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  80176. /**
  80177. * Disposes of the post process manager.
  80178. */
  80179. dispose(): void;
  80180. }
  80181. }
  80182. declare module BABYLON {
  80183. /** Interface used by value gradients (color, factor, ...) */
  80184. export interface IValueGradient {
  80185. /**
  80186. * Gets or sets the gradient value (between 0 and 1)
  80187. */
  80188. gradient: number;
  80189. }
  80190. /** Class used to store color4 gradient */
  80191. export class ColorGradient implements IValueGradient {
  80192. /**
  80193. * Gets or sets the gradient value (between 0 and 1)
  80194. */
  80195. gradient: number;
  80196. /**
  80197. * Gets or sets first associated color
  80198. */
  80199. color1: Color4;
  80200. /**
  80201. * Gets or sets second associated color
  80202. */
  80203. color2?: Color4;
  80204. /**
  80205. * Will get a color picked randomly between color1 and color2.
  80206. * If color2 is undefined then color1 will be used
  80207. * @param result defines the target Color4 to store the result in
  80208. */
  80209. getColorToRef(result: Color4): void;
  80210. }
  80211. /** Class used to store color 3 gradient */
  80212. export class Color3Gradient implements IValueGradient {
  80213. /**
  80214. * Gets or sets the gradient value (between 0 and 1)
  80215. */
  80216. gradient: number;
  80217. /**
  80218. * Gets or sets the associated color
  80219. */
  80220. color: Color3;
  80221. }
  80222. /** Class used to store factor gradient */
  80223. export class FactorGradient implements IValueGradient {
  80224. /**
  80225. * Gets or sets the gradient value (between 0 and 1)
  80226. */
  80227. gradient: number;
  80228. /**
  80229. * Gets or sets first associated factor
  80230. */
  80231. factor1: number;
  80232. /**
  80233. * Gets or sets second associated factor
  80234. */
  80235. factor2?: number;
  80236. /**
  80237. * Will get a number picked randomly between factor1 and factor2.
  80238. * If factor2 is undefined then factor1 will be used
  80239. * @returns the picked number
  80240. */
  80241. getFactor(): number;
  80242. }
  80243. /**
  80244. * Helper used to simplify some generic gradient tasks
  80245. */
  80246. export class GradientHelper {
  80247. /**
  80248. * Gets the current gradient from an array of IValueGradient
  80249. * @param ratio defines the current ratio to get
  80250. * @param gradients defines the array of IValueGradient
  80251. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  80252. */
  80253. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  80254. }
  80255. }
  80256. declare module BABYLON {
  80257. interface AbstractScene {
  80258. /**
  80259. * The list of procedural textures added to the scene
  80260. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80261. */
  80262. proceduralTextures: Array<ProceduralTexture>;
  80263. }
  80264. /**
  80265. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80266. * in a given scene.
  80267. */
  80268. export class ProceduralTextureSceneComponent implements ISceneComponent {
  80269. /**
  80270. * The component name helpfull to identify the component in the list of scene components.
  80271. */
  80272. readonly name: string;
  80273. /**
  80274. * The scene the component belongs to.
  80275. */
  80276. scene: Scene;
  80277. /**
  80278. * Creates a new instance of the component for the given scene
  80279. * @param scene Defines the scene to register the component in
  80280. */
  80281. constructor(scene: Scene);
  80282. /**
  80283. * Registers the component in a given scene
  80284. */
  80285. register(): void;
  80286. /**
  80287. * Rebuilds the elements related to this component in case of
  80288. * context lost for instance.
  80289. */
  80290. rebuild(): void;
  80291. /**
  80292. * Disposes the component and the associated ressources.
  80293. */
  80294. dispose(): void;
  80295. private _beforeClear;
  80296. }
  80297. }
  80298. declare module BABYLON {
  80299. interface Engine {
  80300. /**
  80301. * Creates a new render target cube texture
  80302. * @param size defines the size of the texture
  80303. * @param options defines the options used to create the texture
  80304. * @returns a new render target cube texture stored in an InternalTexture
  80305. */
  80306. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  80307. }
  80308. }
  80309. declare module BABYLON {
  80310. /** @hidden */
  80311. export var proceduralVertexShader: {
  80312. name: string;
  80313. shader: string;
  80314. };
  80315. }
  80316. declare module BABYLON {
  80317. /**
  80318. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  80319. * This is the base class of any Procedural texture and contains most of the shareable code.
  80320. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80321. */
  80322. export class ProceduralTexture extends Texture {
  80323. isCube: boolean;
  80324. /**
  80325. * Define if the texture is enabled or not (disabled texture will not render)
  80326. */
  80327. isEnabled: boolean;
  80328. /**
  80329. * Define if the texture must be cleared before rendering (default is true)
  80330. */
  80331. autoClear: boolean;
  80332. /**
  80333. * Callback called when the texture is generated
  80334. */
  80335. onGenerated: () => void;
  80336. /**
  80337. * Event raised when the texture is generated
  80338. */
  80339. onGeneratedObservable: Observable<ProceduralTexture>;
  80340. /** @hidden */
  80341. _generateMipMaps: boolean;
  80342. /** @hidden **/
  80343. _effect: Effect;
  80344. /** @hidden */
  80345. _textures: {
  80346. [key: string]: Texture;
  80347. };
  80348. private _size;
  80349. private _currentRefreshId;
  80350. private _refreshRate;
  80351. private _vertexBuffers;
  80352. private _indexBuffer;
  80353. private _uniforms;
  80354. private _samplers;
  80355. private _fragment;
  80356. private _floats;
  80357. private _ints;
  80358. private _floatsArrays;
  80359. private _colors3;
  80360. private _colors4;
  80361. private _vectors2;
  80362. private _vectors3;
  80363. private _matrices;
  80364. private _fallbackTexture;
  80365. private _fallbackTextureUsed;
  80366. private _engine;
  80367. private _cachedDefines;
  80368. private _contentUpdateId;
  80369. private _contentData;
  80370. /**
  80371. * Instantiates a new procedural texture.
  80372. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80373. * This is the base class of any Procedural texture and contains most of the shareable code.
  80374. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80375. * @param name Define the name of the texture
  80376. * @param size Define the size of the texture to create
  80377. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80378. * @param scene Define the scene the texture belongs to
  80379. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80380. * @param generateMipMaps Define if the texture should creates mip maps or not
  80381. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80382. */
  80383. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  80384. /**
  80385. * The effect that is created when initializing the post process.
  80386. * @returns The created effect corresponding the the postprocess.
  80387. */
  80388. getEffect(): Effect;
  80389. /**
  80390. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80391. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80392. */
  80393. getContent(): Nullable<ArrayBufferView>;
  80394. private _createIndexBuffer;
  80395. /** @hidden */
  80396. _rebuild(): void;
  80397. /**
  80398. * Resets the texture in order to recreate its associated resources.
  80399. * This can be called in case of context loss
  80400. */
  80401. reset(): void;
  80402. protected _getDefines(): string;
  80403. /**
  80404. * Is the texture ready to be used ? (rendered at least once)
  80405. * @returns true if ready, otherwise, false.
  80406. */
  80407. isReady(): boolean;
  80408. /**
  80409. * Resets the refresh counter of the texture and start bak from scratch.
  80410. * Could be useful to regenerate the texture if it is setup to render only once.
  80411. */
  80412. resetRefreshCounter(): void;
  80413. /**
  80414. * Set the fragment shader to use in order to render the texture.
  80415. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80416. */
  80417. setFragment(fragment: any): void;
  80418. /**
  80419. * Define the refresh rate of the texture or the rendering frequency.
  80420. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80421. */
  80422. refreshRate: number;
  80423. /** @hidden */
  80424. _shouldRender(): boolean;
  80425. /**
  80426. * Get the size the texture is rendering at.
  80427. * @returns the size (texture is always squared)
  80428. */
  80429. getRenderSize(): number;
  80430. /**
  80431. * Resize the texture to new value.
  80432. * @param size Define the new size the texture should have
  80433. * @param generateMipMaps Define whether the new texture should create mip maps
  80434. */
  80435. resize(size: number, generateMipMaps: boolean): void;
  80436. private _checkUniform;
  80437. /**
  80438. * Set a texture in the shader program used to render.
  80439. * @param name Define the name of the uniform samplers as defined in the shader
  80440. * @param texture Define the texture to bind to this sampler
  80441. * @return the texture itself allowing "fluent" like uniform updates
  80442. */
  80443. setTexture(name: string, texture: Texture): ProceduralTexture;
  80444. /**
  80445. * Set a float in the shader.
  80446. * @param name Define the name of the uniform as defined in the shader
  80447. * @param value Define the value to give to the uniform
  80448. * @return the texture itself allowing "fluent" like uniform updates
  80449. */
  80450. setFloat(name: string, value: number): ProceduralTexture;
  80451. /**
  80452. * Set a int in the shader.
  80453. * @param name Define the name of the uniform as defined in the shader
  80454. * @param value Define the value to give to the uniform
  80455. * @return the texture itself allowing "fluent" like uniform updates
  80456. */
  80457. setInt(name: string, value: number): ProceduralTexture;
  80458. /**
  80459. * Set an array of floats in the shader.
  80460. * @param name Define the name of the uniform as defined in the shader
  80461. * @param value Define the value to give to the uniform
  80462. * @return the texture itself allowing "fluent" like uniform updates
  80463. */
  80464. setFloats(name: string, value: number[]): ProceduralTexture;
  80465. /**
  80466. * Set a vec3 in the shader from a Color3.
  80467. * @param name Define the name of the uniform as defined in the shader
  80468. * @param value Define the value to give to the uniform
  80469. * @return the texture itself allowing "fluent" like uniform updates
  80470. */
  80471. setColor3(name: string, value: Color3): ProceduralTexture;
  80472. /**
  80473. * Set a vec4 in the shader from a Color4.
  80474. * @param name Define the name of the uniform as defined in the shader
  80475. * @param value Define the value to give to the uniform
  80476. * @return the texture itself allowing "fluent" like uniform updates
  80477. */
  80478. setColor4(name: string, value: Color4): ProceduralTexture;
  80479. /**
  80480. * Set a vec2 in the shader from a Vector2.
  80481. * @param name Define the name of the uniform as defined in the shader
  80482. * @param value Define the value to give to the uniform
  80483. * @return the texture itself allowing "fluent" like uniform updates
  80484. */
  80485. setVector2(name: string, value: Vector2): ProceduralTexture;
  80486. /**
  80487. * Set a vec3 in the shader from a Vector3.
  80488. * @param name Define the name of the uniform as defined in the shader
  80489. * @param value Define the value to give to the uniform
  80490. * @return the texture itself allowing "fluent" like uniform updates
  80491. */
  80492. setVector3(name: string, value: Vector3): ProceduralTexture;
  80493. /**
  80494. * Set a mat4 in the shader from a MAtrix.
  80495. * @param name Define the name of the uniform as defined in the shader
  80496. * @param value Define the value to give to the uniform
  80497. * @return the texture itself allowing "fluent" like uniform updates
  80498. */
  80499. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80500. /**
  80501. * Render the texture to its associated render target.
  80502. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80503. */
  80504. render(useCameraPostProcess?: boolean): void;
  80505. /**
  80506. * Clone the texture.
  80507. * @returns the cloned texture
  80508. */
  80509. clone(): ProceduralTexture;
  80510. /**
  80511. * Dispose the texture and release its asoociated resources.
  80512. */
  80513. dispose(): void;
  80514. }
  80515. }
  80516. declare module BABYLON {
  80517. /**
  80518. * This represents the base class for particle system in Babylon.
  80519. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80520. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80521. * @example https://doc.babylonjs.com/babylon101/particles
  80522. */
  80523. export class BaseParticleSystem {
  80524. /**
  80525. * Source color is added to the destination color without alpha affecting the result
  80526. */
  80527. static BLENDMODE_ONEONE: number;
  80528. /**
  80529. * Blend current color and particle color using particle’s alpha
  80530. */
  80531. static BLENDMODE_STANDARD: number;
  80532. /**
  80533. * Add current color and particle color multiplied by particle’s alpha
  80534. */
  80535. static BLENDMODE_ADD: number;
  80536. /**
  80537. * Multiply current color with particle color
  80538. */
  80539. static BLENDMODE_MULTIPLY: number;
  80540. /**
  80541. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  80542. */
  80543. static BLENDMODE_MULTIPLYADD: number;
  80544. /**
  80545. * List of animations used by the particle system.
  80546. */
  80547. animations: Animation[];
  80548. /**
  80549. * The id of the Particle system.
  80550. */
  80551. id: string;
  80552. /**
  80553. * The friendly name of the Particle system.
  80554. */
  80555. name: string;
  80556. /**
  80557. * The rendering group used by the Particle system to chose when to render.
  80558. */
  80559. renderingGroupId: number;
  80560. /**
  80561. * The emitter represents the Mesh or position we are attaching the particle system to.
  80562. */
  80563. emitter: Nullable<AbstractMesh | Vector3>;
  80564. /**
  80565. * The maximum number of particles to emit per frame
  80566. */
  80567. emitRate: number;
  80568. /**
  80569. * If you want to launch only a few particles at once, that can be done, as well.
  80570. */
  80571. manualEmitCount: number;
  80572. /**
  80573. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  80574. */
  80575. updateSpeed: number;
  80576. /**
  80577. * The amount of time the particle system is running (depends of the overall update speed).
  80578. */
  80579. targetStopDuration: number;
  80580. /**
  80581. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  80582. */
  80583. disposeOnStop: boolean;
  80584. /**
  80585. * Minimum power of emitting particles.
  80586. */
  80587. minEmitPower: number;
  80588. /**
  80589. * Maximum power of emitting particles.
  80590. */
  80591. maxEmitPower: number;
  80592. /**
  80593. * Minimum life time of emitting particles.
  80594. */
  80595. minLifeTime: number;
  80596. /**
  80597. * Maximum life time of emitting particles.
  80598. */
  80599. maxLifeTime: number;
  80600. /**
  80601. * Minimum Size of emitting particles.
  80602. */
  80603. minSize: number;
  80604. /**
  80605. * Maximum Size of emitting particles.
  80606. */
  80607. maxSize: number;
  80608. /**
  80609. * Minimum scale of emitting particles on X axis.
  80610. */
  80611. minScaleX: number;
  80612. /**
  80613. * Maximum scale of emitting particles on X axis.
  80614. */
  80615. maxScaleX: number;
  80616. /**
  80617. * Minimum scale of emitting particles on Y axis.
  80618. */
  80619. minScaleY: number;
  80620. /**
  80621. * Maximum scale of emitting particles on Y axis.
  80622. */
  80623. maxScaleY: number;
  80624. /**
  80625. * Gets or sets the minimal initial rotation in radians.
  80626. */
  80627. minInitialRotation: number;
  80628. /**
  80629. * Gets or sets the maximal initial rotation in radians.
  80630. */
  80631. maxInitialRotation: number;
  80632. /**
  80633. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  80634. */
  80635. minAngularSpeed: number;
  80636. /**
  80637. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  80638. */
  80639. maxAngularSpeed: number;
  80640. /**
  80641. * The texture used to render each particle. (this can be a spritesheet)
  80642. */
  80643. particleTexture: Nullable<Texture>;
  80644. /**
  80645. * The layer mask we are rendering the particles through.
  80646. */
  80647. layerMask: number;
  80648. /**
  80649. * This can help using your own shader to render the particle system.
  80650. * The according effect will be created
  80651. */
  80652. customShader: any;
  80653. /**
  80654. * By default particle system starts as soon as they are created. This prevents the
  80655. * automatic start to happen and let you decide when to start emitting particles.
  80656. */
  80657. preventAutoStart: boolean;
  80658. private _noiseTexture;
  80659. /**
  80660. * Gets or sets a texture used to add random noise to particle positions
  80661. */
  80662. noiseTexture: Nullable<ProceduralTexture>;
  80663. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  80664. noiseStrength: Vector3;
  80665. /**
  80666. * Callback triggered when the particle animation is ending.
  80667. */
  80668. onAnimationEnd: Nullable<() => void>;
  80669. /**
  80670. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  80671. */
  80672. blendMode: number;
  80673. /**
  80674. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  80675. * to override the particles.
  80676. */
  80677. forceDepthWrite: boolean;
  80678. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  80679. preWarmCycles: number;
  80680. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  80681. preWarmStepOffset: number;
  80682. /**
  80683. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  80684. */
  80685. spriteCellChangeSpeed: number;
  80686. /**
  80687. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  80688. */
  80689. startSpriteCellID: number;
  80690. /**
  80691. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  80692. */
  80693. endSpriteCellID: number;
  80694. /**
  80695. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  80696. */
  80697. spriteCellWidth: number;
  80698. /**
  80699. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  80700. */
  80701. spriteCellHeight: number;
  80702. /**
  80703. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  80704. */
  80705. spriteRandomStartCell: boolean;
  80706. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  80707. translationPivot: Vector2;
  80708. /** @hidden */
  80709. protected _isAnimationSheetEnabled: boolean;
  80710. /**
  80711. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  80712. */
  80713. beginAnimationOnStart: boolean;
  80714. /**
  80715. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  80716. */
  80717. beginAnimationFrom: number;
  80718. /**
  80719. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  80720. */
  80721. beginAnimationTo: number;
  80722. /**
  80723. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  80724. */
  80725. beginAnimationLoop: boolean;
  80726. /**
  80727. * Gets or sets a world offset applied to all particles
  80728. */
  80729. worldOffset: Vector3;
  80730. /**
  80731. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  80732. */
  80733. isAnimationSheetEnabled: boolean;
  80734. /**
  80735. * Get hosting scene
  80736. * @returns the scene
  80737. */
  80738. getScene(): Scene;
  80739. /**
  80740. * You can use gravity if you want to give an orientation to your particles.
  80741. */
  80742. gravity: Vector3;
  80743. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80744. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80745. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80746. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80747. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80748. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80749. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80750. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80751. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80752. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80753. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80754. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80755. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80756. /**
  80757. * Defines the delay in milliseconds before starting the system (0 by default)
  80758. */
  80759. startDelay: number;
  80760. /**
  80761. * Gets the current list of drag gradients.
  80762. * You must use addDragGradient and removeDragGradient to udpate this list
  80763. * @returns the list of drag gradients
  80764. */
  80765. getDragGradients(): Nullable<Array<FactorGradient>>;
  80766. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80767. limitVelocityDamping: number;
  80768. /**
  80769. * Gets the current list of limit velocity gradients.
  80770. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80771. * @returns the list of limit velocity gradients
  80772. */
  80773. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80774. /**
  80775. * Gets the current list of color gradients.
  80776. * You must use addColorGradient and removeColorGradient to udpate this list
  80777. * @returns the list of color gradients
  80778. */
  80779. getColorGradients(): Nullable<Array<ColorGradient>>;
  80780. /**
  80781. * Gets the current list of size gradients.
  80782. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80783. * @returns the list of size gradients
  80784. */
  80785. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80786. /**
  80787. * Gets the current list of color remap gradients.
  80788. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80789. * @returns the list of color remap gradients
  80790. */
  80791. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80792. /**
  80793. * Gets the current list of alpha remap gradients.
  80794. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80795. * @returns the list of alpha remap gradients
  80796. */
  80797. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80798. /**
  80799. * Gets the current list of life time gradients.
  80800. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80801. * @returns the list of life time gradients
  80802. */
  80803. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80804. /**
  80805. * Gets the current list of angular speed gradients.
  80806. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80807. * @returns the list of angular speed gradients
  80808. */
  80809. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80810. /**
  80811. * Gets the current list of velocity gradients.
  80812. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  80813. * @returns the list of velocity gradients
  80814. */
  80815. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  80816. /**
  80817. * Gets the current list of start size gradients.
  80818. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  80819. * @returns the list of start size gradients
  80820. */
  80821. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  80822. /**
  80823. * Gets the current list of emit rate gradients.
  80824. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  80825. * @returns the list of emit rate gradients
  80826. */
  80827. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  80828. /**
  80829. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80830. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80831. */
  80832. direction1: Vector3;
  80833. /**
  80834. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80835. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80836. */
  80837. direction2: Vector3;
  80838. /**
  80839. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  80840. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80841. */
  80842. minEmitBox: Vector3;
  80843. /**
  80844. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  80845. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80846. */
  80847. maxEmitBox: Vector3;
  80848. /**
  80849. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80850. */
  80851. color1: Color4;
  80852. /**
  80853. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80854. */
  80855. color2: Color4;
  80856. /**
  80857. * Color the particle will have at the end of its lifetime
  80858. */
  80859. colorDead: Color4;
  80860. /**
  80861. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  80862. */
  80863. textureMask: Color4;
  80864. /**
  80865. * The particle emitter type defines the emitter used by the particle system.
  80866. * It can be for example box, sphere, or cone...
  80867. */
  80868. particleEmitterType: IParticleEmitterType;
  80869. /** @hidden */
  80870. _isSubEmitter: boolean;
  80871. /**
  80872. * Gets or sets the billboard mode to use when isBillboardBased = true.
  80873. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  80874. */
  80875. billboardMode: number;
  80876. protected _isBillboardBased: boolean;
  80877. /**
  80878. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  80879. */
  80880. isBillboardBased: boolean;
  80881. /**
  80882. * The scene the particle system belongs to.
  80883. */
  80884. protected _scene: Scene;
  80885. /**
  80886. * Local cache of defines for image processing.
  80887. */
  80888. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  80889. /**
  80890. * Default configuration related to image processing available in the standard Material.
  80891. */
  80892. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  80893. /**
  80894. * Gets the image processing configuration used either in this material.
  80895. */
  80896. /**
  80897. * Sets the Default image processing configuration used either in the this material.
  80898. *
  80899. * If sets to null, the scene one is in use.
  80900. */
  80901. imageProcessingConfiguration: ImageProcessingConfiguration;
  80902. /**
  80903. * Attaches a new image processing configuration to the Standard Material.
  80904. * @param configuration
  80905. */
  80906. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  80907. /** @hidden */
  80908. protected _reset(): void;
  80909. /** @hidden */
  80910. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  80911. /**
  80912. * Instantiates a particle system.
  80913. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80914. * @param name The name of the particle system
  80915. */
  80916. constructor(name: string);
  80917. /**
  80918. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  80919. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80920. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80921. * @returns the emitter
  80922. */
  80923. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  80924. /**
  80925. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  80926. * @param radius The radius of the hemisphere to emit from
  80927. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80928. * @returns the emitter
  80929. */
  80930. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  80931. /**
  80932. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  80933. * @param radius The radius of the sphere to emit from
  80934. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80935. * @returns the emitter
  80936. */
  80937. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  80938. /**
  80939. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  80940. * @param radius The radius of the sphere to emit from
  80941. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  80942. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  80943. * @returns the emitter
  80944. */
  80945. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  80946. /**
  80947. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  80948. * @param radius The radius of the emission cylinder
  80949. * @param height The height of the emission cylinder
  80950. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  80951. * @param directionRandomizer How much to randomize the particle direction [0-1]
  80952. * @returns the emitter
  80953. */
  80954. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  80955. /**
  80956. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  80957. * @param radius The radius of the cylinder to emit from
  80958. * @param height The height of the emission cylinder
  80959. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80960. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  80961. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  80962. * @returns the emitter
  80963. */
  80964. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  80965. /**
  80966. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  80967. * @param radius The radius of the cone to emit from
  80968. * @param angle The base angle of the cone
  80969. * @returns the emitter
  80970. */
  80971. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  80972. /**
  80973. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  80974. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80975. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80976. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80977. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80978. * @returns the emitter
  80979. */
  80980. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  80981. }
  80982. }
  80983. declare module BABYLON {
  80984. /**
  80985. * Type of sub emitter
  80986. */
  80987. export enum SubEmitterType {
  80988. /**
  80989. * Attached to the particle over it's lifetime
  80990. */
  80991. ATTACHED = 0,
  80992. /**
  80993. * Created when the particle dies
  80994. */
  80995. END = 1
  80996. }
  80997. /**
  80998. * Sub emitter class used to emit particles from an existing particle
  80999. */
  81000. export class SubEmitter {
  81001. /**
  81002. * the particle system to be used by the sub emitter
  81003. */
  81004. particleSystem: ParticleSystem;
  81005. /**
  81006. * Type of the submitter (Default: END)
  81007. */
  81008. type: SubEmitterType;
  81009. /**
  81010. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  81011. * Note: This only is supported when using an emitter of type Mesh
  81012. */
  81013. inheritDirection: boolean;
  81014. /**
  81015. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  81016. */
  81017. inheritedVelocityAmount: number;
  81018. /**
  81019. * Creates a sub emitter
  81020. * @param particleSystem the particle system to be used by the sub emitter
  81021. */
  81022. constructor(
  81023. /**
  81024. * the particle system to be used by the sub emitter
  81025. */
  81026. particleSystem: ParticleSystem);
  81027. /**
  81028. * Clones the sub emitter
  81029. * @returns the cloned sub emitter
  81030. */
  81031. clone(): SubEmitter;
  81032. /**
  81033. * Serialize current object to a JSON object
  81034. * @returns the serialized object
  81035. */
  81036. serialize(): any;
  81037. /** @hidden */
  81038. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  81039. /**
  81040. * Creates a new SubEmitter from a serialized JSON version
  81041. * @param serializationObject defines the JSON object to read from
  81042. * @param scene defines the hosting scene
  81043. * @param rootUrl defines the rootUrl for data loading
  81044. * @returns a new SubEmitter
  81045. */
  81046. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  81047. /** Release associated resources */
  81048. dispose(): void;
  81049. }
  81050. }
  81051. declare module BABYLON {
  81052. /** @hidden */
  81053. export var clipPlaneFragmentDeclaration: {
  81054. name: string;
  81055. shader: string;
  81056. };
  81057. }
  81058. declare module BABYLON {
  81059. /** @hidden */
  81060. export var imageProcessingDeclaration: {
  81061. name: string;
  81062. shader: string;
  81063. };
  81064. }
  81065. declare module BABYLON {
  81066. /** @hidden */
  81067. export var imageProcessingFunctions: {
  81068. name: string;
  81069. shader: string;
  81070. };
  81071. }
  81072. declare module BABYLON {
  81073. /** @hidden */
  81074. export var clipPlaneFragment: {
  81075. name: string;
  81076. shader: string;
  81077. };
  81078. }
  81079. declare module BABYLON {
  81080. /** @hidden */
  81081. export var particlesPixelShader: {
  81082. name: string;
  81083. shader: string;
  81084. };
  81085. }
  81086. declare module BABYLON {
  81087. /** @hidden */
  81088. export var clipPlaneVertexDeclaration: {
  81089. name: string;
  81090. shader: string;
  81091. };
  81092. }
  81093. declare module BABYLON {
  81094. /** @hidden */
  81095. export var clipPlaneVertex: {
  81096. name: string;
  81097. shader: string;
  81098. };
  81099. }
  81100. declare module BABYLON {
  81101. /** @hidden */
  81102. export var particlesVertexShader: {
  81103. name: string;
  81104. shader: string;
  81105. };
  81106. }
  81107. declare module BABYLON {
  81108. /**
  81109. * This represents a particle system in Babylon.
  81110. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  81111. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81112. * @example https://doc.babylonjs.com/babylon101/particles
  81113. */
  81114. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  81115. /**
  81116. * Billboard mode will only apply to Y axis
  81117. */
  81118. static readonly BILLBOARDMODE_Y: number;
  81119. /**
  81120. * Billboard mode will apply to all axes
  81121. */
  81122. static readonly BILLBOARDMODE_ALL: number;
  81123. /**
  81124. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  81125. */
  81126. static readonly BILLBOARDMODE_STRETCHED: number;
  81127. /**
  81128. * This function can be defined to provide custom update for active particles.
  81129. * This function will be called instead of regular update (age, position, color, etc.).
  81130. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  81131. */
  81132. updateFunction: (particles: Particle[]) => void;
  81133. private _emitterWorldMatrix;
  81134. /**
  81135. * This function can be defined to specify initial direction for every new particle.
  81136. * It by default use the emitterType defined function
  81137. */
  81138. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  81139. /**
  81140. * This function can be defined to specify initial position for every new particle.
  81141. * It by default use the emitterType defined function
  81142. */
  81143. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  81144. /**
  81145. * @hidden
  81146. */
  81147. _inheritedVelocityOffset: Vector3;
  81148. /**
  81149. * An event triggered when the system is disposed
  81150. */
  81151. onDisposeObservable: Observable<ParticleSystem>;
  81152. private _onDisposeObserver;
  81153. /**
  81154. * Sets a callback that will be triggered when the system is disposed
  81155. */
  81156. onDispose: () => void;
  81157. private _particles;
  81158. private _epsilon;
  81159. private _capacity;
  81160. private _stockParticles;
  81161. private _newPartsExcess;
  81162. private _vertexData;
  81163. private _vertexBuffer;
  81164. private _vertexBuffers;
  81165. private _spriteBuffer;
  81166. private _indexBuffer;
  81167. private _effect;
  81168. private _customEffect;
  81169. private _cachedDefines;
  81170. private _scaledColorStep;
  81171. private _colorDiff;
  81172. private _scaledDirection;
  81173. private _scaledGravity;
  81174. private _currentRenderId;
  81175. private _alive;
  81176. private _useInstancing;
  81177. private _started;
  81178. private _stopped;
  81179. private _actualFrame;
  81180. private _scaledUpdateSpeed;
  81181. private _vertexBufferSize;
  81182. /** @hidden */
  81183. _currentEmitRateGradient: Nullable<FactorGradient>;
  81184. /** @hidden */
  81185. _currentEmitRate1: number;
  81186. /** @hidden */
  81187. _currentEmitRate2: number;
  81188. /** @hidden */
  81189. _currentStartSizeGradient: Nullable<FactorGradient>;
  81190. /** @hidden */
  81191. _currentStartSize1: number;
  81192. /** @hidden */
  81193. _currentStartSize2: number;
  81194. private readonly _rawTextureWidth;
  81195. private _rampGradientsTexture;
  81196. private _useRampGradients;
  81197. /** Gets or sets a boolean indicating that ramp gradients must be used
  81198. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  81199. */
  81200. useRampGradients: boolean;
  81201. /**
  81202. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  81203. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  81204. */
  81205. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  81206. private _subEmitters;
  81207. /**
  81208. * @hidden
  81209. * If the particle systems emitter should be disposed when the particle system is disposed
  81210. */
  81211. _disposeEmitterOnDispose: boolean;
  81212. /**
  81213. * The current active Sub-systems, this property is used by the root particle system only.
  81214. */
  81215. activeSubSystems: Array<ParticleSystem>;
  81216. private _rootParticleSystem;
  81217. /**
  81218. * Gets the current list of active particles
  81219. */
  81220. readonly particles: Particle[];
  81221. /**
  81222. * Returns the string "ParticleSystem"
  81223. * @returns a string containing the class name
  81224. */
  81225. getClassName(): string;
  81226. /**
  81227. * Instantiates a particle system.
  81228. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  81229. * @param name The name of the particle system
  81230. * @param capacity The max number of particles alive at the same time
  81231. * @param scene The scene the particle system belongs to
  81232. * @param customEffect a custom effect used to change the way particles are rendered by default
  81233. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  81234. * @param epsilon Offset used to render the particles
  81235. */
  81236. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  81237. private _addFactorGradient;
  81238. private _removeFactorGradient;
  81239. /**
  81240. * Adds a new life time gradient
  81241. * @param gradient defines the gradient to use (between 0 and 1)
  81242. * @param factor defines the life time factor to affect to the specified gradient
  81243. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81244. * @returns the current particle system
  81245. */
  81246. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81247. /**
  81248. * Remove a specific life time gradient
  81249. * @param gradient defines the gradient to remove
  81250. * @returns the current particle system
  81251. */
  81252. removeLifeTimeGradient(gradient: number): IParticleSystem;
  81253. /**
  81254. * Adds a new size gradient
  81255. * @param gradient defines the gradient to use (between 0 and 1)
  81256. * @param factor defines the size factor to affect to the specified gradient
  81257. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81258. * @returns the current particle system
  81259. */
  81260. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81261. /**
  81262. * Remove a specific size gradient
  81263. * @param gradient defines the gradient to remove
  81264. * @returns the current particle system
  81265. */
  81266. removeSizeGradient(gradient: number): IParticleSystem;
  81267. /**
  81268. * Adds a new color remap gradient
  81269. * @param gradient defines the gradient to use (between 0 and 1)
  81270. * @param min defines the color remap minimal range
  81271. * @param max defines the color remap maximal range
  81272. * @returns the current particle system
  81273. */
  81274. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81275. /**
  81276. * Remove a specific color remap gradient
  81277. * @param gradient defines the gradient to remove
  81278. * @returns the current particle system
  81279. */
  81280. removeColorRemapGradient(gradient: number): IParticleSystem;
  81281. /**
  81282. * Adds a new alpha remap gradient
  81283. * @param gradient defines the gradient to use (between 0 and 1)
  81284. * @param min defines the alpha remap minimal range
  81285. * @param max defines the alpha remap maximal range
  81286. * @returns the current particle system
  81287. */
  81288. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81289. /**
  81290. * Remove a specific alpha remap gradient
  81291. * @param gradient defines the gradient to remove
  81292. * @returns the current particle system
  81293. */
  81294. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  81295. /**
  81296. * Adds a new angular speed gradient
  81297. * @param gradient defines the gradient to use (between 0 and 1)
  81298. * @param factor defines the angular speed to affect to the specified gradient
  81299. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81300. * @returns the current particle system
  81301. */
  81302. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81303. /**
  81304. * Remove a specific angular speed gradient
  81305. * @param gradient defines the gradient to remove
  81306. * @returns the current particle system
  81307. */
  81308. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81309. /**
  81310. * Adds a new velocity gradient
  81311. * @param gradient defines the gradient to use (between 0 and 1)
  81312. * @param factor defines the velocity to affect to the specified gradient
  81313. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81314. * @returns the current particle system
  81315. */
  81316. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81317. /**
  81318. * Remove a specific velocity gradient
  81319. * @param gradient defines the gradient to remove
  81320. * @returns the current particle system
  81321. */
  81322. removeVelocityGradient(gradient: number): IParticleSystem;
  81323. /**
  81324. * Adds a new limit velocity gradient
  81325. * @param gradient defines the gradient to use (between 0 and 1)
  81326. * @param factor defines the limit velocity value to affect to the specified gradient
  81327. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81328. * @returns the current particle system
  81329. */
  81330. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81331. /**
  81332. * Remove a specific limit velocity gradient
  81333. * @param gradient defines the gradient to remove
  81334. * @returns the current particle system
  81335. */
  81336. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81337. /**
  81338. * Adds a new drag gradient
  81339. * @param gradient defines the gradient to use (between 0 and 1)
  81340. * @param factor defines the drag value to affect to the specified gradient
  81341. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81342. * @returns the current particle system
  81343. */
  81344. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81345. /**
  81346. * Remove a specific drag gradient
  81347. * @param gradient defines the gradient to remove
  81348. * @returns the current particle system
  81349. */
  81350. removeDragGradient(gradient: number): IParticleSystem;
  81351. /**
  81352. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81353. * @param gradient defines the gradient to use (between 0 and 1)
  81354. * @param factor defines the emit rate value to affect to the specified gradient
  81355. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81356. * @returns the current particle system
  81357. */
  81358. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81359. /**
  81360. * Remove a specific emit rate gradient
  81361. * @param gradient defines the gradient to remove
  81362. * @returns the current particle system
  81363. */
  81364. removeEmitRateGradient(gradient: number): IParticleSystem;
  81365. /**
  81366. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81367. * @param gradient defines the gradient to use (between 0 and 1)
  81368. * @param factor defines the start size value to affect to the specified gradient
  81369. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81370. * @returns the current particle system
  81371. */
  81372. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81373. /**
  81374. * Remove a specific start size gradient
  81375. * @param gradient defines the gradient to remove
  81376. * @returns the current particle system
  81377. */
  81378. removeStartSizeGradient(gradient: number): IParticleSystem;
  81379. private _createRampGradientTexture;
  81380. /**
  81381. * Gets the current list of ramp gradients.
  81382. * You must use addRampGradient and removeRampGradient to udpate this list
  81383. * @returns the list of ramp gradients
  81384. */
  81385. getRampGradients(): Nullable<Array<Color3Gradient>>;
  81386. /**
  81387. * Adds a new ramp gradient used to remap particle colors
  81388. * @param gradient defines the gradient to use (between 0 and 1)
  81389. * @param color defines the color to affect to the specified gradient
  81390. * @returns the current particle system
  81391. */
  81392. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  81393. /**
  81394. * Remove a specific ramp gradient
  81395. * @param gradient defines the gradient to remove
  81396. * @returns the current particle system
  81397. */
  81398. removeRampGradient(gradient: number): ParticleSystem;
  81399. /**
  81400. * Adds a new color gradient
  81401. * @param gradient defines the gradient to use (between 0 and 1)
  81402. * @param color1 defines the color to affect to the specified gradient
  81403. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81404. * @returns this particle system
  81405. */
  81406. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81407. /**
  81408. * Remove a specific color gradient
  81409. * @param gradient defines the gradient to remove
  81410. * @returns this particle system
  81411. */
  81412. removeColorGradient(gradient: number): IParticleSystem;
  81413. private _fetchR;
  81414. protected _reset(): void;
  81415. private _resetEffect;
  81416. private _createVertexBuffers;
  81417. private _createIndexBuffer;
  81418. /**
  81419. * Gets the maximum number of particles active at the same time.
  81420. * @returns The max number of active particles.
  81421. */
  81422. getCapacity(): number;
  81423. /**
  81424. * Gets whether there are still active particles in the system.
  81425. * @returns True if it is alive, otherwise false.
  81426. */
  81427. isAlive(): boolean;
  81428. /**
  81429. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81430. * @returns True if it has been started, otherwise false.
  81431. */
  81432. isStarted(): boolean;
  81433. private _prepareSubEmitterInternalArray;
  81434. /**
  81435. * Starts the particle system and begins to emit
  81436. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  81437. */
  81438. start(delay?: number): void;
  81439. /**
  81440. * Stops the particle system.
  81441. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  81442. */
  81443. stop(stopSubEmitters?: boolean): void;
  81444. /**
  81445. * Remove all active particles
  81446. */
  81447. reset(): void;
  81448. /**
  81449. * @hidden (for internal use only)
  81450. */
  81451. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  81452. /**
  81453. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  81454. * Its lifetime will start back at 0.
  81455. */
  81456. recycleParticle: (particle: Particle) => void;
  81457. private _stopSubEmitters;
  81458. private _createParticle;
  81459. private _removeFromRoot;
  81460. private _emitFromParticle;
  81461. private _update;
  81462. /** @hidden */
  81463. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  81464. /** @hidden */
  81465. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  81466. /** @hidden */
  81467. private _getEffect;
  81468. /**
  81469. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  81470. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  81471. */
  81472. animate(preWarmOnly?: boolean): void;
  81473. private _appendParticleVertices;
  81474. /**
  81475. * Rebuilds the particle system.
  81476. */
  81477. rebuild(): void;
  81478. /**
  81479. * Is this system ready to be used/rendered
  81480. * @return true if the system is ready
  81481. */
  81482. isReady(): boolean;
  81483. private _render;
  81484. /**
  81485. * Renders the particle system in its current state.
  81486. * @returns the current number of particles
  81487. */
  81488. render(): number;
  81489. /**
  81490. * Disposes the particle system and free the associated resources
  81491. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81492. */
  81493. dispose(disposeTexture?: boolean): void;
  81494. /**
  81495. * Clones the particle system.
  81496. * @param name The name of the cloned object
  81497. * @param newEmitter The new emitter to use
  81498. * @returns the cloned particle system
  81499. */
  81500. clone(name: string, newEmitter: any): ParticleSystem;
  81501. /**
  81502. * Serializes the particle system to a JSON object.
  81503. * @returns the JSON object
  81504. */
  81505. serialize(): any;
  81506. /** @hidden */
  81507. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  81508. /** @hidden */
  81509. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  81510. /**
  81511. * Parses a JSON object to create a particle system.
  81512. * @param parsedParticleSystem The JSON object to parse
  81513. * @param scene The scene to create the particle system in
  81514. * @param rootUrl The root url to use to load external dependencies like texture
  81515. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  81516. * @returns the Parsed particle system
  81517. */
  81518. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  81519. }
  81520. }
  81521. declare module BABYLON {
  81522. /**
  81523. * A particle represents one of the element emitted by a particle system.
  81524. * This is mainly define by its coordinates, direction, velocity and age.
  81525. */
  81526. export class Particle {
  81527. /**
  81528. * The particle system the particle belongs to.
  81529. */
  81530. particleSystem: ParticleSystem;
  81531. private static _Count;
  81532. /**
  81533. * Unique ID of the particle
  81534. */
  81535. id: number;
  81536. /**
  81537. * The world position of the particle in the scene.
  81538. */
  81539. position: Vector3;
  81540. /**
  81541. * The world direction of the particle in the scene.
  81542. */
  81543. direction: Vector3;
  81544. /**
  81545. * The color of the particle.
  81546. */
  81547. color: Color4;
  81548. /**
  81549. * The color change of the particle per step.
  81550. */
  81551. colorStep: Color4;
  81552. /**
  81553. * Defines how long will the life of the particle be.
  81554. */
  81555. lifeTime: number;
  81556. /**
  81557. * The current age of the particle.
  81558. */
  81559. age: number;
  81560. /**
  81561. * The current size of the particle.
  81562. */
  81563. size: number;
  81564. /**
  81565. * The current scale of the particle.
  81566. */
  81567. scale: Vector2;
  81568. /**
  81569. * The current angle of the particle.
  81570. */
  81571. angle: number;
  81572. /**
  81573. * Defines how fast is the angle changing.
  81574. */
  81575. angularSpeed: number;
  81576. /**
  81577. * Defines the cell index used by the particle to be rendered from a sprite.
  81578. */
  81579. cellIndex: number;
  81580. /**
  81581. * The information required to support color remapping
  81582. */
  81583. remapData: Vector4;
  81584. /** @hidden */
  81585. _randomCellOffset?: number;
  81586. /** @hidden */
  81587. _initialDirection: Nullable<Vector3>;
  81588. /** @hidden */
  81589. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  81590. /** @hidden */
  81591. _initialStartSpriteCellID: number;
  81592. /** @hidden */
  81593. _initialEndSpriteCellID: number;
  81594. /** @hidden */
  81595. _currentColorGradient: Nullable<ColorGradient>;
  81596. /** @hidden */
  81597. _currentColor1: Color4;
  81598. /** @hidden */
  81599. _currentColor2: Color4;
  81600. /** @hidden */
  81601. _currentSizeGradient: Nullable<FactorGradient>;
  81602. /** @hidden */
  81603. _currentSize1: number;
  81604. /** @hidden */
  81605. _currentSize2: number;
  81606. /** @hidden */
  81607. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  81608. /** @hidden */
  81609. _currentAngularSpeed1: number;
  81610. /** @hidden */
  81611. _currentAngularSpeed2: number;
  81612. /** @hidden */
  81613. _currentVelocityGradient: Nullable<FactorGradient>;
  81614. /** @hidden */
  81615. _currentVelocity1: number;
  81616. /** @hidden */
  81617. _currentVelocity2: number;
  81618. /** @hidden */
  81619. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  81620. /** @hidden */
  81621. _currentLimitVelocity1: number;
  81622. /** @hidden */
  81623. _currentLimitVelocity2: number;
  81624. /** @hidden */
  81625. _currentDragGradient: Nullable<FactorGradient>;
  81626. /** @hidden */
  81627. _currentDrag1: number;
  81628. /** @hidden */
  81629. _currentDrag2: number;
  81630. /** @hidden */
  81631. _randomNoiseCoordinates1: Vector3;
  81632. /** @hidden */
  81633. _randomNoiseCoordinates2: Vector3;
  81634. /**
  81635. * Creates a new instance Particle
  81636. * @param particleSystem the particle system the particle belongs to
  81637. */
  81638. constructor(
  81639. /**
  81640. * The particle system the particle belongs to.
  81641. */
  81642. particleSystem: ParticleSystem);
  81643. private updateCellInfoFromSystem;
  81644. /**
  81645. * Defines how the sprite cell index is updated for the particle
  81646. */
  81647. updateCellIndex(): void;
  81648. /** @hidden */
  81649. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  81650. /** @hidden */
  81651. _inheritParticleInfoToSubEmitters(): void;
  81652. /** @hidden */
  81653. _reset(): void;
  81654. /**
  81655. * Copy the properties of particle to another one.
  81656. * @param other the particle to copy the information to.
  81657. */
  81658. copyTo(other: Particle): void;
  81659. }
  81660. }
  81661. declare module BABYLON {
  81662. /**
  81663. * Particle emitter represents a volume emitting particles.
  81664. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  81665. */
  81666. export interface IParticleEmitterType {
  81667. /**
  81668. * Called by the particle System when the direction is computed for the created particle.
  81669. * @param worldMatrix is the world matrix of the particle system
  81670. * @param directionToUpdate is the direction vector to update with the result
  81671. * @param particle is the particle we are computed the direction for
  81672. */
  81673. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81674. /**
  81675. * Called by the particle System when the position is computed for the created particle.
  81676. * @param worldMatrix is the world matrix of the particle system
  81677. * @param positionToUpdate is the position vector to update with the result
  81678. * @param particle is the particle we are computed the position for
  81679. */
  81680. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81681. /**
  81682. * Clones the current emitter and returns a copy of it
  81683. * @returns the new emitter
  81684. */
  81685. clone(): IParticleEmitterType;
  81686. /**
  81687. * Called by the GPUParticleSystem to setup the update shader
  81688. * @param effect defines the update shader
  81689. */
  81690. applyToShader(effect: Effect): void;
  81691. /**
  81692. * Returns a string to use to update the GPU particles update shader
  81693. * @returns the effect defines string
  81694. */
  81695. getEffectDefines(): string;
  81696. /**
  81697. * Returns a string representing the class name
  81698. * @returns a string containing the class name
  81699. */
  81700. getClassName(): string;
  81701. /**
  81702. * Serializes the particle system to a JSON object.
  81703. * @returns the JSON object
  81704. */
  81705. serialize(): any;
  81706. /**
  81707. * Parse properties from a JSON object
  81708. * @param serializationObject defines the JSON object
  81709. */
  81710. parse(serializationObject: any): void;
  81711. }
  81712. }
  81713. declare module BABYLON {
  81714. /**
  81715. * Particle emitter emitting particles from the inside of a box.
  81716. * It emits the particles randomly between 2 given directions.
  81717. */
  81718. export class BoxParticleEmitter implements IParticleEmitterType {
  81719. /**
  81720. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81721. */
  81722. direction1: Vector3;
  81723. /**
  81724. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81725. */
  81726. direction2: Vector3;
  81727. /**
  81728. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  81729. */
  81730. minEmitBox: Vector3;
  81731. /**
  81732. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  81733. */
  81734. maxEmitBox: Vector3;
  81735. /**
  81736. * Creates a new instance BoxParticleEmitter
  81737. */
  81738. constructor();
  81739. /**
  81740. * Called by the particle System when the direction is computed for the created particle.
  81741. * @param worldMatrix is the world matrix of the particle system
  81742. * @param directionToUpdate is the direction vector to update with the result
  81743. * @param particle is the particle we are computed the direction for
  81744. */
  81745. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81746. /**
  81747. * Called by the particle System when the position is computed for the created particle.
  81748. * @param worldMatrix is the world matrix of the particle system
  81749. * @param positionToUpdate is the position vector to update with the result
  81750. * @param particle is the particle we are computed the position for
  81751. */
  81752. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81753. /**
  81754. * Clones the current emitter and returns a copy of it
  81755. * @returns the new emitter
  81756. */
  81757. clone(): BoxParticleEmitter;
  81758. /**
  81759. * Called by the GPUParticleSystem to setup the update shader
  81760. * @param effect defines the update shader
  81761. */
  81762. applyToShader(effect: Effect): void;
  81763. /**
  81764. * Returns a string to use to update the GPU particles update shader
  81765. * @returns a string containng the defines string
  81766. */
  81767. getEffectDefines(): string;
  81768. /**
  81769. * Returns the string "BoxParticleEmitter"
  81770. * @returns a string containing the class name
  81771. */
  81772. getClassName(): string;
  81773. /**
  81774. * Serializes the particle system to a JSON object.
  81775. * @returns the JSON object
  81776. */
  81777. serialize(): any;
  81778. /**
  81779. * Parse properties from a JSON object
  81780. * @param serializationObject defines the JSON object
  81781. */
  81782. parse(serializationObject: any): void;
  81783. }
  81784. }
  81785. declare module BABYLON {
  81786. /**
  81787. * Particle emitter emitting particles from the inside of a cone.
  81788. * It emits the particles alongside the cone volume from the base to the particle.
  81789. * The emission direction might be randomized.
  81790. */
  81791. export class ConeParticleEmitter implements IParticleEmitterType {
  81792. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81793. directionRandomizer: number;
  81794. private _radius;
  81795. private _angle;
  81796. private _height;
  81797. /**
  81798. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81799. */
  81800. radiusRange: number;
  81801. /**
  81802. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81803. */
  81804. heightRange: number;
  81805. /**
  81806. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81807. */
  81808. emitFromSpawnPointOnly: boolean;
  81809. /**
  81810. * Gets or sets the radius of the emission cone
  81811. */
  81812. radius: number;
  81813. /**
  81814. * Gets or sets the angle of the emission cone
  81815. */
  81816. angle: number;
  81817. private _buildHeight;
  81818. /**
  81819. * Creates a new instance ConeParticleEmitter
  81820. * @param radius the radius of the emission cone (1 by default)
  81821. * @param angle the cone base angle (PI by default)
  81822. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  81823. */
  81824. constructor(radius?: number, angle?: number,
  81825. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81826. directionRandomizer?: number);
  81827. /**
  81828. * Called by the particle System when the direction is computed for the created particle.
  81829. * @param worldMatrix is the world matrix of the particle system
  81830. * @param directionToUpdate is the direction vector to update with the result
  81831. * @param particle is the particle we are computed the direction for
  81832. */
  81833. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81834. /**
  81835. * Called by the particle System when the position is computed for the created particle.
  81836. * @param worldMatrix is the world matrix of the particle system
  81837. * @param positionToUpdate is the position vector to update with the result
  81838. * @param particle is the particle we are computed the position for
  81839. */
  81840. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81841. /**
  81842. * Clones the current emitter and returns a copy of it
  81843. * @returns the new emitter
  81844. */
  81845. clone(): ConeParticleEmitter;
  81846. /**
  81847. * Called by the GPUParticleSystem to setup the update shader
  81848. * @param effect defines the update shader
  81849. */
  81850. applyToShader(effect: Effect): void;
  81851. /**
  81852. * Returns a string to use to update the GPU particles update shader
  81853. * @returns a string containng the defines string
  81854. */
  81855. getEffectDefines(): string;
  81856. /**
  81857. * Returns the string "ConeParticleEmitter"
  81858. * @returns a string containing the class name
  81859. */
  81860. getClassName(): string;
  81861. /**
  81862. * Serializes the particle system to a JSON object.
  81863. * @returns the JSON object
  81864. */
  81865. serialize(): any;
  81866. /**
  81867. * Parse properties from a JSON object
  81868. * @param serializationObject defines the JSON object
  81869. */
  81870. parse(serializationObject: any): void;
  81871. }
  81872. }
  81873. declare module BABYLON {
  81874. /**
  81875. * Particle emitter emitting particles from the inside of a cylinder.
  81876. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  81877. */
  81878. export class CylinderParticleEmitter implements IParticleEmitterType {
  81879. /**
  81880. * The radius of the emission cylinder.
  81881. */
  81882. radius: number;
  81883. /**
  81884. * The height of the emission cylinder.
  81885. */
  81886. height: number;
  81887. /**
  81888. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81889. */
  81890. radiusRange: number;
  81891. /**
  81892. * How much to randomize the particle direction [0-1].
  81893. */
  81894. directionRandomizer: number;
  81895. /**
  81896. * Creates a new instance CylinderParticleEmitter
  81897. * @param radius the radius of the emission cylinder (1 by default)
  81898. * @param height the height of the emission cylinder (1 by default)
  81899. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81900. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81901. */
  81902. constructor(
  81903. /**
  81904. * The radius of the emission cylinder.
  81905. */
  81906. radius?: number,
  81907. /**
  81908. * The height of the emission cylinder.
  81909. */
  81910. height?: number,
  81911. /**
  81912. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81913. */
  81914. radiusRange?: number,
  81915. /**
  81916. * How much to randomize the particle direction [0-1].
  81917. */
  81918. directionRandomizer?: number);
  81919. /**
  81920. * Called by the particle System when the direction is computed for the created particle.
  81921. * @param worldMatrix is the world matrix of the particle system
  81922. * @param directionToUpdate is the direction vector to update with the result
  81923. * @param particle is the particle we are computed the direction for
  81924. */
  81925. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81926. /**
  81927. * Called by the particle System when the position is computed for the created particle.
  81928. * @param worldMatrix is the world matrix of the particle system
  81929. * @param positionToUpdate is the position vector to update with the result
  81930. * @param particle is the particle we are computed the position for
  81931. */
  81932. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81933. /**
  81934. * Clones the current emitter and returns a copy of it
  81935. * @returns the new emitter
  81936. */
  81937. clone(): CylinderParticleEmitter;
  81938. /**
  81939. * Called by the GPUParticleSystem to setup the update shader
  81940. * @param effect defines the update shader
  81941. */
  81942. applyToShader(effect: Effect): void;
  81943. /**
  81944. * Returns a string to use to update the GPU particles update shader
  81945. * @returns a string containng the defines string
  81946. */
  81947. getEffectDefines(): string;
  81948. /**
  81949. * Returns the string "CylinderParticleEmitter"
  81950. * @returns a string containing the class name
  81951. */
  81952. getClassName(): string;
  81953. /**
  81954. * Serializes the particle system to a JSON object.
  81955. * @returns the JSON object
  81956. */
  81957. serialize(): any;
  81958. /**
  81959. * Parse properties from a JSON object
  81960. * @param serializationObject defines the JSON object
  81961. */
  81962. parse(serializationObject: any): void;
  81963. }
  81964. /**
  81965. * Particle emitter emitting particles from the inside of a cylinder.
  81966. * It emits the particles randomly between two vectors.
  81967. */
  81968. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  81969. /**
  81970. * The min limit of the emission direction.
  81971. */
  81972. direction1: Vector3;
  81973. /**
  81974. * The max limit of the emission direction.
  81975. */
  81976. direction2: Vector3;
  81977. /**
  81978. * Creates a new instance CylinderDirectedParticleEmitter
  81979. * @param radius the radius of the emission cylinder (1 by default)
  81980. * @param height the height of the emission cylinder (1 by default)
  81981. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81982. * @param direction1 the min limit of the emission direction (up vector by default)
  81983. * @param direction2 the max limit of the emission direction (up vector by default)
  81984. */
  81985. constructor(radius?: number, height?: number, radiusRange?: number,
  81986. /**
  81987. * The min limit of the emission direction.
  81988. */
  81989. direction1?: Vector3,
  81990. /**
  81991. * The max limit of the emission direction.
  81992. */
  81993. direction2?: Vector3);
  81994. /**
  81995. * Called by the particle System when the direction is computed for the created particle.
  81996. * @param worldMatrix is the world matrix of the particle system
  81997. * @param directionToUpdate is the direction vector to update with the result
  81998. * @param particle is the particle we are computed the direction for
  81999. */
  82000. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82001. /**
  82002. * Clones the current emitter and returns a copy of it
  82003. * @returns the new emitter
  82004. */
  82005. clone(): CylinderDirectedParticleEmitter;
  82006. /**
  82007. * Called by the GPUParticleSystem to setup the update shader
  82008. * @param effect defines the update shader
  82009. */
  82010. applyToShader(effect: Effect): void;
  82011. /**
  82012. * Returns a string to use to update the GPU particles update shader
  82013. * @returns a string containng the defines string
  82014. */
  82015. getEffectDefines(): string;
  82016. /**
  82017. * Returns the string "CylinderDirectedParticleEmitter"
  82018. * @returns a string containing the class name
  82019. */
  82020. getClassName(): string;
  82021. /**
  82022. * Serializes the particle system to a JSON object.
  82023. * @returns the JSON object
  82024. */
  82025. serialize(): any;
  82026. /**
  82027. * Parse properties from a JSON object
  82028. * @param serializationObject defines the JSON object
  82029. */
  82030. parse(serializationObject: any): void;
  82031. }
  82032. }
  82033. declare module BABYLON {
  82034. /**
  82035. * Particle emitter emitting particles from the inside of a hemisphere.
  82036. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  82037. */
  82038. export class HemisphericParticleEmitter implements IParticleEmitterType {
  82039. /**
  82040. * The radius of the emission hemisphere.
  82041. */
  82042. radius: number;
  82043. /**
  82044. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82045. */
  82046. radiusRange: number;
  82047. /**
  82048. * How much to randomize the particle direction [0-1].
  82049. */
  82050. directionRandomizer: number;
  82051. /**
  82052. * Creates a new instance HemisphericParticleEmitter
  82053. * @param radius the radius of the emission hemisphere (1 by default)
  82054. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82055. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82056. */
  82057. constructor(
  82058. /**
  82059. * The radius of the emission hemisphere.
  82060. */
  82061. radius?: number,
  82062. /**
  82063. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82064. */
  82065. radiusRange?: number,
  82066. /**
  82067. * How much to randomize the particle direction [0-1].
  82068. */
  82069. directionRandomizer?: number);
  82070. /**
  82071. * Called by the particle System when the direction is computed for the created particle.
  82072. * @param worldMatrix is the world matrix of the particle system
  82073. * @param directionToUpdate is the direction vector to update with the result
  82074. * @param particle is the particle we are computed the direction for
  82075. */
  82076. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82077. /**
  82078. * Called by the particle System when the position is computed for the created particle.
  82079. * @param worldMatrix is the world matrix of the particle system
  82080. * @param positionToUpdate is the position vector to update with the result
  82081. * @param particle is the particle we are computed the position for
  82082. */
  82083. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82084. /**
  82085. * Clones the current emitter and returns a copy of it
  82086. * @returns the new emitter
  82087. */
  82088. clone(): HemisphericParticleEmitter;
  82089. /**
  82090. * Called by the GPUParticleSystem to setup the update shader
  82091. * @param effect defines the update shader
  82092. */
  82093. applyToShader(effect: Effect): void;
  82094. /**
  82095. * Returns a string to use to update the GPU particles update shader
  82096. * @returns a string containng the defines string
  82097. */
  82098. getEffectDefines(): string;
  82099. /**
  82100. * Returns the string "HemisphericParticleEmitter"
  82101. * @returns a string containing the class name
  82102. */
  82103. getClassName(): string;
  82104. /**
  82105. * Serializes the particle system to a JSON object.
  82106. * @returns the JSON object
  82107. */
  82108. serialize(): any;
  82109. /**
  82110. * Parse properties from a JSON object
  82111. * @param serializationObject defines the JSON object
  82112. */
  82113. parse(serializationObject: any): void;
  82114. }
  82115. }
  82116. declare module BABYLON {
  82117. /**
  82118. * Particle emitter emitting particles from a point.
  82119. * It emits the particles randomly between 2 given directions.
  82120. */
  82121. export class PointParticleEmitter implements IParticleEmitterType {
  82122. /**
  82123. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82124. */
  82125. direction1: Vector3;
  82126. /**
  82127. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82128. */
  82129. direction2: Vector3;
  82130. /**
  82131. * Creates a new instance PointParticleEmitter
  82132. */
  82133. constructor();
  82134. /**
  82135. * Called by the particle System when the direction is computed for the created particle.
  82136. * @param worldMatrix is the world matrix of the particle system
  82137. * @param directionToUpdate is the direction vector to update with the result
  82138. * @param particle is the particle we are computed the direction for
  82139. */
  82140. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82141. /**
  82142. * Called by the particle System when the position is computed for the created particle.
  82143. * @param worldMatrix is the world matrix of the particle system
  82144. * @param positionToUpdate is the position vector to update with the result
  82145. * @param particle is the particle we are computed the position for
  82146. */
  82147. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82148. /**
  82149. * Clones the current emitter and returns a copy of it
  82150. * @returns the new emitter
  82151. */
  82152. clone(): PointParticleEmitter;
  82153. /**
  82154. * Called by the GPUParticleSystem to setup the update shader
  82155. * @param effect defines the update shader
  82156. */
  82157. applyToShader(effect: Effect): void;
  82158. /**
  82159. * Returns a string to use to update the GPU particles update shader
  82160. * @returns a string containng the defines string
  82161. */
  82162. getEffectDefines(): string;
  82163. /**
  82164. * Returns the string "PointParticleEmitter"
  82165. * @returns a string containing the class name
  82166. */
  82167. getClassName(): string;
  82168. /**
  82169. * Serializes the particle system to a JSON object.
  82170. * @returns the JSON object
  82171. */
  82172. serialize(): any;
  82173. /**
  82174. * Parse properties from a JSON object
  82175. * @param serializationObject defines the JSON object
  82176. */
  82177. parse(serializationObject: any): void;
  82178. }
  82179. }
  82180. declare module BABYLON {
  82181. /**
  82182. * Particle emitter emitting particles from the inside of a sphere.
  82183. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  82184. */
  82185. export class SphereParticleEmitter implements IParticleEmitterType {
  82186. /**
  82187. * The radius of the emission sphere.
  82188. */
  82189. radius: number;
  82190. /**
  82191. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82192. */
  82193. radiusRange: number;
  82194. /**
  82195. * How much to randomize the particle direction [0-1].
  82196. */
  82197. directionRandomizer: number;
  82198. /**
  82199. * Creates a new instance SphereParticleEmitter
  82200. * @param radius the radius of the emission sphere (1 by default)
  82201. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82202. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82203. */
  82204. constructor(
  82205. /**
  82206. * The radius of the emission sphere.
  82207. */
  82208. radius?: number,
  82209. /**
  82210. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82211. */
  82212. radiusRange?: number,
  82213. /**
  82214. * How much to randomize the particle direction [0-1].
  82215. */
  82216. directionRandomizer?: number);
  82217. /**
  82218. * Called by the particle System when the direction is computed for the created particle.
  82219. * @param worldMatrix is the world matrix of the particle system
  82220. * @param directionToUpdate is the direction vector to update with the result
  82221. * @param particle is the particle we are computed the direction for
  82222. */
  82223. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82224. /**
  82225. * Called by the particle System when the position is computed for the created particle.
  82226. * @param worldMatrix is the world matrix of the particle system
  82227. * @param positionToUpdate is the position vector to update with the result
  82228. * @param particle is the particle we are computed the position for
  82229. */
  82230. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82231. /**
  82232. * Clones the current emitter and returns a copy of it
  82233. * @returns the new emitter
  82234. */
  82235. clone(): SphereParticleEmitter;
  82236. /**
  82237. * Called by the GPUParticleSystem to setup the update shader
  82238. * @param effect defines the update shader
  82239. */
  82240. applyToShader(effect: Effect): void;
  82241. /**
  82242. * Returns a string to use to update the GPU particles update shader
  82243. * @returns a string containng the defines string
  82244. */
  82245. getEffectDefines(): string;
  82246. /**
  82247. * Returns the string "SphereParticleEmitter"
  82248. * @returns a string containing the class name
  82249. */
  82250. getClassName(): string;
  82251. /**
  82252. * Serializes the particle system to a JSON object.
  82253. * @returns the JSON object
  82254. */
  82255. serialize(): any;
  82256. /**
  82257. * Parse properties from a JSON object
  82258. * @param serializationObject defines the JSON object
  82259. */
  82260. parse(serializationObject: any): void;
  82261. }
  82262. /**
  82263. * Particle emitter emitting particles from the inside of a sphere.
  82264. * It emits the particles randomly between two vectors.
  82265. */
  82266. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  82267. /**
  82268. * The min limit of the emission direction.
  82269. */
  82270. direction1: Vector3;
  82271. /**
  82272. * The max limit of the emission direction.
  82273. */
  82274. direction2: Vector3;
  82275. /**
  82276. * Creates a new instance SphereDirectedParticleEmitter
  82277. * @param radius the radius of the emission sphere (1 by default)
  82278. * @param direction1 the min limit of the emission direction (up vector by default)
  82279. * @param direction2 the max limit of the emission direction (up vector by default)
  82280. */
  82281. constructor(radius?: number,
  82282. /**
  82283. * The min limit of the emission direction.
  82284. */
  82285. direction1?: Vector3,
  82286. /**
  82287. * The max limit of the emission direction.
  82288. */
  82289. direction2?: Vector3);
  82290. /**
  82291. * Called by the particle System when the direction is computed for the created particle.
  82292. * @param worldMatrix is the world matrix of the particle system
  82293. * @param directionToUpdate is the direction vector to update with the result
  82294. * @param particle is the particle we are computed the direction for
  82295. */
  82296. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82297. /**
  82298. * Clones the current emitter and returns a copy of it
  82299. * @returns the new emitter
  82300. */
  82301. clone(): SphereDirectedParticleEmitter;
  82302. /**
  82303. * Called by the GPUParticleSystem to setup the update shader
  82304. * @param effect defines the update shader
  82305. */
  82306. applyToShader(effect: Effect): void;
  82307. /**
  82308. * Returns a string to use to update the GPU particles update shader
  82309. * @returns a string containng the defines string
  82310. */
  82311. getEffectDefines(): string;
  82312. /**
  82313. * Returns the string "SphereDirectedParticleEmitter"
  82314. * @returns a string containing the class name
  82315. */
  82316. getClassName(): string;
  82317. /**
  82318. * Serializes the particle system to a JSON object.
  82319. * @returns the JSON object
  82320. */
  82321. serialize(): any;
  82322. /**
  82323. * Parse properties from a JSON object
  82324. * @param serializationObject defines the JSON object
  82325. */
  82326. parse(serializationObject: any): void;
  82327. }
  82328. }
  82329. declare module BABYLON {
  82330. /**
  82331. * Interface representing a particle system in Babylon.js.
  82332. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  82333. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  82334. */
  82335. export interface IParticleSystem {
  82336. /**
  82337. * List of animations used by the particle system.
  82338. */
  82339. animations: Animation[];
  82340. /**
  82341. * The id of the Particle system.
  82342. */
  82343. id: string;
  82344. /**
  82345. * The name of the Particle system.
  82346. */
  82347. name: string;
  82348. /**
  82349. * The emitter represents the Mesh or position we are attaching the particle system to.
  82350. */
  82351. emitter: Nullable<AbstractMesh | Vector3>;
  82352. /**
  82353. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82354. */
  82355. isBillboardBased: boolean;
  82356. /**
  82357. * The rendering group used by the Particle system to chose when to render.
  82358. */
  82359. renderingGroupId: number;
  82360. /**
  82361. * The layer mask we are rendering the particles through.
  82362. */
  82363. layerMask: number;
  82364. /**
  82365. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  82366. */
  82367. updateSpeed: number;
  82368. /**
  82369. * The amount of time the particle system is running (depends of the overall update speed).
  82370. */
  82371. targetStopDuration: number;
  82372. /**
  82373. * The texture used to render each particle. (this can be a spritesheet)
  82374. */
  82375. particleTexture: Nullable<Texture>;
  82376. /**
  82377. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  82378. */
  82379. blendMode: number;
  82380. /**
  82381. * Minimum life time of emitting particles.
  82382. */
  82383. minLifeTime: number;
  82384. /**
  82385. * Maximum life time of emitting particles.
  82386. */
  82387. maxLifeTime: number;
  82388. /**
  82389. * Minimum Size of emitting particles.
  82390. */
  82391. minSize: number;
  82392. /**
  82393. * Maximum Size of emitting particles.
  82394. */
  82395. maxSize: number;
  82396. /**
  82397. * Minimum scale of emitting particles on X axis.
  82398. */
  82399. minScaleX: number;
  82400. /**
  82401. * Maximum scale of emitting particles on X axis.
  82402. */
  82403. maxScaleX: number;
  82404. /**
  82405. * Minimum scale of emitting particles on Y axis.
  82406. */
  82407. minScaleY: number;
  82408. /**
  82409. * Maximum scale of emitting particles on Y axis.
  82410. */
  82411. maxScaleY: number;
  82412. /**
  82413. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82414. */
  82415. color1: Color4;
  82416. /**
  82417. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82418. */
  82419. color2: Color4;
  82420. /**
  82421. * Color the particle will have at the end of its lifetime.
  82422. */
  82423. colorDead: Color4;
  82424. /**
  82425. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  82426. */
  82427. emitRate: number;
  82428. /**
  82429. * You can use gravity if you want to give an orientation to your particles.
  82430. */
  82431. gravity: Vector3;
  82432. /**
  82433. * Minimum power of emitting particles.
  82434. */
  82435. minEmitPower: number;
  82436. /**
  82437. * Maximum power of emitting particles.
  82438. */
  82439. maxEmitPower: number;
  82440. /**
  82441. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82442. */
  82443. minAngularSpeed: number;
  82444. /**
  82445. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82446. */
  82447. maxAngularSpeed: number;
  82448. /**
  82449. * Gets or sets the minimal initial rotation in radians.
  82450. */
  82451. minInitialRotation: number;
  82452. /**
  82453. * Gets or sets the maximal initial rotation in radians.
  82454. */
  82455. maxInitialRotation: number;
  82456. /**
  82457. * The particle emitter type defines the emitter used by the particle system.
  82458. * It can be for example box, sphere, or cone...
  82459. */
  82460. particleEmitterType: Nullable<IParticleEmitterType>;
  82461. /**
  82462. * Defines the delay in milliseconds before starting the system (0 by default)
  82463. */
  82464. startDelay: number;
  82465. /**
  82466. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  82467. */
  82468. preWarmCycles: number;
  82469. /**
  82470. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  82471. */
  82472. preWarmStepOffset: number;
  82473. /**
  82474. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  82475. */
  82476. spriteCellChangeSpeed: number;
  82477. /**
  82478. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82479. */
  82480. startSpriteCellID: number;
  82481. /**
  82482. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82483. */
  82484. endSpriteCellID: number;
  82485. /**
  82486. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82487. */
  82488. spriteCellWidth: number;
  82489. /**
  82490. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82491. */
  82492. spriteCellHeight: number;
  82493. /**
  82494. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82495. */
  82496. spriteRandomStartCell: boolean;
  82497. /**
  82498. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82499. */
  82500. isAnimationSheetEnabled: boolean;
  82501. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82502. translationPivot: Vector2;
  82503. /**
  82504. * Gets or sets a texture used to add random noise to particle positions
  82505. */
  82506. noiseTexture: Nullable<BaseTexture>;
  82507. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82508. noiseStrength: Vector3;
  82509. /**
  82510. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82511. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82512. */
  82513. billboardMode: number;
  82514. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82515. limitVelocityDamping: number;
  82516. /**
  82517. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82518. */
  82519. beginAnimationOnStart: boolean;
  82520. /**
  82521. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82522. */
  82523. beginAnimationFrom: number;
  82524. /**
  82525. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82526. */
  82527. beginAnimationTo: number;
  82528. /**
  82529. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82530. */
  82531. beginAnimationLoop: boolean;
  82532. /**
  82533. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82534. */
  82535. disposeOnStop: boolean;
  82536. /**
  82537. * Gets the maximum number of particles active at the same time.
  82538. * @returns The max number of active particles.
  82539. */
  82540. getCapacity(): number;
  82541. /**
  82542. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82543. * @returns True if it has been started, otherwise false.
  82544. */
  82545. isStarted(): boolean;
  82546. /**
  82547. * Animates the particle system for this frame.
  82548. */
  82549. animate(): void;
  82550. /**
  82551. * Renders the particle system in its current state.
  82552. * @returns the current number of particles
  82553. */
  82554. render(): number;
  82555. /**
  82556. * Dispose the particle system and frees its associated resources.
  82557. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82558. */
  82559. dispose(disposeTexture?: boolean): void;
  82560. /**
  82561. * Clones the particle system.
  82562. * @param name The name of the cloned object
  82563. * @param newEmitter The new emitter to use
  82564. * @returns the cloned particle system
  82565. */
  82566. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  82567. /**
  82568. * Serializes the particle system to a JSON object.
  82569. * @returns the JSON object
  82570. */
  82571. serialize(): any;
  82572. /**
  82573. * Rebuild the particle system
  82574. */
  82575. rebuild(): void;
  82576. /**
  82577. * Starts the particle system and begins to emit
  82578. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  82579. */
  82580. start(delay?: number): void;
  82581. /**
  82582. * Stops the particle system.
  82583. */
  82584. stop(): void;
  82585. /**
  82586. * Remove all active particles
  82587. */
  82588. reset(): void;
  82589. /**
  82590. * Is this system ready to be used/rendered
  82591. * @return true if the system is ready
  82592. */
  82593. isReady(): boolean;
  82594. /**
  82595. * Adds a new color gradient
  82596. * @param gradient defines the gradient to use (between 0 and 1)
  82597. * @param color1 defines the color to affect to the specified gradient
  82598. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82599. * @returns the current particle system
  82600. */
  82601. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82602. /**
  82603. * Remove a specific color gradient
  82604. * @param gradient defines the gradient to remove
  82605. * @returns the current particle system
  82606. */
  82607. removeColorGradient(gradient: number): IParticleSystem;
  82608. /**
  82609. * Adds a new size gradient
  82610. * @param gradient defines the gradient to use (between 0 and 1)
  82611. * @param factor defines the size factor to affect to the specified gradient
  82612. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82613. * @returns the current particle system
  82614. */
  82615. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82616. /**
  82617. * Remove a specific size gradient
  82618. * @param gradient defines the gradient to remove
  82619. * @returns the current particle system
  82620. */
  82621. removeSizeGradient(gradient: number): IParticleSystem;
  82622. /**
  82623. * Gets the current list of color gradients.
  82624. * You must use addColorGradient and removeColorGradient to udpate this list
  82625. * @returns the list of color gradients
  82626. */
  82627. getColorGradients(): Nullable<Array<ColorGradient>>;
  82628. /**
  82629. * Gets the current list of size gradients.
  82630. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82631. * @returns the list of size gradients
  82632. */
  82633. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82634. /**
  82635. * Gets the current list of angular speed gradients.
  82636. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82637. * @returns the list of angular speed gradients
  82638. */
  82639. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82640. /**
  82641. * Adds a new angular speed gradient
  82642. * @param gradient defines the gradient to use (between 0 and 1)
  82643. * @param factor defines the angular speed to affect to the specified gradient
  82644. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82645. * @returns the current particle system
  82646. */
  82647. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82648. /**
  82649. * Remove a specific angular speed gradient
  82650. * @param gradient defines the gradient to remove
  82651. * @returns the current particle system
  82652. */
  82653. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82654. /**
  82655. * Gets the current list of velocity gradients.
  82656. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82657. * @returns the list of velocity gradients
  82658. */
  82659. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82660. /**
  82661. * Adds a new velocity gradient
  82662. * @param gradient defines the gradient to use (between 0 and 1)
  82663. * @param factor defines the velocity to affect to the specified gradient
  82664. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82665. * @returns the current particle system
  82666. */
  82667. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82668. /**
  82669. * Remove a specific velocity gradient
  82670. * @param gradient defines the gradient to remove
  82671. * @returns the current particle system
  82672. */
  82673. removeVelocityGradient(gradient: number): IParticleSystem;
  82674. /**
  82675. * Gets the current list of limit velocity gradients.
  82676. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82677. * @returns the list of limit velocity gradients
  82678. */
  82679. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82680. /**
  82681. * Adds a new limit velocity gradient
  82682. * @param gradient defines the gradient to use (between 0 and 1)
  82683. * @param factor defines the limit velocity to affect to the specified gradient
  82684. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82685. * @returns the current particle system
  82686. */
  82687. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82688. /**
  82689. * Remove a specific limit velocity gradient
  82690. * @param gradient defines the gradient to remove
  82691. * @returns the current particle system
  82692. */
  82693. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82694. /**
  82695. * Adds a new drag gradient
  82696. * @param gradient defines the gradient to use (between 0 and 1)
  82697. * @param factor defines the drag to affect to the specified gradient
  82698. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82699. * @returns the current particle system
  82700. */
  82701. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82702. /**
  82703. * Remove a specific drag gradient
  82704. * @param gradient defines the gradient to remove
  82705. * @returns the current particle system
  82706. */
  82707. removeDragGradient(gradient: number): IParticleSystem;
  82708. /**
  82709. * Gets the current list of drag gradients.
  82710. * You must use addDragGradient and removeDragGradient to udpate this list
  82711. * @returns the list of drag gradients
  82712. */
  82713. getDragGradients(): Nullable<Array<FactorGradient>>;
  82714. /**
  82715. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82716. * @param gradient defines the gradient to use (between 0 and 1)
  82717. * @param factor defines the emit rate to affect to the specified gradient
  82718. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82719. * @returns the current particle system
  82720. */
  82721. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82722. /**
  82723. * Remove a specific emit rate gradient
  82724. * @param gradient defines the gradient to remove
  82725. * @returns the current particle system
  82726. */
  82727. removeEmitRateGradient(gradient: number): IParticleSystem;
  82728. /**
  82729. * Gets the current list of emit rate gradients.
  82730. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82731. * @returns the list of emit rate gradients
  82732. */
  82733. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82734. /**
  82735. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82736. * @param gradient defines the gradient to use (between 0 and 1)
  82737. * @param factor defines the start size to affect to the specified gradient
  82738. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82739. * @returns the current particle system
  82740. */
  82741. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82742. /**
  82743. * Remove a specific start size gradient
  82744. * @param gradient defines the gradient to remove
  82745. * @returns the current particle system
  82746. */
  82747. removeStartSizeGradient(gradient: number): IParticleSystem;
  82748. /**
  82749. * Gets the current list of start size gradients.
  82750. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82751. * @returns the list of start size gradients
  82752. */
  82753. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82754. /**
  82755. * Adds a new life time gradient
  82756. * @param gradient defines the gradient to use (between 0 and 1)
  82757. * @param factor defines the life time factor to affect to the specified gradient
  82758. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82759. * @returns the current particle system
  82760. */
  82761. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82762. /**
  82763. * Remove a specific life time gradient
  82764. * @param gradient defines the gradient to remove
  82765. * @returns the current particle system
  82766. */
  82767. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82768. /**
  82769. * Gets the current list of life time gradients.
  82770. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82771. * @returns the list of life time gradients
  82772. */
  82773. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82774. /**
  82775. * Gets the current list of color gradients.
  82776. * You must use addColorGradient and removeColorGradient to udpate this list
  82777. * @returns the list of color gradients
  82778. */
  82779. getColorGradients(): Nullable<Array<ColorGradient>>;
  82780. /**
  82781. * Adds a new ramp gradient used to remap particle colors
  82782. * @param gradient defines the gradient to use (between 0 and 1)
  82783. * @param color defines the color to affect to the specified gradient
  82784. * @returns the current particle system
  82785. */
  82786. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82787. /**
  82788. * Gets the current list of ramp gradients.
  82789. * You must use addRampGradient and removeRampGradient to udpate this list
  82790. * @returns the list of ramp gradients
  82791. */
  82792. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82793. /** Gets or sets a boolean indicating that ramp gradients must be used
  82794. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82795. */
  82796. useRampGradients: boolean;
  82797. /**
  82798. * Adds a new color remap gradient
  82799. * @param gradient defines the gradient to use (between 0 and 1)
  82800. * @param min defines the color remap minimal range
  82801. * @param max defines the color remap maximal range
  82802. * @returns the current particle system
  82803. */
  82804. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82805. /**
  82806. * Gets the current list of color remap gradients.
  82807. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82808. * @returns the list of color remap gradients
  82809. */
  82810. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82811. /**
  82812. * Adds a new alpha remap gradient
  82813. * @param gradient defines the gradient to use (between 0 and 1)
  82814. * @param min defines the alpha remap minimal range
  82815. * @param max defines the alpha remap maximal range
  82816. * @returns the current particle system
  82817. */
  82818. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82819. /**
  82820. * Gets the current list of alpha remap gradients.
  82821. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82822. * @returns the list of alpha remap gradients
  82823. */
  82824. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82825. /**
  82826. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82827. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82828. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82829. * @returns the emitter
  82830. */
  82831. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82832. /**
  82833. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82834. * @param radius The radius of the hemisphere to emit from
  82835. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82836. * @returns the emitter
  82837. */
  82838. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  82839. /**
  82840. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82841. * @param radius The radius of the sphere to emit from
  82842. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82843. * @returns the emitter
  82844. */
  82845. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  82846. /**
  82847. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82848. * @param radius The radius of the sphere to emit from
  82849. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82850. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82851. * @returns the emitter
  82852. */
  82853. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82854. /**
  82855. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82856. * @param radius The radius of the emission cylinder
  82857. * @param height The height of the emission cylinder
  82858. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82859. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82860. * @returns the emitter
  82861. */
  82862. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  82863. /**
  82864. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82865. * @param radius The radius of the cylinder to emit from
  82866. * @param height The height of the emission cylinder
  82867. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82868. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82869. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82870. * @returns the emitter
  82871. */
  82872. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82873. /**
  82874. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82875. * @param radius The radius of the cone to emit from
  82876. * @param angle The base angle of the cone
  82877. * @returns the emitter
  82878. */
  82879. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  82880. /**
  82881. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82882. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82883. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82884. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82885. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82886. * @returns the emitter
  82887. */
  82888. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82889. /**
  82890. * Get hosting scene
  82891. * @returns the scene
  82892. */
  82893. getScene(): Scene;
  82894. }
  82895. }
  82896. declare module BABYLON {
  82897. /**
  82898. * Creates an instance based on a source mesh.
  82899. */
  82900. export class InstancedMesh extends AbstractMesh {
  82901. private _sourceMesh;
  82902. private _currentLOD;
  82903. /** @hidden */
  82904. _indexInSourceMeshInstanceArray: number;
  82905. constructor(name: string, source: Mesh);
  82906. /**
  82907. * Returns the string "InstancedMesh".
  82908. */
  82909. getClassName(): string;
  82910. /** Gets the list of lights affecting that mesh */
  82911. readonly lightSources: Light[];
  82912. _resyncLightSources(): void;
  82913. _resyncLighSource(light: Light): void;
  82914. _removeLightSource(light: Light): void;
  82915. /**
  82916. * If the source mesh receives shadows
  82917. */
  82918. readonly receiveShadows: boolean;
  82919. /**
  82920. * The material of the source mesh
  82921. */
  82922. readonly material: Nullable<Material>;
  82923. /**
  82924. * Visibility of the source mesh
  82925. */
  82926. readonly visibility: number;
  82927. /**
  82928. * Skeleton of the source mesh
  82929. */
  82930. readonly skeleton: Nullable<Skeleton>;
  82931. /**
  82932. * Rendering ground id of the source mesh
  82933. */
  82934. renderingGroupId: number;
  82935. /**
  82936. * Returns the total number of vertices (integer).
  82937. */
  82938. getTotalVertices(): number;
  82939. /**
  82940. * Returns a positive integer : the total number of indices in this mesh geometry.
  82941. * @returns the numner of indices or zero if the mesh has no geometry.
  82942. */
  82943. getTotalIndices(): number;
  82944. /**
  82945. * The source mesh of the instance
  82946. */
  82947. readonly sourceMesh: Mesh;
  82948. /**
  82949. * Is this node ready to be used/rendered
  82950. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  82951. * @return {boolean} is it ready
  82952. */
  82953. isReady(completeCheck?: boolean): boolean;
  82954. /**
  82955. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  82956. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  82957. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  82958. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  82959. */
  82960. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  82961. /**
  82962. * Sets the vertex data of the mesh geometry for the requested `kind`.
  82963. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  82964. * The `data` are either a numeric array either a Float32Array.
  82965. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  82966. * 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).
  82967. * Note that a new underlying VertexBuffer object is created each call.
  82968. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82969. *
  82970. * Possible `kind` values :
  82971. * - VertexBuffer.PositionKind
  82972. * - VertexBuffer.UVKind
  82973. * - VertexBuffer.UV2Kind
  82974. * - VertexBuffer.UV3Kind
  82975. * - VertexBuffer.UV4Kind
  82976. * - VertexBuffer.UV5Kind
  82977. * - VertexBuffer.UV6Kind
  82978. * - VertexBuffer.ColorKind
  82979. * - VertexBuffer.MatricesIndicesKind
  82980. * - VertexBuffer.MatricesIndicesExtraKind
  82981. * - VertexBuffer.MatricesWeightsKind
  82982. * - VertexBuffer.MatricesWeightsExtraKind
  82983. *
  82984. * Returns the Mesh.
  82985. */
  82986. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  82987. /**
  82988. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  82989. * If the mesh has no geometry, it is simply returned as it is.
  82990. * The `data` are either a numeric array either a Float32Array.
  82991. * No new underlying VertexBuffer object is created.
  82992. * 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.
  82993. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  82994. *
  82995. * Possible `kind` values :
  82996. * - VertexBuffer.PositionKind
  82997. * - VertexBuffer.UVKind
  82998. * - VertexBuffer.UV2Kind
  82999. * - VertexBuffer.UV3Kind
  83000. * - VertexBuffer.UV4Kind
  83001. * - VertexBuffer.UV5Kind
  83002. * - VertexBuffer.UV6Kind
  83003. * - VertexBuffer.ColorKind
  83004. * - VertexBuffer.MatricesIndicesKind
  83005. * - VertexBuffer.MatricesIndicesExtraKind
  83006. * - VertexBuffer.MatricesWeightsKind
  83007. * - VertexBuffer.MatricesWeightsExtraKind
  83008. *
  83009. * Returns the Mesh.
  83010. */
  83011. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  83012. /**
  83013. * Sets the mesh indices.
  83014. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  83015. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  83016. * This method creates a new index buffer each call.
  83017. * Returns the Mesh.
  83018. */
  83019. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  83020. /**
  83021. * Boolean : True if the mesh owns the requested kind of data.
  83022. */
  83023. isVerticesDataPresent(kind: string): boolean;
  83024. /**
  83025. * Returns an array of indices (IndicesArray).
  83026. */
  83027. getIndices(): Nullable<IndicesArray>;
  83028. readonly _positions: Nullable<Vector3[]>;
  83029. /**
  83030. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  83031. * This means the mesh underlying bounding box and sphere are recomputed.
  83032. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  83033. * @returns the current mesh
  83034. */
  83035. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  83036. /** @hidden */
  83037. _preActivate(): InstancedMesh;
  83038. /** @hidden */
  83039. _activate(renderId: number, intermediateRendering: boolean): boolean;
  83040. /** @hidden */
  83041. _postActivate(): void;
  83042. getWorldMatrix(): Matrix;
  83043. readonly isAnInstance: boolean;
  83044. /**
  83045. * Returns the current associated LOD AbstractMesh.
  83046. */
  83047. getLOD(camera: Camera): AbstractMesh;
  83048. /** @hidden */
  83049. _syncSubMeshes(): InstancedMesh;
  83050. /** @hidden */
  83051. _generatePointsArray(): boolean;
  83052. /**
  83053. * Creates a new InstancedMesh from the current mesh.
  83054. * - name (string) : the cloned mesh name
  83055. * - newParent (optional Node) : the optional Node to parent the clone to.
  83056. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  83057. *
  83058. * Returns the clone.
  83059. */
  83060. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
  83061. /**
  83062. * Disposes the InstancedMesh.
  83063. * Returns nothing.
  83064. */
  83065. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  83066. }
  83067. }
  83068. declare module BABYLON {
  83069. /**
  83070. * Defines the options associated with the creation of a shader material.
  83071. */
  83072. export interface IShaderMaterialOptions {
  83073. /**
  83074. * Does the material work in alpha blend mode
  83075. */
  83076. needAlphaBlending: boolean;
  83077. /**
  83078. * Does the material work in alpha test mode
  83079. */
  83080. needAlphaTesting: boolean;
  83081. /**
  83082. * The list of attribute names used in the shader
  83083. */
  83084. attributes: string[];
  83085. /**
  83086. * The list of unifrom names used in the shader
  83087. */
  83088. uniforms: string[];
  83089. /**
  83090. * The list of UBO names used in the shader
  83091. */
  83092. uniformBuffers: string[];
  83093. /**
  83094. * The list of sampler names used in the shader
  83095. */
  83096. samplers: string[];
  83097. /**
  83098. * The list of defines used in the shader
  83099. */
  83100. defines: string[];
  83101. }
  83102. /**
  83103. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  83104. *
  83105. * This returned material effects how the mesh will look based on the code in the shaders.
  83106. *
  83107. * @see http://doc.babylonjs.com/how_to/shader_material
  83108. */
  83109. export class ShaderMaterial extends Material {
  83110. private _shaderPath;
  83111. private _options;
  83112. private _textures;
  83113. private _textureArrays;
  83114. private _floats;
  83115. private _ints;
  83116. private _floatsArrays;
  83117. private _colors3;
  83118. private _colors3Arrays;
  83119. private _colors4;
  83120. private _colors4Arrays;
  83121. private _vectors2;
  83122. private _vectors3;
  83123. private _vectors4;
  83124. private _matrices;
  83125. private _matrices3x3;
  83126. private _matrices2x2;
  83127. private _vectors2Arrays;
  83128. private _vectors3Arrays;
  83129. private _vectors4Arrays;
  83130. private _cachedWorldViewMatrix;
  83131. private _cachedWorldViewProjectionMatrix;
  83132. private _renderId;
  83133. /**
  83134. * Instantiate a new shader material.
  83135. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  83136. * This returned material effects how the mesh will look based on the code in the shaders.
  83137. * @see http://doc.babylonjs.com/how_to/shader_material
  83138. * @param name Define the name of the material in the scene
  83139. * @param scene Define the scene the material belongs to
  83140. * @param shaderPath Defines the route to the shader code in one of three ways:
  83141. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  83142. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  83143. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  83144. * @param options Define the options used to create the shader
  83145. */
  83146. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  83147. /**
  83148. * Gets the options used to compile the shader.
  83149. * They can be modified to trigger a new compilation
  83150. */
  83151. readonly options: IShaderMaterialOptions;
  83152. /**
  83153. * Gets the current class name of the material e.g. "ShaderMaterial"
  83154. * Mainly use in serialization.
  83155. * @returns the class name
  83156. */
  83157. getClassName(): string;
  83158. /**
  83159. * Specifies if the material will require alpha blending
  83160. * @returns a boolean specifying if alpha blending is needed
  83161. */
  83162. needAlphaBlending(): boolean;
  83163. /**
  83164. * Specifies if this material should be rendered in alpha test mode
  83165. * @returns a boolean specifying if an alpha test is needed.
  83166. */
  83167. needAlphaTesting(): boolean;
  83168. private _checkUniform;
  83169. /**
  83170. * Set a texture in the shader.
  83171. * @param name Define the name of the uniform samplers as defined in the shader
  83172. * @param texture Define the texture to bind to this sampler
  83173. * @return the material itself allowing "fluent" like uniform updates
  83174. */
  83175. setTexture(name: string, texture: Texture): ShaderMaterial;
  83176. /**
  83177. * Set a texture array in the shader.
  83178. * @param name Define the name of the uniform sampler array as defined in the shader
  83179. * @param textures Define the list of textures to bind to this sampler
  83180. * @return the material itself allowing "fluent" like uniform updates
  83181. */
  83182. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  83183. /**
  83184. * Set a float in the shader.
  83185. * @param name Define the name of the uniform as defined in the shader
  83186. * @param value Define the value to give to the uniform
  83187. * @return the material itself allowing "fluent" like uniform updates
  83188. */
  83189. setFloat(name: string, value: number): ShaderMaterial;
  83190. /**
  83191. * Set a int in the shader.
  83192. * @param name Define the name of the uniform as defined in the shader
  83193. * @param value Define the value to give to the uniform
  83194. * @return the material itself allowing "fluent" like uniform updates
  83195. */
  83196. setInt(name: string, value: number): ShaderMaterial;
  83197. /**
  83198. * Set an array of floats in the shader.
  83199. * @param name Define the name of the uniform as defined in the shader
  83200. * @param value Define the value to give to the uniform
  83201. * @return the material itself allowing "fluent" like uniform updates
  83202. */
  83203. setFloats(name: string, value: number[]): ShaderMaterial;
  83204. /**
  83205. * Set a vec3 in the shader from a Color3.
  83206. * @param name Define the name of the uniform as defined in the shader
  83207. * @param value Define the value to give to the uniform
  83208. * @return the material itself allowing "fluent" like uniform updates
  83209. */
  83210. setColor3(name: string, value: Color3): ShaderMaterial;
  83211. /**
  83212. * Set a vec3 array in the shader from a Color3 array.
  83213. * @param name Define the name of the uniform as defined in the shader
  83214. * @param value Define the value to give to the uniform
  83215. * @return the material itself allowing "fluent" like uniform updates
  83216. */
  83217. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  83218. /**
  83219. * Set a vec4 in the shader from a Color4.
  83220. * @param name Define the name of the uniform as defined in the shader
  83221. * @param value Define the value to give to the uniform
  83222. * @return the material itself allowing "fluent" like uniform updates
  83223. */
  83224. setColor4(name: string, value: Color4): ShaderMaterial;
  83225. /**
  83226. * Set a vec4 array in the shader from a Color4 array.
  83227. * @param name Define the name of the uniform as defined in the shader
  83228. * @param value Define the value to give to the uniform
  83229. * @return the material itself allowing "fluent" like uniform updates
  83230. */
  83231. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  83232. /**
  83233. * Set a vec2 in the shader from a Vector2.
  83234. * @param name Define the name of the uniform as defined in the shader
  83235. * @param value Define the value to give to the uniform
  83236. * @return the material itself allowing "fluent" like uniform updates
  83237. */
  83238. setVector2(name: string, value: Vector2): ShaderMaterial;
  83239. /**
  83240. * Set a vec3 in the shader from a Vector3.
  83241. * @param name Define the name of the uniform as defined in the shader
  83242. * @param value Define the value to give to the uniform
  83243. * @return the material itself allowing "fluent" like uniform updates
  83244. */
  83245. setVector3(name: string, value: Vector3): ShaderMaterial;
  83246. /**
  83247. * Set a vec4 in the shader from a Vector4.
  83248. * @param name Define the name of the uniform as defined in the shader
  83249. * @param value Define the value to give to the uniform
  83250. * @return the material itself allowing "fluent" like uniform updates
  83251. */
  83252. setVector4(name: string, value: Vector4): ShaderMaterial;
  83253. /**
  83254. * Set a mat4 in the shader from a Matrix.
  83255. * @param name Define the name of the uniform as defined in the shader
  83256. * @param value Define the value to give to the uniform
  83257. * @return the material itself allowing "fluent" like uniform updates
  83258. */
  83259. setMatrix(name: string, value: Matrix): ShaderMaterial;
  83260. /**
  83261. * Set a mat3 in the shader from a Float32Array.
  83262. * @param name Define the name of the uniform as defined in the shader
  83263. * @param value Define the value to give to the uniform
  83264. * @return the material itself allowing "fluent" like uniform updates
  83265. */
  83266. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  83267. /**
  83268. * Set a mat2 in the shader from a Float32Array.
  83269. * @param name Define the name of the uniform as defined in the shader
  83270. * @param value Define the value to give to the uniform
  83271. * @return the material itself allowing "fluent" like uniform updates
  83272. */
  83273. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  83274. /**
  83275. * Set a vec2 array in the shader from a number array.
  83276. * @param name Define the name of the uniform as defined in the shader
  83277. * @param value Define the value to give to the uniform
  83278. * @return the material itself allowing "fluent" like uniform updates
  83279. */
  83280. setArray2(name: string, value: number[]): ShaderMaterial;
  83281. /**
  83282. * Set a vec3 array in the shader from a number array.
  83283. * @param name Define the name of the uniform as defined in the shader
  83284. * @param value Define the value to give to the uniform
  83285. * @return the material itself allowing "fluent" like uniform updates
  83286. */
  83287. setArray3(name: string, value: number[]): ShaderMaterial;
  83288. /**
  83289. * Set a vec4 array in the shader from a number array.
  83290. * @param name Define the name of the uniform as defined in the shader
  83291. * @param value Define the value to give to the uniform
  83292. * @return the material itself allowing "fluent" like uniform updates
  83293. */
  83294. setArray4(name: string, value: number[]): ShaderMaterial;
  83295. private _checkCache;
  83296. /**
  83297. * Specifies that the submesh is ready to be used
  83298. * @param mesh defines the mesh to check
  83299. * @param subMesh defines which submesh to check
  83300. * @param useInstances specifies that instances should be used
  83301. * @returns a boolean indicating that the submesh is ready or not
  83302. */
  83303. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83304. /**
  83305. * Checks if the material is ready to render the requested mesh
  83306. * @param mesh Define the mesh to render
  83307. * @param useInstances Define whether or not the material is used with instances
  83308. * @returns true if ready, otherwise false
  83309. */
  83310. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83311. /**
  83312. * Binds the world matrix to the material
  83313. * @param world defines the world transformation matrix
  83314. */
  83315. bindOnlyWorldMatrix(world: Matrix): void;
  83316. /**
  83317. * Binds the material to the mesh
  83318. * @param world defines the world transformation matrix
  83319. * @param mesh defines the mesh to bind the material to
  83320. */
  83321. bind(world: Matrix, mesh?: Mesh): void;
  83322. /**
  83323. * Gets the active textures from the material
  83324. * @returns an array of textures
  83325. */
  83326. getActiveTextures(): BaseTexture[];
  83327. /**
  83328. * Specifies if the material uses a texture
  83329. * @param texture defines the texture to check against the material
  83330. * @returns a boolean specifying if the material uses the texture
  83331. */
  83332. hasTexture(texture: BaseTexture): boolean;
  83333. /**
  83334. * Makes a duplicate of the material, and gives it a new name
  83335. * @param name defines the new name for the duplicated material
  83336. * @returns the cloned material
  83337. */
  83338. clone(name: string): ShaderMaterial;
  83339. /**
  83340. * Disposes the material
  83341. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  83342. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  83343. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  83344. */
  83345. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  83346. /**
  83347. * Serializes this material in a JSON representation
  83348. * @returns the serialized material object
  83349. */
  83350. serialize(): any;
  83351. /**
  83352. * Creates a shader material from parsed shader material data
  83353. * @param source defines the JSON represnetation of the material
  83354. * @param scene defines the hosting scene
  83355. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  83356. * @returns a new material
  83357. */
  83358. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  83359. }
  83360. }
  83361. declare module BABYLON {
  83362. /** @hidden */
  83363. export var colorPixelShader: {
  83364. name: string;
  83365. shader: string;
  83366. };
  83367. }
  83368. declare module BABYLON {
  83369. /** @hidden */
  83370. export var colorVertexShader: {
  83371. name: string;
  83372. shader: string;
  83373. };
  83374. }
  83375. declare module BABYLON {
  83376. /**
  83377. * Line mesh
  83378. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  83379. */
  83380. export class LinesMesh extends Mesh {
  83381. /**
  83382. * If vertex color should be applied to the mesh
  83383. */
  83384. readonly useVertexColor?: boolean | undefined;
  83385. /**
  83386. * If vertex alpha should be applied to the mesh
  83387. */
  83388. readonly useVertexAlpha?: boolean | undefined;
  83389. /**
  83390. * Color of the line (Default: White)
  83391. */
  83392. color: Color3;
  83393. /**
  83394. * Alpha of the line (Default: 1)
  83395. */
  83396. alpha: number;
  83397. /**
  83398. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83399. * This margin is expressed in world space coordinates, so its value may vary.
  83400. * Default value is 0.1
  83401. */
  83402. intersectionThreshold: number;
  83403. private _colorShader;
  83404. private color4;
  83405. /**
  83406. * Creates a new LinesMesh
  83407. * @param name defines the name
  83408. * @param scene defines the hosting scene
  83409. * @param parent defines the parent mesh if any
  83410. * @param source defines the optional source LinesMesh used to clone data from
  83411. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  83412. * When false, achieved by calling a clone(), also passing False.
  83413. * This will make creation of children, recursive.
  83414. * @param useVertexColor defines if this LinesMesh supports vertex color
  83415. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  83416. */
  83417. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  83418. /**
  83419. * If vertex color should be applied to the mesh
  83420. */
  83421. useVertexColor?: boolean | undefined,
  83422. /**
  83423. * If vertex alpha should be applied to the mesh
  83424. */
  83425. useVertexAlpha?: boolean | undefined);
  83426. private _addClipPlaneDefine;
  83427. private _removeClipPlaneDefine;
  83428. isReady(): boolean;
  83429. /**
  83430. * Returns the string "LineMesh"
  83431. */
  83432. getClassName(): string;
  83433. /**
  83434. * @hidden
  83435. */
  83436. /**
  83437. * @hidden
  83438. */
  83439. material: Material;
  83440. /**
  83441. * @hidden
  83442. */
  83443. readonly checkCollisions: boolean;
  83444. /** @hidden */
  83445. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  83446. /** @hidden */
  83447. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  83448. /**
  83449. * Disposes of the line mesh
  83450. * @param doNotRecurse If children should be disposed
  83451. */
  83452. dispose(doNotRecurse?: boolean): void;
  83453. /**
  83454. * Returns a new LineMesh object cloned from the current one.
  83455. */
  83456. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  83457. /**
  83458. * Creates a new InstancedLinesMesh object from the mesh model.
  83459. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  83460. * @param name defines the name of the new instance
  83461. * @returns a new InstancedLinesMesh
  83462. */
  83463. createInstance(name: string): InstancedLinesMesh;
  83464. }
  83465. /**
  83466. * Creates an instance based on a source LinesMesh
  83467. */
  83468. export class InstancedLinesMesh extends InstancedMesh {
  83469. /**
  83470. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83471. * This margin is expressed in world space coordinates, so its value may vary.
  83472. * Initilized with the intersectionThreshold value of the source LinesMesh
  83473. */
  83474. intersectionThreshold: number;
  83475. constructor(name: string, source: LinesMesh);
  83476. /**
  83477. * Returns the string "InstancedLinesMesh".
  83478. */
  83479. getClassName(): string;
  83480. }
  83481. }
  83482. declare module BABYLON {
  83483. /** @hidden */
  83484. export var linePixelShader: {
  83485. name: string;
  83486. shader: string;
  83487. };
  83488. }
  83489. declare module BABYLON {
  83490. /** @hidden */
  83491. export var lineVertexShader: {
  83492. name: string;
  83493. shader: string;
  83494. };
  83495. }
  83496. declare module BABYLON {
  83497. interface AbstractMesh {
  83498. /**
  83499. * Gets the edgesRenderer associated with the mesh
  83500. */
  83501. edgesRenderer: Nullable<EdgesRenderer>;
  83502. }
  83503. interface LinesMesh {
  83504. /**
  83505. * Enables the edge rendering mode on the mesh.
  83506. * This mode makes the mesh edges visible
  83507. * @param epsilon defines the maximal distance between two angles to detect a face
  83508. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83509. * @returns the currentAbstractMesh
  83510. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83511. */
  83512. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  83513. }
  83514. interface InstancedLinesMesh {
  83515. /**
  83516. * Enables the edge rendering mode on the mesh.
  83517. * This mode makes the mesh edges visible
  83518. * @param epsilon defines the maximal distance between two angles to detect a face
  83519. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83520. * @returns the current InstancedLinesMesh
  83521. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83522. */
  83523. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  83524. }
  83525. /**
  83526. * Defines the minimum contract an Edges renderer should follow.
  83527. */
  83528. export interface IEdgesRenderer extends IDisposable {
  83529. /**
  83530. * Gets or sets a boolean indicating if the edgesRenderer is active
  83531. */
  83532. isEnabled: boolean;
  83533. /**
  83534. * Renders the edges of the attached mesh,
  83535. */
  83536. render(): void;
  83537. /**
  83538. * Checks wether or not the edges renderer is ready to render.
  83539. * @return true if ready, otherwise false.
  83540. */
  83541. isReady(): boolean;
  83542. }
  83543. /**
  83544. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  83545. */
  83546. export class EdgesRenderer implements IEdgesRenderer {
  83547. /**
  83548. * Define the size of the edges with an orthographic camera
  83549. */
  83550. edgesWidthScalerForOrthographic: number;
  83551. /**
  83552. * Define the size of the edges with a perspective camera
  83553. */
  83554. edgesWidthScalerForPerspective: number;
  83555. protected _source: AbstractMesh;
  83556. protected _linesPositions: number[];
  83557. protected _linesNormals: number[];
  83558. protected _linesIndices: number[];
  83559. protected _epsilon: number;
  83560. protected _indicesCount: number;
  83561. protected _lineShader: ShaderMaterial;
  83562. protected _ib: DataBuffer;
  83563. protected _buffers: {
  83564. [key: string]: Nullable<VertexBuffer>;
  83565. };
  83566. protected _checkVerticesInsteadOfIndices: boolean;
  83567. private _meshRebuildObserver;
  83568. private _meshDisposeObserver;
  83569. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  83570. isEnabled: boolean;
  83571. /**
  83572. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  83573. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  83574. * @param source Mesh used to create edges
  83575. * @param epsilon sum of angles in adjacency to check for edge
  83576. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  83577. * @param generateEdgesLines - should generate Lines or only prepare resources.
  83578. */
  83579. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  83580. protected _prepareRessources(): void;
  83581. /** @hidden */
  83582. _rebuild(): void;
  83583. /**
  83584. * Releases the required resources for the edges renderer
  83585. */
  83586. dispose(): void;
  83587. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  83588. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  83589. /**
  83590. * Checks if the pair of p0 and p1 is en edge
  83591. * @param faceIndex
  83592. * @param edge
  83593. * @param faceNormals
  83594. * @param p0
  83595. * @param p1
  83596. * @private
  83597. */
  83598. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  83599. /**
  83600. * push line into the position, normal and index buffer
  83601. * @protected
  83602. */
  83603. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  83604. /**
  83605. * Generates lines edges from adjacencjes
  83606. * @private
  83607. */
  83608. _generateEdgesLines(): void;
  83609. /**
  83610. * Checks wether or not the edges renderer is ready to render.
  83611. * @return true if ready, otherwise false.
  83612. */
  83613. isReady(): boolean;
  83614. /**
  83615. * Renders the edges of the attached mesh,
  83616. */
  83617. render(): void;
  83618. }
  83619. /**
  83620. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  83621. */
  83622. export class LineEdgesRenderer extends EdgesRenderer {
  83623. /**
  83624. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  83625. * @param source LineMesh used to generate edges
  83626. * @param epsilon not important (specified angle for edge detection)
  83627. * @param checkVerticesInsteadOfIndices not important for LineMesh
  83628. */
  83629. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  83630. /**
  83631. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  83632. */
  83633. _generateEdgesLines(): void;
  83634. }
  83635. }
  83636. declare module BABYLON {
  83637. /**
  83638. * This represents the object necessary to create a rendering group.
  83639. * This is exclusively used and created by the rendering manager.
  83640. * To modify the behavior, you use the available helpers in your scene or meshes.
  83641. * @hidden
  83642. */
  83643. export class RenderingGroup {
  83644. index: number;
  83645. private static _zeroVector;
  83646. private _scene;
  83647. private _opaqueSubMeshes;
  83648. private _transparentSubMeshes;
  83649. private _alphaTestSubMeshes;
  83650. private _depthOnlySubMeshes;
  83651. private _particleSystems;
  83652. private _spriteManagers;
  83653. private _opaqueSortCompareFn;
  83654. private _alphaTestSortCompareFn;
  83655. private _transparentSortCompareFn;
  83656. private _renderOpaque;
  83657. private _renderAlphaTest;
  83658. private _renderTransparent;
  83659. /** @hidden */
  83660. _edgesRenderers: SmartArray<IEdgesRenderer>;
  83661. onBeforeTransparentRendering: () => void;
  83662. /**
  83663. * Set the opaque sort comparison function.
  83664. * If null the sub meshes will be render in the order they were created
  83665. */
  83666. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83667. /**
  83668. * Set the alpha test sort comparison function.
  83669. * If null the sub meshes will be render in the order they were created
  83670. */
  83671. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83672. /**
  83673. * Set the transparent sort comparison function.
  83674. * If null the sub meshes will be render in the order they were created
  83675. */
  83676. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83677. /**
  83678. * Creates a new rendering group.
  83679. * @param index The rendering group index
  83680. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  83681. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  83682. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  83683. */
  83684. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  83685. /**
  83686. * Render all the sub meshes contained in the group.
  83687. * @param customRenderFunction Used to override the default render behaviour of the group.
  83688. * @returns true if rendered some submeshes.
  83689. */
  83690. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  83691. /**
  83692. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  83693. * @param subMeshes The submeshes to render
  83694. */
  83695. private renderOpaqueSorted;
  83696. /**
  83697. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  83698. * @param subMeshes The submeshes to render
  83699. */
  83700. private renderAlphaTestSorted;
  83701. /**
  83702. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  83703. * @param subMeshes The submeshes to render
  83704. */
  83705. private renderTransparentSorted;
  83706. /**
  83707. * Renders the submeshes in a specified order.
  83708. * @param subMeshes The submeshes to sort before render
  83709. * @param sortCompareFn The comparison function use to sort
  83710. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  83711. * @param transparent Specifies to activate blending if true
  83712. */
  83713. private static renderSorted;
  83714. /**
  83715. * Renders the submeshes in the order they were dispatched (no sort applied).
  83716. * @param subMeshes The submeshes to render
  83717. */
  83718. private static renderUnsorted;
  83719. /**
  83720. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83721. * are rendered back to front if in the same alpha index.
  83722. *
  83723. * @param a The first submesh
  83724. * @param b The second submesh
  83725. * @returns The result of the comparison
  83726. */
  83727. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  83728. /**
  83729. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83730. * are rendered back to front.
  83731. *
  83732. * @param a The first submesh
  83733. * @param b The second submesh
  83734. * @returns The result of the comparison
  83735. */
  83736. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  83737. /**
  83738. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83739. * are rendered front to back (prevent overdraw).
  83740. *
  83741. * @param a The first submesh
  83742. * @param b The second submesh
  83743. * @returns The result of the comparison
  83744. */
  83745. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83746. /**
  83747. * Resets the different lists of submeshes to prepare a new frame.
  83748. */
  83749. prepare(): void;
  83750. dispose(): void;
  83751. /**
  83752. * Inserts the submesh in its correct queue depending on its material.
  83753. * @param subMesh The submesh to dispatch
  83754. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83755. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83756. */
  83757. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83758. dispatchSprites(spriteManager: ISpriteManager): void;
  83759. dispatchParticles(particleSystem: IParticleSystem): void;
  83760. private _renderParticles;
  83761. private _renderSprites;
  83762. }
  83763. }
  83764. declare module BABYLON {
  83765. /**
  83766. * Interface describing the different options available in the rendering manager
  83767. * regarding Auto Clear between groups.
  83768. */
  83769. export interface IRenderingManagerAutoClearSetup {
  83770. /**
  83771. * Defines whether or not autoclear is enable.
  83772. */
  83773. autoClear: boolean;
  83774. /**
  83775. * Defines whether or not to autoclear the depth buffer.
  83776. */
  83777. depth: boolean;
  83778. /**
  83779. * Defines whether or not to autoclear the stencil buffer.
  83780. */
  83781. stencil: boolean;
  83782. }
  83783. /**
  83784. * This class is used by the onRenderingGroupObservable
  83785. */
  83786. export class RenderingGroupInfo {
  83787. /**
  83788. * The Scene that being rendered
  83789. */
  83790. scene: Scene;
  83791. /**
  83792. * The camera currently used for the rendering pass
  83793. */
  83794. camera: Nullable<Camera>;
  83795. /**
  83796. * The ID of the renderingGroup being processed
  83797. */
  83798. renderingGroupId: number;
  83799. }
  83800. /**
  83801. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83802. * It is enable to manage the different groups as well as the different necessary sort functions.
  83803. * This should not be used directly aside of the few static configurations
  83804. */
  83805. export class RenderingManager {
  83806. /**
  83807. * The max id used for rendering groups (not included)
  83808. */
  83809. static MAX_RENDERINGGROUPS: number;
  83810. /**
  83811. * The min id used for rendering groups (included)
  83812. */
  83813. static MIN_RENDERINGGROUPS: number;
  83814. /**
  83815. * Used to globally prevent autoclearing scenes.
  83816. */
  83817. static AUTOCLEAR: boolean;
  83818. /**
  83819. * @hidden
  83820. */
  83821. _useSceneAutoClearSetup: boolean;
  83822. private _scene;
  83823. private _renderingGroups;
  83824. private _depthStencilBufferAlreadyCleaned;
  83825. private _autoClearDepthStencil;
  83826. private _customOpaqueSortCompareFn;
  83827. private _customAlphaTestSortCompareFn;
  83828. private _customTransparentSortCompareFn;
  83829. private _renderingGroupInfo;
  83830. /**
  83831. * Instantiates a new rendering group for a particular scene
  83832. * @param scene Defines the scene the groups belongs to
  83833. */
  83834. constructor(scene: Scene);
  83835. private _clearDepthStencilBuffer;
  83836. /**
  83837. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  83838. * @hidden
  83839. */
  83840. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  83841. /**
  83842. * Resets the different information of the group to prepare a new frame
  83843. * @hidden
  83844. */
  83845. reset(): void;
  83846. /**
  83847. * Dispose and release the group and its associated resources.
  83848. * @hidden
  83849. */
  83850. dispose(): void;
  83851. /**
  83852. * Clear the info related to rendering groups preventing retention points during dispose.
  83853. */
  83854. freeRenderingGroups(): void;
  83855. private _prepareRenderingGroup;
  83856. /**
  83857. * Add a sprite manager to the rendering manager in order to render it this frame.
  83858. * @param spriteManager Define the sprite manager to render
  83859. */
  83860. dispatchSprites(spriteManager: ISpriteManager): void;
  83861. /**
  83862. * Add a particle system to the rendering manager in order to render it this frame.
  83863. * @param particleSystem Define the particle system to render
  83864. */
  83865. dispatchParticles(particleSystem: IParticleSystem): void;
  83866. /**
  83867. * Add a submesh to the manager in order to render it this frame
  83868. * @param subMesh The submesh to dispatch
  83869. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83870. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83871. */
  83872. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83873. /**
  83874. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83875. * This allowed control for front to back rendering or reversly depending of the special needs.
  83876. *
  83877. * @param renderingGroupId The rendering group id corresponding to its index
  83878. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83879. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83880. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83881. */
  83882. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  83883. /**
  83884. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83885. *
  83886. * @param renderingGroupId The rendering group id corresponding to its index
  83887. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83888. * @param depth Automatically clears depth between groups if true and autoClear is true.
  83889. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  83890. */
  83891. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  83892. /**
  83893. * Gets the current auto clear configuration for one rendering group of the rendering
  83894. * manager.
  83895. * @param index the rendering group index to get the information for
  83896. * @returns The auto clear setup for the requested rendering group
  83897. */
  83898. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  83899. }
  83900. }
  83901. declare module BABYLON {
  83902. /**
  83903. * This Helps creating a texture that will be created from a camera in your scene.
  83904. * It is basically a dynamic texture that could be used to create special effects for instance.
  83905. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  83906. */
  83907. export class RenderTargetTexture extends Texture {
  83908. isCube: boolean;
  83909. /**
  83910. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  83911. */
  83912. static readonly REFRESHRATE_RENDER_ONCE: number;
  83913. /**
  83914. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  83915. */
  83916. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  83917. /**
  83918. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  83919. * the central point of your effect and can save a lot of performances.
  83920. */
  83921. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  83922. /**
  83923. * Use this predicate to dynamically define the list of mesh you want to render.
  83924. * If set, the renderList property will be overwritten.
  83925. */
  83926. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  83927. private _renderList;
  83928. /**
  83929. * Use this list to define the list of mesh you want to render.
  83930. */
  83931. renderList: Nullable<Array<AbstractMesh>>;
  83932. private _hookArray;
  83933. /**
  83934. * Define if particles should be rendered in your texture.
  83935. */
  83936. renderParticles: boolean;
  83937. /**
  83938. * Define if sprites should be rendered in your texture.
  83939. */
  83940. renderSprites: boolean;
  83941. /**
  83942. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  83943. */
  83944. coordinatesMode: number;
  83945. /**
  83946. * Define the camera used to render the texture.
  83947. */
  83948. activeCamera: Nullable<Camera>;
  83949. /**
  83950. * Override the render function of the texture with your own one.
  83951. */
  83952. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  83953. /**
  83954. * Define if camera post processes should be use while rendering the texture.
  83955. */
  83956. useCameraPostProcesses: boolean;
  83957. /**
  83958. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  83959. */
  83960. ignoreCameraViewport: boolean;
  83961. private _postProcessManager;
  83962. private _postProcesses;
  83963. private _resizeObserver;
  83964. /**
  83965. * An event triggered when the texture is unbind.
  83966. */
  83967. onBeforeBindObservable: Observable<RenderTargetTexture>;
  83968. /**
  83969. * An event triggered when the texture is unbind.
  83970. */
  83971. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  83972. private _onAfterUnbindObserver;
  83973. /**
  83974. * Set a after unbind callback in the texture.
  83975. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  83976. */
  83977. onAfterUnbind: () => void;
  83978. /**
  83979. * An event triggered before rendering the texture
  83980. */
  83981. onBeforeRenderObservable: Observable<number>;
  83982. private _onBeforeRenderObserver;
  83983. /**
  83984. * Set a before render callback in the texture.
  83985. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  83986. */
  83987. onBeforeRender: (faceIndex: number) => void;
  83988. /**
  83989. * An event triggered after rendering the texture
  83990. */
  83991. onAfterRenderObservable: Observable<number>;
  83992. private _onAfterRenderObserver;
  83993. /**
  83994. * Set a after render callback in the texture.
  83995. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  83996. */
  83997. onAfterRender: (faceIndex: number) => void;
  83998. /**
  83999. * An event triggered after the texture clear
  84000. */
  84001. onClearObservable: Observable<Engine>;
  84002. private _onClearObserver;
  84003. /**
  84004. * Set a clear callback in the texture.
  84005. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  84006. */
  84007. onClear: (Engine: Engine) => void;
  84008. /**
  84009. * An event triggered when the texture is resized.
  84010. */
  84011. onResizeObservable: Observable<RenderTargetTexture>;
  84012. /**
  84013. * Define the clear color of the Render Target if it should be different from the scene.
  84014. */
  84015. clearColor: Color4;
  84016. protected _size: number | {
  84017. width: number;
  84018. height: number;
  84019. };
  84020. protected _initialSizeParameter: number | {
  84021. width: number;
  84022. height: number;
  84023. } | {
  84024. ratio: number;
  84025. };
  84026. protected _sizeRatio: Nullable<number>;
  84027. /** @hidden */
  84028. _generateMipMaps: boolean;
  84029. protected _renderingManager: RenderingManager;
  84030. /** @hidden */
  84031. _waitingRenderList: string[];
  84032. protected _doNotChangeAspectRatio: boolean;
  84033. protected _currentRefreshId: number;
  84034. protected _refreshRate: number;
  84035. protected _textureMatrix: Matrix;
  84036. protected _samples: number;
  84037. protected _renderTargetOptions: RenderTargetCreationOptions;
  84038. /**
  84039. * Gets render target creation options that were used.
  84040. */
  84041. readonly renderTargetOptions: RenderTargetCreationOptions;
  84042. protected _engine: Engine;
  84043. protected _onRatioRescale(): void;
  84044. /**
  84045. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  84046. * It must define where the camera used to render the texture is set
  84047. */
  84048. boundingBoxPosition: Vector3;
  84049. private _boundingBoxSize;
  84050. /**
  84051. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  84052. * When defined, the cubemap will switch to local mode
  84053. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  84054. * @example https://www.babylonjs-playground.com/#RNASML
  84055. */
  84056. boundingBoxSize: Vector3;
  84057. /**
  84058. * In case the RTT has been created with a depth texture, get the associated
  84059. * depth texture.
  84060. * Otherwise, return null.
  84061. */
  84062. depthStencilTexture: Nullable<InternalTexture>;
  84063. /**
  84064. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  84065. * or used a shadow, depth texture...
  84066. * @param name The friendly name of the texture
  84067. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  84068. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  84069. * @param generateMipMaps True if mip maps need to be generated after render.
  84070. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  84071. * @param type The type of the buffer in the RTT (int, half float, float...)
  84072. * @param isCube True if a cube texture needs to be created
  84073. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  84074. * @param generateDepthBuffer True to generate a depth buffer
  84075. * @param generateStencilBuffer True to generate a stencil buffer
  84076. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  84077. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  84078. * @param delayAllocation if the texture allocation should be delayed (default: false)
  84079. */
  84080. constructor(name: string, size: number | {
  84081. width: number;
  84082. height: number;
  84083. } | {
  84084. ratio: number;
  84085. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  84086. /**
  84087. * Creates a depth stencil texture.
  84088. * This is only available in WebGL 2 or with the depth texture extension available.
  84089. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  84090. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  84091. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  84092. */
  84093. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  84094. private _processSizeParameter;
  84095. /**
  84096. * Define the number of samples to use in case of MSAA.
  84097. * It defaults to one meaning no MSAA has been enabled.
  84098. */
  84099. samples: number;
  84100. /**
  84101. * Resets the refresh counter of the texture and start bak from scratch.
  84102. * Could be useful to regenerate the texture if it is setup to render only once.
  84103. */
  84104. resetRefreshCounter(): void;
  84105. /**
  84106. * Define the refresh rate of the texture or the rendering frequency.
  84107. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84108. */
  84109. refreshRate: number;
  84110. /**
  84111. * Adds a post process to the render target rendering passes.
  84112. * @param postProcess define the post process to add
  84113. */
  84114. addPostProcess(postProcess: PostProcess): void;
  84115. /**
  84116. * Clear all the post processes attached to the render target
  84117. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  84118. */
  84119. clearPostProcesses(dispose?: boolean): void;
  84120. /**
  84121. * Remove one of the post process from the list of attached post processes to the texture
  84122. * @param postProcess define the post process to remove from the list
  84123. */
  84124. removePostProcess(postProcess: PostProcess): void;
  84125. /** @hidden */
  84126. _shouldRender(): boolean;
  84127. /**
  84128. * Gets the actual render size of the texture.
  84129. * @returns the width of the render size
  84130. */
  84131. getRenderSize(): number;
  84132. /**
  84133. * Gets the actual render width of the texture.
  84134. * @returns the width of the render size
  84135. */
  84136. getRenderWidth(): number;
  84137. /**
  84138. * Gets the actual render height of the texture.
  84139. * @returns the height of the render size
  84140. */
  84141. getRenderHeight(): number;
  84142. /**
  84143. * Get if the texture can be rescaled or not.
  84144. */
  84145. readonly canRescale: boolean;
  84146. /**
  84147. * Resize the texture using a ratio.
  84148. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  84149. */
  84150. scale(ratio: number): void;
  84151. /**
  84152. * Get the texture reflection matrix used to rotate/transform the reflection.
  84153. * @returns the reflection matrix
  84154. */
  84155. getReflectionTextureMatrix(): Matrix;
  84156. /**
  84157. * Resize the texture to a new desired size.
  84158. * Be carrefull as it will recreate all the data in the new texture.
  84159. * @param size Define the new size. It can be:
  84160. * - a number for squared texture,
  84161. * - an object containing { width: number, height: number }
  84162. * - or an object containing a ratio { ratio: number }
  84163. */
  84164. resize(size: number | {
  84165. width: number;
  84166. height: number;
  84167. } | {
  84168. ratio: number;
  84169. }): void;
  84170. /**
  84171. * Renders all the objects from the render list into the texture.
  84172. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  84173. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  84174. */
  84175. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  84176. private _bestReflectionRenderTargetDimension;
  84177. /**
  84178. * @hidden
  84179. * @param faceIndex face index to bind to if this is a cubetexture
  84180. */
  84181. _bindFrameBuffer(faceIndex?: number): void;
  84182. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  84183. private renderToTarget;
  84184. /**
  84185. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84186. * This allowed control for front to back rendering or reversly depending of the special needs.
  84187. *
  84188. * @param renderingGroupId The rendering group id corresponding to its index
  84189. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84190. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84191. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84192. */
  84193. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  84194. /**
  84195. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84196. *
  84197. * @param renderingGroupId The rendering group id corresponding to its index
  84198. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84199. */
  84200. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  84201. /**
  84202. * Clones the texture.
  84203. * @returns the cloned texture
  84204. */
  84205. clone(): RenderTargetTexture;
  84206. /**
  84207. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84208. * @returns The JSON representation of the texture
  84209. */
  84210. serialize(): any;
  84211. /**
  84212. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  84213. */
  84214. disposeFramebufferObjects(): void;
  84215. /**
  84216. * Dispose the texture and release its associated resources.
  84217. */
  84218. dispose(): void;
  84219. /** @hidden */
  84220. _rebuild(): void;
  84221. /**
  84222. * Clear the info related to rendering groups preventing retention point in material dispose.
  84223. */
  84224. freeRenderingGroups(): void;
  84225. /**
  84226. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  84227. * @returns the view count
  84228. */
  84229. getViewCount(): number;
  84230. }
  84231. }
  84232. declare module BABYLON {
  84233. /**
  84234. * Base class for the main features of a material in Babylon.js
  84235. */
  84236. export class Material implements IAnimatable {
  84237. /**
  84238. * Returns the triangle fill mode
  84239. */
  84240. static readonly TriangleFillMode: number;
  84241. /**
  84242. * Returns the wireframe mode
  84243. */
  84244. static readonly WireFrameFillMode: number;
  84245. /**
  84246. * Returns the point fill mode
  84247. */
  84248. static readonly PointFillMode: number;
  84249. /**
  84250. * Returns the point list draw mode
  84251. */
  84252. static readonly PointListDrawMode: number;
  84253. /**
  84254. * Returns the line list draw mode
  84255. */
  84256. static readonly LineListDrawMode: number;
  84257. /**
  84258. * Returns the line loop draw mode
  84259. */
  84260. static readonly LineLoopDrawMode: number;
  84261. /**
  84262. * Returns the line strip draw mode
  84263. */
  84264. static readonly LineStripDrawMode: number;
  84265. /**
  84266. * Returns the triangle strip draw mode
  84267. */
  84268. static readonly TriangleStripDrawMode: number;
  84269. /**
  84270. * Returns the triangle fan draw mode
  84271. */
  84272. static readonly TriangleFanDrawMode: number;
  84273. /**
  84274. * Stores the clock-wise side orientation
  84275. */
  84276. static readonly ClockWiseSideOrientation: number;
  84277. /**
  84278. * Stores the counter clock-wise side orientation
  84279. */
  84280. static readonly CounterClockWiseSideOrientation: number;
  84281. /**
  84282. * The dirty texture flag value
  84283. */
  84284. static readonly TextureDirtyFlag: number;
  84285. /**
  84286. * The dirty light flag value
  84287. */
  84288. static readonly LightDirtyFlag: number;
  84289. /**
  84290. * The dirty fresnel flag value
  84291. */
  84292. static readonly FresnelDirtyFlag: number;
  84293. /**
  84294. * The dirty attribute flag value
  84295. */
  84296. static readonly AttributesDirtyFlag: number;
  84297. /**
  84298. * The dirty misc flag value
  84299. */
  84300. static readonly MiscDirtyFlag: number;
  84301. /**
  84302. * The all dirty flag value
  84303. */
  84304. static readonly AllDirtyFlag: number;
  84305. /**
  84306. * The ID of the material
  84307. */
  84308. id: string;
  84309. /**
  84310. * Gets or sets the unique id of the material
  84311. */
  84312. uniqueId: number;
  84313. /**
  84314. * The name of the material
  84315. */
  84316. name: string;
  84317. /**
  84318. * Gets or sets user defined metadata
  84319. */
  84320. metadata: any;
  84321. /**
  84322. * For internal use only. Please do not use.
  84323. */
  84324. reservedDataStore: any;
  84325. /**
  84326. * Specifies if the ready state should be checked on each call
  84327. */
  84328. checkReadyOnEveryCall: boolean;
  84329. /**
  84330. * Specifies if the ready state should be checked once
  84331. */
  84332. checkReadyOnlyOnce: boolean;
  84333. /**
  84334. * The state of the material
  84335. */
  84336. state: string;
  84337. /**
  84338. * The alpha value of the material
  84339. */
  84340. protected _alpha: number;
  84341. /**
  84342. * List of inspectable custom properties (used by the Inspector)
  84343. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84344. */
  84345. inspectableCustomProperties: IInspectable[];
  84346. /**
  84347. * Sets the alpha value of the material
  84348. */
  84349. /**
  84350. * Gets the alpha value of the material
  84351. */
  84352. alpha: number;
  84353. /**
  84354. * Specifies if back face culling is enabled
  84355. */
  84356. protected _backFaceCulling: boolean;
  84357. /**
  84358. * Sets the back-face culling state
  84359. */
  84360. /**
  84361. * Gets the back-face culling state
  84362. */
  84363. backFaceCulling: boolean;
  84364. /**
  84365. * Stores the value for side orientation
  84366. */
  84367. sideOrientation: number;
  84368. /**
  84369. * Callback triggered when the material is compiled
  84370. */
  84371. onCompiled: Nullable<(effect: Effect) => void>;
  84372. /**
  84373. * Callback triggered when an error occurs
  84374. */
  84375. onError: Nullable<(effect: Effect, errors: string) => void>;
  84376. /**
  84377. * Callback triggered to get the render target textures
  84378. */
  84379. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  84380. /**
  84381. * Gets a boolean indicating that current material needs to register RTT
  84382. */
  84383. readonly hasRenderTargetTextures: boolean;
  84384. /**
  84385. * Specifies if the material should be serialized
  84386. */
  84387. doNotSerialize: boolean;
  84388. /**
  84389. * @hidden
  84390. */
  84391. _storeEffectOnSubMeshes: boolean;
  84392. /**
  84393. * Stores the animations for the material
  84394. */
  84395. animations: Nullable<Array<Animation>>;
  84396. /**
  84397. * An event triggered when the material is disposed
  84398. */
  84399. onDisposeObservable: Observable<Material>;
  84400. /**
  84401. * An observer which watches for dispose events
  84402. */
  84403. private _onDisposeObserver;
  84404. private _onUnBindObservable;
  84405. /**
  84406. * Called during a dispose event
  84407. */
  84408. onDispose: () => void;
  84409. private _onBindObservable;
  84410. /**
  84411. * An event triggered when the material is bound
  84412. */
  84413. readonly onBindObservable: Observable<AbstractMesh>;
  84414. /**
  84415. * An observer which watches for bind events
  84416. */
  84417. private _onBindObserver;
  84418. /**
  84419. * Called during a bind event
  84420. */
  84421. onBind: (Mesh: AbstractMesh) => void;
  84422. /**
  84423. * An event triggered when the material is unbound
  84424. */
  84425. readonly onUnBindObservable: Observable<Material>;
  84426. /**
  84427. * Stores the value of the alpha mode
  84428. */
  84429. private _alphaMode;
  84430. /**
  84431. * Sets the value of the alpha mode.
  84432. *
  84433. * | Value | Type | Description |
  84434. * | --- | --- | --- |
  84435. * | 0 | ALPHA_DISABLE | |
  84436. * | 1 | ALPHA_ADD | |
  84437. * | 2 | ALPHA_COMBINE | |
  84438. * | 3 | ALPHA_SUBTRACT | |
  84439. * | 4 | ALPHA_MULTIPLY | |
  84440. * | 5 | ALPHA_MAXIMIZED | |
  84441. * | 6 | ALPHA_ONEONE | |
  84442. * | 7 | ALPHA_PREMULTIPLIED | |
  84443. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  84444. * | 9 | ALPHA_INTERPOLATE | |
  84445. * | 10 | ALPHA_SCREENMODE | |
  84446. *
  84447. */
  84448. /**
  84449. * Gets the value of the alpha mode
  84450. */
  84451. alphaMode: number;
  84452. /**
  84453. * Stores the state of the need depth pre-pass value
  84454. */
  84455. private _needDepthPrePass;
  84456. /**
  84457. * Sets the need depth pre-pass value
  84458. */
  84459. /**
  84460. * Gets the depth pre-pass value
  84461. */
  84462. needDepthPrePass: boolean;
  84463. /**
  84464. * Specifies if depth writing should be disabled
  84465. */
  84466. disableDepthWrite: boolean;
  84467. /**
  84468. * Specifies if depth writing should be forced
  84469. */
  84470. forceDepthWrite: boolean;
  84471. /**
  84472. * Specifies if there should be a separate pass for culling
  84473. */
  84474. separateCullingPass: boolean;
  84475. /**
  84476. * Stores the state specifing if fog should be enabled
  84477. */
  84478. private _fogEnabled;
  84479. /**
  84480. * Sets the state for enabling fog
  84481. */
  84482. /**
  84483. * Gets the value of the fog enabled state
  84484. */
  84485. fogEnabled: boolean;
  84486. /**
  84487. * Stores the size of points
  84488. */
  84489. pointSize: number;
  84490. /**
  84491. * Stores the z offset value
  84492. */
  84493. zOffset: number;
  84494. /**
  84495. * Gets a value specifying if wireframe mode is enabled
  84496. */
  84497. /**
  84498. * Sets the state of wireframe mode
  84499. */
  84500. wireframe: boolean;
  84501. /**
  84502. * Gets the value specifying if point clouds are enabled
  84503. */
  84504. /**
  84505. * Sets the state of point cloud mode
  84506. */
  84507. pointsCloud: boolean;
  84508. /**
  84509. * Gets the material fill mode
  84510. */
  84511. /**
  84512. * Sets the material fill mode
  84513. */
  84514. fillMode: number;
  84515. /**
  84516. * @hidden
  84517. * Stores the effects for the material
  84518. */
  84519. _effect: Nullable<Effect>;
  84520. /**
  84521. * @hidden
  84522. * Specifies if the material was previously ready
  84523. */
  84524. _wasPreviouslyReady: boolean;
  84525. /**
  84526. * Specifies if uniform buffers should be used
  84527. */
  84528. private _useUBO;
  84529. /**
  84530. * Stores a reference to the scene
  84531. */
  84532. private _scene;
  84533. /**
  84534. * Stores the fill mode state
  84535. */
  84536. private _fillMode;
  84537. /**
  84538. * Specifies if the depth write state should be cached
  84539. */
  84540. private _cachedDepthWriteState;
  84541. /**
  84542. * Stores the uniform buffer
  84543. */
  84544. protected _uniformBuffer: UniformBuffer;
  84545. /** @hidden */
  84546. _indexInSceneMaterialArray: number;
  84547. /** @hidden */
  84548. meshMap: Nullable<{
  84549. [id: string]: AbstractMesh | undefined;
  84550. }>;
  84551. /**
  84552. * Creates a material instance
  84553. * @param name defines the name of the material
  84554. * @param scene defines the scene to reference
  84555. * @param doNotAdd specifies if the material should be added to the scene
  84556. */
  84557. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  84558. /**
  84559. * Returns a string representation of the current material
  84560. * @param fullDetails defines a boolean indicating which levels of logging is desired
  84561. * @returns a string with material information
  84562. */
  84563. toString(fullDetails?: boolean): string;
  84564. /**
  84565. * Gets the class name of the material
  84566. * @returns a string with the class name of the material
  84567. */
  84568. getClassName(): string;
  84569. /**
  84570. * Specifies if updates for the material been locked
  84571. */
  84572. readonly isFrozen: boolean;
  84573. /**
  84574. * Locks updates for the material
  84575. */
  84576. freeze(): void;
  84577. /**
  84578. * Unlocks updates for the material
  84579. */
  84580. unfreeze(): void;
  84581. /**
  84582. * Specifies if the material is ready to be used
  84583. * @param mesh defines the mesh to check
  84584. * @param useInstances specifies if instances should be used
  84585. * @returns a boolean indicating if the material is ready to be used
  84586. */
  84587. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84588. /**
  84589. * Specifies that the submesh is ready to be used
  84590. * @param mesh defines the mesh to check
  84591. * @param subMesh defines which submesh to check
  84592. * @param useInstances specifies that instances should be used
  84593. * @returns a boolean indicating that the submesh is ready or not
  84594. */
  84595. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84596. /**
  84597. * Returns the material effect
  84598. * @returns the effect associated with the material
  84599. */
  84600. getEffect(): Nullable<Effect>;
  84601. /**
  84602. * Returns the current scene
  84603. * @returns a Scene
  84604. */
  84605. getScene(): Scene;
  84606. /**
  84607. * Specifies if the material will require alpha blending
  84608. * @returns a boolean specifying if alpha blending is needed
  84609. */
  84610. needAlphaBlending(): boolean;
  84611. /**
  84612. * Specifies if the mesh will require alpha blending
  84613. * @param mesh defines the mesh to check
  84614. * @returns a boolean specifying if alpha blending is needed for the mesh
  84615. */
  84616. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  84617. /**
  84618. * Specifies if this material should be rendered in alpha test mode
  84619. * @returns a boolean specifying if an alpha test is needed.
  84620. */
  84621. needAlphaTesting(): boolean;
  84622. /**
  84623. * Gets the texture used for the alpha test
  84624. * @returns the texture to use for alpha testing
  84625. */
  84626. getAlphaTestTexture(): Nullable<BaseTexture>;
  84627. /**
  84628. * Marks the material to indicate that it needs to be re-calculated
  84629. */
  84630. markDirty(): void;
  84631. /** @hidden */
  84632. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  84633. /**
  84634. * Binds the material to the mesh
  84635. * @param world defines the world transformation matrix
  84636. * @param mesh defines the mesh to bind the material to
  84637. */
  84638. bind(world: Matrix, mesh?: Mesh): void;
  84639. /**
  84640. * Binds the submesh to the material
  84641. * @param world defines the world transformation matrix
  84642. * @param mesh defines the mesh containing the submesh
  84643. * @param subMesh defines the submesh to bind the material to
  84644. */
  84645. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  84646. /**
  84647. * Binds the world matrix to the material
  84648. * @param world defines the world transformation matrix
  84649. */
  84650. bindOnlyWorldMatrix(world: Matrix): void;
  84651. /**
  84652. * Binds the scene's uniform buffer to the effect.
  84653. * @param effect defines the effect to bind to the scene uniform buffer
  84654. * @param sceneUbo defines the uniform buffer storing scene data
  84655. */
  84656. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  84657. /**
  84658. * Binds the view matrix to the effect
  84659. * @param effect defines the effect to bind the view matrix to
  84660. */
  84661. bindView(effect: Effect): void;
  84662. /**
  84663. * Binds the view projection matrix to the effect
  84664. * @param effect defines the effect to bind the view projection matrix to
  84665. */
  84666. bindViewProjection(effect: Effect): void;
  84667. /**
  84668. * Specifies if material alpha testing should be turned on for the mesh
  84669. * @param mesh defines the mesh to check
  84670. */
  84671. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  84672. /**
  84673. * Processes to execute after binding the material to a mesh
  84674. * @param mesh defines the rendered mesh
  84675. */
  84676. protected _afterBind(mesh?: Mesh): void;
  84677. /**
  84678. * Unbinds the material from the mesh
  84679. */
  84680. unbind(): void;
  84681. /**
  84682. * Gets the active textures from the material
  84683. * @returns an array of textures
  84684. */
  84685. getActiveTextures(): BaseTexture[];
  84686. /**
  84687. * Specifies if the material uses a texture
  84688. * @param texture defines the texture to check against the material
  84689. * @returns a boolean specifying if the material uses the texture
  84690. */
  84691. hasTexture(texture: BaseTexture): boolean;
  84692. /**
  84693. * Makes a duplicate of the material, and gives it a new name
  84694. * @param name defines the new name for the duplicated material
  84695. * @returns the cloned material
  84696. */
  84697. clone(name: string): Nullable<Material>;
  84698. /**
  84699. * Gets the meshes bound to the material
  84700. * @returns an array of meshes bound to the material
  84701. */
  84702. getBindedMeshes(): AbstractMesh[];
  84703. /**
  84704. * Force shader compilation
  84705. * @param mesh defines the mesh associated with this material
  84706. * @param onCompiled defines a function to execute once the material is compiled
  84707. * @param options defines the options to configure the compilation
  84708. */
  84709. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  84710. clipPlane: boolean;
  84711. }>): void;
  84712. /**
  84713. * Force shader compilation
  84714. * @param mesh defines the mesh that will use this material
  84715. * @param options defines additional options for compiling the shaders
  84716. * @returns a promise that resolves when the compilation completes
  84717. */
  84718. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  84719. clipPlane: boolean;
  84720. }>): Promise<void>;
  84721. private static readonly _AllDirtyCallBack;
  84722. private static readonly _ImageProcessingDirtyCallBack;
  84723. private static readonly _TextureDirtyCallBack;
  84724. private static readonly _FresnelDirtyCallBack;
  84725. private static readonly _MiscDirtyCallBack;
  84726. private static readonly _LightsDirtyCallBack;
  84727. private static readonly _AttributeDirtyCallBack;
  84728. private static _FresnelAndMiscDirtyCallBack;
  84729. private static _TextureAndMiscDirtyCallBack;
  84730. private static readonly _DirtyCallbackArray;
  84731. private static readonly _RunDirtyCallBacks;
  84732. /**
  84733. * Marks a define in the material to indicate that it needs to be re-computed
  84734. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  84735. */
  84736. markAsDirty(flag: number): void;
  84737. /**
  84738. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  84739. * @param func defines a function which checks material defines against the submeshes
  84740. */
  84741. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84742. /**
  84743. * Indicates that we need to re-calculated for all submeshes
  84744. */
  84745. protected _markAllSubMeshesAsAllDirty(): void;
  84746. /**
  84747. * Indicates that image processing needs to be re-calculated for all submeshes
  84748. */
  84749. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84750. /**
  84751. * Indicates that textures need to be re-calculated for all submeshes
  84752. */
  84753. protected _markAllSubMeshesAsTexturesDirty(): void;
  84754. /**
  84755. * Indicates that fresnel needs to be re-calculated for all submeshes
  84756. */
  84757. protected _markAllSubMeshesAsFresnelDirty(): void;
  84758. /**
  84759. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84760. */
  84761. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84762. /**
  84763. * Indicates that lights need to be re-calculated for all submeshes
  84764. */
  84765. protected _markAllSubMeshesAsLightsDirty(): void;
  84766. /**
  84767. * Indicates that attributes need to be re-calculated for all submeshes
  84768. */
  84769. protected _markAllSubMeshesAsAttributesDirty(): void;
  84770. /**
  84771. * Indicates that misc needs to be re-calculated for all submeshes
  84772. */
  84773. protected _markAllSubMeshesAsMiscDirty(): void;
  84774. /**
  84775. * Indicates that textures and misc need to be re-calculated for all submeshes
  84776. */
  84777. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84778. /**
  84779. * Disposes the material
  84780. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84781. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84782. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84783. */
  84784. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84785. /** @hidden */
  84786. private releaseVertexArrayObject;
  84787. /**
  84788. * Serializes this material
  84789. * @returns the serialized material object
  84790. */
  84791. serialize(): any;
  84792. /**
  84793. * Creates a material from parsed material data
  84794. * @param parsedMaterial defines parsed material data
  84795. * @param scene defines the hosting scene
  84796. * @param rootUrl defines the root URL to use to load textures
  84797. * @returns a new material
  84798. */
  84799. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84800. }
  84801. }
  84802. declare module BABYLON {
  84803. /**
  84804. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84805. * separate meshes. This can be use to improve performances.
  84806. * @see http://doc.babylonjs.com/how_to/multi_materials
  84807. */
  84808. export class MultiMaterial extends Material {
  84809. private _subMaterials;
  84810. /**
  84811. * Gets or Sets the list of Materials used within the multi material.
  84812. * They need to be ordered according to the submeshes order in the associated mesh
  84813. */
  84814. subMaterials: Nullable<Material>[];
  84815. /**
  84816. * Function used to align with Node.getChildren()
  84817. * @returns the list of Materials used within the multi material
  84818. */
  84819. getChildren(): Nullable<Material>[];
  84820. /**
  84821. * Instantiates a new Multi Material
  84822. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84823. * separate meshes. This can be use to improve performances.
  84824. * @see http://doc.babylonjs.com/how_to/multi_materials
  84825. * @param name Define the name in the scene
  84826. * @param scene Define the scene the material belongs to
  84827. */
  84828. constructor(name: string, scene: Scene);
  84829. private _hookArray;
  84830. /**
  84831. * Get one of the submaterial by its index in the submaterials array
  84832. * @param index The index to look the sub material at
  84833. * @returns The Material if the index has been defined
  84834. */
  84835. getSubMaterial(index: number): Nullable<Material>;
  84836. /**
  84837. * Get the list of active textures for the whole sub materials list.
  84838. * @returns All the textures that will be used during the rendering
  84839. */
  84840. getActiveTextures(): BaseTexture[];
  84841. /**
  84842. * Gets the current class name of the material e.g. "MultiMaterial"
  84843. * Mainly use in serialization.
  84844. * @returns the class name
  84845. */
  84846. getClassName(): string;
  84847. /**
  84848. * Checks if the material is ready to render the requested sub mesh
  84849. * @param mesh Define the mesh the submesh belongs to
  84850. * @param subMesh Define the sub mesh to look readyness for
  84851. * @param useInstances Define whether or not the material is used with instances
  84852. * @returns true if ready, otherwise false
  84853. */
  84854. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84855. /**
  84856. * Clones the current material and its related sub materials
  84857. * @param name Define the name of the newly cloned material
  84858. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  84859. * @returns the cloned material
  84860. */
  84861. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  84862. /**
  84863. * Serializes the materials into a JSON representation.
  84864. * @returns the JSON representation
  84865. */
  84866. serialize(): any;
  84867. /**
  84868. * Dispose the material and release its associated resources
  84869. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  84870. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  84871. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  84872. */
  84873. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  84874. /**
  84875. * Creates a MultiMaterial from parsed MultiMaterial data.
  84876. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  84877. * @param scene defines the hosting scene
  84878. * @returns a new MultiMaterial
  84879. */
  84880. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  84881. }
  84882. }
  84883. declare module BABYLON {
  84884. /**
  84885. * Base class for submeshes
  84886. */
  84887. export class BaseSubMesh {
  84888. /** @hidden */
  84889. _materialDefines: Nullable<MaterialDefines>;
  84890. /** @hidden */
  84891. _materialEffect: Nullable<Effect>;
  84892. /**
  84893. * Gets associated effect
  84894. */
  84895. readonly effect: Nullable<Effect>;
  84896. /**
  84897. * Sets associated effect (effect used to render this submesh)
  84898. * @param effect defines the effect to associate with
  84899. * @param defines defines the set of defines used to compile this effect
  84900. */
  84901. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  84902. }
  84903. /**
  84904. * Defines a subdivision inside a mesh
  84905. */
  84906. export class SubMesh extends BaseSubMesh implements ICullable {
  84907. /** the material index to use */
  84908. materialIndex: number;
  84909. /** vertex index start */
  84910. verticesStart: number;
  84911. /** vertices count */
  84912. verticesCount: number;
  84913. /** index start */
  84914. indexStart: number;
  84915. /** indices count */
  84916. indexCount: number;
  84917. /** @hidden */
  84918. _linesIndexCount: number;
  84919. private _mesh;
  84920. private _renderingMesh;
  84921. private _boundingInfo;
  84922. private _linesIndexBuffer;
  84923. /** @hidden */
  84924. _lastColliderWorldVertices: Nullable<Vector3[]>;
  84925. /** @hidden */
  84926. _trianglePlanes: Plane[];
  84927. /** @hidden */
  84928. _lastColliderTransformMatrix: Nullable<Matrix>;
  84929. /** @hidden */
  84930. _renderId: number;
  84931. /** @hidden */
  84932. _alphaIndex: number;
  84933. /** @hidden */
  84934. _distanceToCamera: number;
  84935. /** @hidden */
  84936. _id: number;
  84937. private _currentMaterial;
  84938. /**
  84939. * Add a new submesh to a mesh
  84940. * @param materialIndex defines the material index to use
  84941. * @param verticesStart defines vertex index start
  84942. * @param verticesCount defines vertices count
  84943. * @param indexStart defines index start
  84944. * @param indexCount defines indices count
  84945. * @param mesh defines the parent mesh
  84946. * @param renderingMesh defines an optional rendering mesh
  84947. * @param createBoundingBox defines if bounding box should be created for this submesh
  84948. * @returns the new submesh
  84949. */
  84950. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  84951. /**
  84952. * Creates a new submesh
  84953. * @param materialIndex defines the material index to use
  84954. * @param verticesStart defines vertex index start
  84955. * @param verticesCount defines vertices count
  84956. * @param indexStart defines index start
  84957. * @param indexCount defines indices count
  84958. * @param mesh defines the parent mesh
  84959. * @param renderingMesh defines an optional rendering mesh
  84960. * @param createBoundingBox defines if bounding box should be created for this submesh
  84961. */
  84962. constructor(
  84963. /** the material index to use */
  84964. materialIndex: number,
  84965. /** vertex index start */
  84966. verticesStart: number,
  84967. /** vertices count */
  84968. verticesCount: number,
  84969. /** index start */
  84970. indexStart: number,
  84971. /** indices count */
  84972. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  84973. /**
  84974. * Returns true if this submesh covers the entire parent mesh
  84975. * @ignorenaming
  84976. */
  84977. readonly IsGlobal: boolean;
  84978. /**
  84979. * Returns the submesh BoudingInfo object
  84980. * @returns current bounding info (or mesh's one if the submesh is global)
  84981. */
  84982. getBoundingInfo(): BoundingInfo;
  84983. /**
  84984. * Sets the submesh BoundingInfo
  84985. * @param boundingInfo defines the new bounding info to use
  84986. * @returns the SubMesh
  84987. */
  84988. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  84989. /**
  84990. * Returns the mesh of the current submesh
  84991. * @return the parent mesh
  84992. */
  84993. getMesh(): AbstractMesh;
  84994. /**
  84995. * Returns the rendering mesh of the submesh
  84996. * @returns the rendering mesh (could be different from parent mesh)
  84997. */
  84998. getRenderingMesh(): Mesh;
  84999. /**
  85000. * Returns the submesh material
  85001. * @returns null or the current material
  85002. */
  85003. getMaterial(): Nullable<Material>;
  85004. /**
  85005. * Sets a new updated BoundingInfo object to the submesh
  85006. * @param data defines an optional position array to use to determine the bounding info
  85007. * @returns the SubMesh
  85008. */
  85009. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  85010. /** @hidden */
  85011. _checkCollision(collider: Collider): boolean;
  85012. /**
  85013. * Updates the submesh BoundingInfo
  85014. * @param world defines the world matrix to use to update the bounding info
  85015. * @returns the submesh
  85016. */
  85017. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  85018. /**
  85019. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  85020. * @param frustumPlanes defines the frustum planes
  85021. * @returns true if the submesh is intersecting with the frustum
  85022. */
  85023. isInFrustum(frustumPlanes: Plane[]): boolean;
  85024. /**
  85025. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  85026. * @param frustumPlanes defines the frustum planes
  85027. * @returns true if the submesh is inside the frustum
  85028. */
  85029. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  85030. /**
  85031. * Renders the submesh
  85032. * @param enableAlphaMode defines if alpha needs to be used
  85033. * @returns the submesh
  85034. */
  85035. render(enableAlphaMode: boolean): SubMesh;
  85036. /**
  85037. * @hidden
  85038. */
  85039. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  85040. /**
  85041. * Checks if the submesh intersects with a ray
  85042. * @param ray defines the ray to test
  85043. * @returns true is the passed ray intersects the submesh bounding box
  85044. */
  85045. canIntersects(ray: Ray): boolean;
  85046. /**
  85047. * Intersects current submesh with a ray
  85048. * @param ray defines the ray to test
  85049. * @param positions defines mesh's positions array
  85050. * @param indices defines mesh's indices array
  85051. * @param fastCheck defines if only bounding info should be used
  85052. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  85053. * @returns intersection info or null if no intersection
  85054. */
  85055. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  85056. /** @hidden */
  85057. private _intersectLines;
  85058. /** @hidden */
  85059. private _intersectUnIndexedLines;
  85060. /** @hidden */
  85061. private _intersectTriangles;
  85062. /** @hidden */
  85063. private _intersectUnIndexedTriangles;
  85064. /** @hidden */
  85065. _rebuild(): void;
  85066. /**
  85067. * Creates a new submesh from the passed mesh
  85068. * @param newMesh defines the new hosting mesh
  85069. * @param newRenderingMesh defines an optional rendering mesh
  85070. * @returns the new submesh
  85071. */
  85072. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  85073. /**
  85074. * Release associated resources
  85075. */
  85076. dispose(): void;
  85077. /**
  85078. * Gets the class name
  85079. * @returns the string "SubMesh".
  85080. */
  85081. getClassName(): string;
  85082. /**
  85083. * Creates a new submesh from indices data
  85084. * @param materialIndex the index of the main mesh material
  85085. * @param startIndex the index where to start the copy in the mesh indices array
  85086. * @param indexCount the number of indices to copy then from the startIndex
  85087. * @param mesh the main mesh to create the submesh from
  85088. * @param renderingMesh the optional rendering mesh
  85089. * @returns a new submesh
  85090. */
  85091. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  85092. }
  85093. }
  85094. declare module BABYLON {
  85095. /**
  85096. * Class used to represent data loading progression
  85097. */
  85098. export class SceneLoaderFlags {
  85099. private static _ForceFullSceneLoadingForIncremental;
  85100. private static _ShowLoadingScreen;
  85101. private static _CleanBoneMatrixWeights;
  85102. private static _loggingLevel;
  85103. /**
  85104. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  85105. */
  85106. static ForceFullSceneLoadingForIncremental: boolean;
  85107. /**
  85108. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  85109. */
  85110. static ShowLoadingScreen: boolean;
  85111. /**
  85112. * Defines the current logging level (while loading the scene)
  85113. * @ignorenaming
  85114. */
  85115. static loggingLevel: number;
  85116. /**
  85117. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  85118. */
  85119. static CleanBoneMatrixWeights: boolean;
  85120. }
  85121. }
  85122. declare module BABYLON {
  85123. /**
  85124. * Class used to store geometry data (vertex buffers + index buffer)
  85125. */
  85126. export class Geometry implements IGetSetVerticesData {
  85127. /**
  85128. * Gets or sets the ID of the geometry
  85129. */
  85130. id: string;
  85131. /**
  85132. * Gets or sets the unique ID of the geometry
  85133. */
  85134. uniqueId: number;
  85135. /**
  85136. * Gets the delay loading state of the geometry (none by default which means not delayed)
  85137. */
  85138. delayLoadState: number;
  85139. /**
  85140. * Gets the file containing the data to load when running in delay load state
  85141. */
  85142. delayLoadingFile: Nullable<string>;
  85143. /**
  85144. * Callback called when the geometry is updated
  85145. */
  85146. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  85147. private _scene;
  85148. private _engine;
  85149. private _meshes;
  85150. private _totalVertices;
  85151. /** @hidden */
  85152. _indices: IndicesArray;
  85153. /** @hidden */
  85154. _vertexBuffers: {
  85155. [key: string]: VertexBuffer;
  85156. };
  85157. private _isDisposed;
  85158. private _extend;
  85159. private _boundingBias;
  85160. /** @hidden */
  85161. _delayInfo: Array<string>;
  85162. private _indexBuffer;
  85163. private _indexBufferIsUpdatable;
  85164. /** @hidden */
  85165. _boundingInfo: Nullable<BoundingInfo>;
  85166. /** @hidden */
  85167. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  85168. /** @hidden */
  85169. _softwareSkinningFrameId: number;
  85170. private _vertexArrayObjects;
  85171. private _updatable;
  85172. /** @hidden */
  85173. _positions: Nullable<Vector3[]>;
  85174. /**
  85175. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  85176. */
  85177. /**
  85178. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  85179. */
  85180. boundingBias: Vector2;
  85181. /**
  85182. * Static function used to attach a new empty geometry to a mesh
  85183. * @param mesh defines the mesh to attach the geometry to
  85184. * @returns the new Geometry
  85185. */
  85186. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  85187. /**
  85188. * Creates a new geometry
  85189. * @param id defines the unique ID
  85190. * @param scene defines the hosting scene
  85191. * @param vertexData defines the VertexData used to get geometry data
  85192. * @param updatable defines if geometry must be updatable (false by default)
  85193. * @param mesh defines the mesh that will be associated with the geometry
  85194. */
  85195. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  85196. /**
  85197. * Gets the current extend of the geometry
  85198. */
  85199. readonly extend: {
  85200. minimum: Vector3;
  85201. maximum: Vector3;
  85202. };
  85203. /**
  85204. * Gets the hosting scene
  85205. * @returns the hosting Scene
  85206. */
  85207. getScene(): Scene;
  85208. /**
  85209. * Gets the hosting engine
  85210. * @returns the hosting Engine
  85211. */
  85212. getEngine(): Engine;
  85213. /**
  85214. * Defines if the geometry is ready to use
  85215. * @returns true if the geometry is ready to be used
  85216. */
  85217. isReady(): boolean;
  85218. /**
  85219. * Gets a value indicating that the geometry should not be serialized
  85220. */
  85221. readonly doNotSerialize: boolean;
  85222. /** @hidden */
  85223. _rebuild(): void;
  85224. /**
  85225. * Affects all geometry data in one call
  85226. * @param vertexData defines the geometry data
  85227. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  85228. */
  85229. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  85230. /**
  85231. * Set specific vertex data
  85232. * @param kind defines the data kind (Position, normal, etc...)
  85233. * @param data defines the vertex data to use
  85234. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85235. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85236. */
  85237. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  85238. /**
  85239. * Removes a specific vertex data
  85240. * @param kind defines the data kind (Position, normal, etc...)
  85241. */
  85242. removeVerticesData(kind: string): void;
  85243. /**
  85244. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  85245. * @param buffer defines the vertex buffer to use
  85246. * @param totalVertices defines the total number of vertices for position kind (could be null)
  85247. */
  85248. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  85249. /**
  85250. * Update a specific vertex buffer
  85251. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  85252. * It will do nothing if the buffer is not updatable
  85253. * @param kind defines the data kind (Position, normal, etc...)
  85254. * @param data defines the data to use
  85255. * @param offset defines the offset in the target buffer where to store the data
  85256. * @param useBytes set to true if the offset is in bytes
  85257. */
  85258. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  85259. /**
  85260. * Update a specific vertex buffer
  85261. * This function will create a new buffer if the current one is not updatable
  85262. * @param kind defines the data kind (Position, normal, etc...)
  85263. * @param data defines the data to use
  85264. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  85265. */
  85266. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  85267. private _updateBoundingInfo;
  85268. /** @hidden */
  85269. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  85270. /**
  85271. * Gets total number of vertices
  85272. * @returns the total number of vertices
  85273. */
  85274. getTotalVertices(): number;
  85275. /**
  85276. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85277. * @param kind defines the data kind (Position, normal, etc...)
  85278. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85279. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85280. * @returns a float array containing vertex data
  85281. */
  85282. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85283. /**
  85284. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  85285. * @param kind defines the data kind (Position, normal, etc...)
  85286. * @returns true if the vertex buffer with the specified kind is updatable
  85287. */
  85288. isVertexBufferUpdatable(kind: string): boolean;
  85289. /**
  85290. * Gets a specific vertex buffer
  85291. * @param kind defines the data kind (Position, normal, etc...)
  85292. * @returns a VertexBuffer
  85293. */
  85294. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  85295. /**
  85296. * Returns all vertex buffers
  85297. * @return an object holding all vertex buffers indexed by kind
  85298. */
  85299. getVertexBuffers(): Nullable<{
  85300. [key: string]: VertexBuffer;
  85301. }>;
  85302. /**
  85303. * Gets a boolean indicating if specific vertex buffer is present
  85304. * @param kind defines the data kind (Position, normal, etc...)
  85305. * @returns true if data is present
  85306. */
  85307. isVerticesDataPresent(kind: string): boolean;
  85308. /**
  85309. * Gets a list of all attached data kinds (Position, normal, etc...)
  85310. * @returns a list of string containing all kinds
  85311. */
  85312. getVerticesDataKinds(): string[];
  85313. /**
  85314. * Update index buffer
  85315. * @param indices defines the indices to store in the index buffer
  85316. * @param offset defines the offset in the target buffer where to store the data
  85317. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  85318. */
  85319. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  85320. /**
  85321. * Creates a new index buffer
  85322. * @param indices defines the indices to store in the index buffer
  85323. * @param totalVertices defines the total number of vertices (could be null)
  85324. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85325. */
  85326. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  85327. /**
  85328. * Return the total number of indices
  85329. * @returns the total number of indices
  85330. */
  85331. getTotalIndices(): number;
  85332. /**
  85333. * Gets the index buffer array
  85334. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85335. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85336. * @returns the index buffer array
  85337. */
  85338. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85339. /**
  85340. * Gets the index buffer
  85341. * @return the index buffer
  85342. */
  85343. getIndexBuffer(): Nullable<DataBuffer>;
  85344. /** @hidden */
  85345. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  85346. /**
  85347. * Release the associated resources for a specific mesh
  85348. * @param mesh defines the source mesh
  85349. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  85350. */
  85351. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  85352. /**
  85353. * Apply current geometry to a given mesh
  85354. * @param mesh defines the mesh to apply geometry to
  85355. */
  85356. applyToMesh(mesh: Mesh): void;
  85357. private _updateExtend;
  85358. private _applyToMesh;
  85359. private notifyUpdate;
  85360. /**
  85361. * Load the geometry if it was flagged as delay loaded
  85362. * @param scene defines the hosting scene
  85363. * @param onLoaded defines a callback called when the geometry is loaded
  85364. */
  85365. load(scene: Scene, onLoaded?: () => void): void;
  85366. private _queueLoad;
  85367. /**
  85368. * Invert the geometry to move from a right handed system to a left handed one.
  85369. */
  85370. toLeftHanded(): void;
  85371. /** @hidden */
  85372. _resetPointsArrayCache(): void;
  85373. /** @hidden */
  85374. _generatePointsArray(): boolean;
  85375. /**
  85376. * Gets a value indicating if the geometry is disposed
  85377. * @returns true if the geometry was disposed
  85378. */
  85379. isDisposed(): boolean;
  85380. private _disposeVertexArrayObjects;
  85381. /**
  85382. * Free all associated resources
  85383. */
  85384. dispose(): void;
  85385. /**
  85386. * Clone the current geometry into a new geometry
  85387. * @param id defines the unique ID of the new geometry
  85388. * @returns a new geometry object
  85389. */
  85390. copy(id: string): Geometry;
  85391. /**
  85392. * Serialize the current geometry info (and not the vertices data) into a JSON object
  85393. * @return a JSON representation of the current geometry data (without the vertices data)
  85394. */
  85395. serialize(): any;
  85396. private toNumberArray;
  85397. /**
  85398. * Serialize all vertices data into a JSON oject
  85399. * @returns a JSON representation of the current geometry data
  85400. */
  85401. serializeVerticeData(): any;
  85402. /**
  85403. * Extracts a clone of a mesh geometry
  85404. * @param mesh defines the source mesh
  85405. * @param id defines the unique ID of the new geometry object
  85406. * @returns the new geometry object
  85407. */
  85408. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  85409. /**
  85410. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  85411. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  85412. * Be aware Math.random() could cause collisions, but:
  85413. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  85414. * @returns a string containing a new GUID
  85415. */
  85416. static RandomId(): string;
  85417. /** @hidden */
  85418. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  85419. private static _CleanMatricesWeights;
  85420. /**
  85421. * Create a new geometry from persisted data (Using .babylon file format)
  85422. * @param parsedVertexData defines the persisted data
  85423. * @param scene defines the hosting scene
  85424. * @param rootUrl defines the root url to use to load assets (like delayed data)
  85425. * @returns the new geometry object
  85426. */
  85427. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  85428. }
  85429. }
  85430. declare module BABYLON {
  85431. /**
  85432. * Define an interface for all classes that will get and set the data on vertices
  85433. */
  85434. export interface IGetSetVerticesData {
  85435. /**
  85436. * Gets a boolean indicating if specific vertex data is present
  85437. * @param kind defines the vertex data kind to use
  85438. * @returns true is data kind is present
  85439. */
  85440. isVerticesDataPresent(kind: string): boolean;
  85441. /**
  85442. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85443. * @param kind defines the data kind (Position, normal, etc...)
  85444. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85445. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85446. * @returns a float array containing vertex data
  85447. */
  85448. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85449. /**
  85450. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  85451. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  85452. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85453. * @returns the indices array or an empty array if the mesh has no geometry
  85454. */
  85455. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85456. /**
  85457. * Set specific vertex data
  85458. * @param kind defines the data kind (Position, normal, etc...)
  85459. * @param data defines the vertex data to use
  85460. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85461. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85462. */
  85463. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  85464. /**
  85465. * Update a specific associated vertex buffer
  85466. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  85467. * - VertexBuffer.PositionKind
  85468. * - VertexBuffer.UVKind
  85469. * - VertexBuffer.UV2Kind
  85470. * - VertexBuffer.UV3Kind
  85471. * - VertexBuffer.UV4Kind
  85472. * - VertexBuffer.UV5Kind
  85473. * - VertexBuffer.UV6Kind
  85474. * - VertexBuffer.ColorKind
  85475. * - VertexBuffer.MatricesIndicesKind
  85476. * - VertexBuffer.MatricesIndicesExtraKind
  85477. * - VertexBuffer.MatricesWeightsKind
  85478. * - VertexBuffer.MatricesWeightsExtraKind
  85479. * @param data defines the data source
  85480. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  85481. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  85482. */
  85483. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  85484. /**
  85485. * Creates a new index buffer
  85486. * @param indices defines the indices to store in the index buffer
  85487. * @param totalVertices defines the total number of vertices (could be null)
  85488. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85489. */
  85490. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85491. }
  85492. /**
  85493. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85494. */
  85495. export class VertexData {
  85496. /**
  85497. * Mesh side orientation : usually the external or front surface
  85498. */
  85499. static readonly FRONTSIDE: number;
  85500. /**
  85501. * Mesh side orientation : usually the internal or back surface
  85502. */
  85503. static readonly BACKSIDE: number;
  85504. /**
  85505. * Mesh side orientation : both internal and external or front and back surfaces
  85506. */
  85507. static readonly DOUBLESIDE: number;
  85508. /**
  85509. * Mesh side orientation : by default, `FRONTSIDE`
  85510. */
  85511. static readonly DEFAULTSIDE: number;
  85512. /**
  85513. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  85514. */
  85515. positions: Nullable<FloatArray>;
  85516. /**
  85517. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  85518. */
  85519. normals: Nullable<FloatArray>;
  85520. /**
  85521. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  85522. */
  85523. tangents: Nullable<FloatArray>;
  85524. /**
  85525. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85526. */
  85527. uvs: Nullable<FloatArray>;
  85528. /**
  85529. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85530. */
  85531. uvs2: Nullable<FloatArray>;
  85532. /**
  85533. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85534. */
  85535. uvs3: Nullable<FloatArray>;
  85536. /**
  85537. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85538. */
  85539. uvs4: Nullable<FloatArray>;
  85540. /**
  85541. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85542. */
  85543. uvs5: Nullable<FloatArray>;
  85544. /**
  85545. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85546. */
  85547. uvs6: Nullable<FloatArray>;
  85548. /**
  85549. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  85550. */
  85551. colors: Nullable<FloatArray>;
  85552. /**
  85553. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  85554. */
  85555. matricesIndices: Nullable<FloatArray>;
  85556. /**
  85557. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  85558. */
  85559. matricesWeights: Nullable<FloatArray>;
  85560. /**
  85561. * An array extending the number of possible indices
  85562. */
  85563. matricesIndicesExtra: Nullable<FloatArray>;
  85564. /**
  85565. * An array extending the number of possible weights when the number of indices is extended
  85566. */
  85567. matricesWeightsExtra: Nullable<FloatArray>;
  85568. /**
  85569. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  85570. */
  85571. indices: Nullable<IndicesArray>;
  85572. /**
  85573. * Uses the passed data array to set the set the values for the specified kind of data
  85574. * @param data a linear array of floating numbers
  85575. * @param kind the type of data that is being set, eg positions, colors etc
  85576. */
  85577. set(data: FloatArray, kind: string): void;
  85578. /**
  85579. * Associates the vertexData to the passed Mesh.
  85580. * Sets it as updatable or not (default `false`)
  85581. * @param mesh the mesh the vertexData is applied to
  85582. * @param updatable when used and having the value true allows new data to update the vertexData
  85583. * @returns the VertexData
  85584. */
  85585. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  85586. /**
  85587. * Associates the vertexData to the passed Geometry.
  85588. * Sets it as updatable or not (default `false`)
  85589. * @param geometry the geometry the vertexData is applied to
  85590. * @param updatable when used and having the value true allows new data to update the vertexData
  85591. * @returns VertexData
  85592. */
  85593. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  85594. /**
  85595. * Updates the associated mesh
  85596. * @param mesh the mesh to be updated
  85597. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85598. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  85599. * @returns VertexData
  85600. */
  85601. updateMesh(mesh: Mesh): VertexData;
  85602. /**
  85603. * Updates the associated geometry
  85604. * @param geometry the geometry to be updated
  85605. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85606. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  85607. * @returns VertexData.
  85608. */
  85609. updateGeometry(geometry: Geometry): VertexData;
  85610. private _applyTo;
  85611. private _update;
  85612. /**
  85613. * Transforms each position and each normal of the vertexData according to the passed Matrix
  85614. * @param matrix the transforming matrix
  85615. * @returns the VertexData
  85616. */
  85617. transform(matrix: Matrix): VertexData;
  85618. /**
  85619. * Merges the passed VertexData into the current one
  85620. * @param other the VertexData to be merged into the current one
  85621. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  85622. * @returns the modified VertexData
  85623. */
  85624. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  85625. private _mergeElement;
  85626. private _validate;
  85627. /**
  85628. * Serializes the VertexData
  85629. * @returns a serialized object
  85630. */
  85631. serialize(): any;
  85632. /**
  85633. * Extracts the vertexData from a mesh
  85634. * @param mesh the mesh from which to extract the VertexData
  85635. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  85636. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85637. * @returns the object VertexData associated to the passed mesh
  85638. */
  85639. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85640. /**
  85641. * Extracts the vertexData from the geometry
  85642. * @param geometry the geometry from which to extract the VertexData
  85643. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  85644. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85645. * @returns the object VertexData associated to the passed mesh
  85646. */
  85647. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85648. private static _ExtractFrom;
  85649. /**
  85650. * Creates the VertexData for a Ribbon
  85651. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  85652. * * pathArray array of paths, each of which an array of successive Vector3
  85653. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  85654. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  85655. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  85656. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85657. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85658. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85659. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  85660. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  85661. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  85662. * @returns the VertexData of the ribbon
  85663. */
  85664. static CreateRibbon(options: {
  85665. pathArray: Vector3[][];
  85666. closeArray?: boolean;
  85667. closePath?: boolean;
  85668. offset?: number;
  85669. sideOrientation?: number;
  85670. frontUVs?: Vector4;
  85671. backUVs?: Vector4;
  85672. invertUV?: boolean;
  85673. uvs?: Vector2[];
  85674. colors?: Color4[];
  85675. }): VertexData;
  85676. /**
  85677. * Creates the VertexData for a box
  85678. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85679. * * size sets the width, height and depth of the box to the value of size, optional default 1
  85680. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  85681. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  85682. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  85683. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85684. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85685. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85686. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85687. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85688. * @returns the VertexData of the box
  85689. */
  85690. static CreateBox(options: {
  85691. size?: number;
  85692. width?: number;
  85693. height?: number;
  85694. depth?: number;
  85695. faceUV?: Vector4[];
  85696. faceColors?: Color4[];
  85697. sideOrientation?: number;
  85698. frontUVs?: Vector4;
  85699. backUVs?: Vector4;
  85700. }): VertexData;
  85701. /**
  85702. * Creates the VertexData for a tiled box
  85703. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85704. * * faceTiles sets the pattern, tile size and number of tiles for a face
  85705. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85706. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85707. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85708. * @returns the VertexData of the box
  85709. */
  85710. static CreateTiledBox(options: {
  85711. pattern?: number;
  85712. width?: number;
  85713. height?: number;
  85714. depth?: number;
  85715. tileSize?: number;
  85716. tileWidth?: number;
  85717. tileHeight?: number;
  85718. alignHorizontal?: number;
  85719. alignVertical?: number;
  85720. faceUV?: Vector4[];
  85721. faceColors?: Color4[];
  85722. sideOrientation?: number;
  85723. }): VertexData;
  85724. /**
  85725. * Creates the VertexData for a tiled plane
  85726. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85727. * * pattern a limited pattern arrangement depending on the number
  85728. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  85729. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  85730. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  85731. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85732. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85733. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85734. * @returns the VertexData of the tiled plane
  85735. */
  85736. static CreateTiledPlane(options: {
  85737. pattern?: number;
  85738. tileSize?: number;
  85739. tileWidth?: number;
  85740. tileHeight?: number;
  85741. size?: number;
  85742. width?: number;
  85743. height?: number;
  85744. alignHorizontal?: number;
  85745. alignVertical?: number;
  85746. sideOrientation?: number;
  85747. frontUVs?: Vector4;
  85748. backUVs?: Vector4;
  85749. }): VertexData;
  85750. /**
  85751. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85752. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85753. * * segments sets the number of horizontal strips optional, default 32
  85754. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85755. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85756. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85757. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85758. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  85759. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  85760. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85761. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85762. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85763. * @returns the VertexData of the ellipsoid
  85764. */
  85765. static CreateSphere(options: {
  85766. segments?: number;
  85767. diameter?: number;
  85768. diameterX?: number;
  85769. diameterY?: number;
  85770. diameterZ?: number;
  85771. arc?: number;
  85772. slice?: number;
  85773. sideOrientation?: number;
  85774. frontUVs?: Vector4;
  85775. backUVs?: Vector4;
  85776. }): VertexData;
  85777. /**
  85778. * Creates the VertexData for a cylinder, cone or prism
  85779. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85780. * * height sets the height (y direction) of the cylinder, optional, default 2
  85781. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85782. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85783. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85784. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85785. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85786. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  85787. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85788. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85789. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85790. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85791. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85792. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85793. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85794. * @returns the VertexData of the cylinder, cone or prism
  85795. */
  85796. static CreateCylinder(options: {
  85797. height?: number;
  85798. diameterTop?: number;
  85799. diameterBottom?: number;
  85800. diameter?: number;
  85801. tessellation?: number;
  85802. subdivisions?: number;
  85803. arc?: number;
  85804. faceColors?: Color4[];
  85805. faceUV?: Vector4[];
  85806. hasRings?: boolean;
  85807. enclose?: boolean;
  85808. sideOrientation?: number;
  85809. frontUVs?: Vector4;
  85810. backUVs?: Vector4;
  85811. }): VertexData;
  85812. /**
  85813. * Creates the VertexData for a torus
  85814. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85815. * * diameter the diameter of the torus, optional default 1
  85816. * * thickness the diameter of the tube forming the torus, optional default 0.5
  85817. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85818. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85819. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85820. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85821. * @returns the VertexData of the torus
  85822. */
  85823. static CreateTorus(options: {
  85824. diameter?: number;
  85825. thickness?: number;
  85826. tessellation?: number;
  85827. sideOrientation?: number;
  85828. frontUVs?: Vector4;
  85829. backUVs?: Vector4;
  85830. }): VertexData;
  85831. /**
  85832. * Creates the VertexData of the LineSystem
  85833. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  85834. * - lines an array of lines, each line being an array of successive Vector3
  85835. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  85836. * @returns the VertexData of the LineSystem
  85837. */
  85838. static CreateLineSystem(options: {
  85839. lines: Vector3[][];
  85840. colors?: Nullable<Color4[][]>;
  85841. }): VertexData;
  85842. /**
  85843. * Create the VertexData for a DashedLines
  85844. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  85845. * - points an array successive Vector3
  85846. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  85847. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  85848. * - dashNb the intended total number of dashes, optional, default 200
  85849. * @returns the VertexData for the DashedLines
  85850. */
  85851. static CreateDashedLines(options: {
  85852. points: Vector3[];
  85853. dashSize?: number;
  85854. gapSize?: number;
  85855. dashNb?: number;
  85856. }): VertexData;
  85857. /**
  85858. * Creates the VertexData for a Ground
  85859. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85860. * - width the width (x direction) of the ground, optional, default 1
  85861. * - height the height (z direction) of the ground, optional, default 1
  85862. * - subdivisions the number of subdivisions per side, optional, default 1
  85863. * @returns the VertexData of the Ground
  85864. */
  85865. static CreateGround(options: {
  85866. width?: number;
  85867. height?: number;
  85868. subdivisions?: number;
  85869. subdivisionsX?: number;
  85870. subdivisionsY?: number;
  85871. }): VertexData;
  85872. /**
  85873. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  85874. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85875. * * xmin the ground minimum X coordinate, optional, default -1
  85876. * * zmin the ground minimum Z coordinate, optional, default -1
  85877. * * xmax the ground maximum X coordinate, optional, default 1
  85878. * * zmax the ground maximum Z coordinate, optional, default 1
  85879. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  85880. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  85881. * @returns the VertexData of the TiledGround
  85882. */
  85883. static CreateTiledGround(options: {
  85884. xmin: number;
  85885. zmin: number;
  85886. xmax: number;
  85887. zmax: number;
  85888. subdivisions?: {
  85889. w: number;
  85890. h: number;
  85891. };
  85892. precision?: {
  85893. w: number;
  85894. h: number;
  85895. };
  85896. }): VertexData;
  85897. /**
  85898. * Creates the VertexData of the Ground designed from a heightmap
  85899. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  85900. * * width the width (x direction) of the ground
  85901. * * height the height (z direction) of the ground
  85902. * * subdivisions the number of subdivisions per side
  85903. * * minHeight the minimum altitude on the ground, optional, default 0
  85904. * * maxHeight the maximum altitude on the ground, optional default 1
  85905. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  85906. * * buffer the array holding the image color data
  85907. * * bufferWidth the width of image
  85908. * * bufferHeight the height of image
  85909. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  85910. * @returns the VertexData of the Ground designed from a heightmap
  85911. */
  85912. static CreateGroundFromHeightMap(options: {
  85913. width: number;
  85914. height: number;
  85915. subdivisions: number;
  85916. minHeight: number;
  85917. maxHeight: number;
  85918. colorFilter: Color3;
  85919. buffer: Uint8Array;
  85920. bufferWidth: number;
  85921. bufferHeight: number;
  85922. alphaFilter: number;
  85923. }): VertexData;
  85924. /**
  85925. * Creates the VertexData for a Plane
  85926. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  85927. * * size sets the width and height of the plane to the value of size, optional default 1
  85928. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  85929. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  85930. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85931. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85932. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85933. * @returns the VertexData of the box
  85934. */
  85935. static CreatePlane(options: {
  85936. size?: number;
  85937. width?: number;
  85938. height?: number;
  85939. sideOrientation?: number;
  85940. frontUVs?: Vector4;
  85941. backUVs?: Vector4;
  85942. }): VertexData;
  85943. /**
  85944. * Creates the VertexData of the Disc or regular Polygon
  85945. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  85946. * * radius the radius of the disc, optional default 0.5
  85947. * * tessellation the number of polygon sides, optional, default 64
  85948. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  85949. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85950. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85951. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85952. * @returns the VertexData of the box
  85953. */
  85954. static CreateDisc(options: {
  85955. radius?: number;
  85956. tessellation?: number;
  85957. arc?: number;
  85958. sideOrientation?: number;
  85959. frontUVs?: Vector4;
  85960. backUVs?: Vector4;
  85961. }): VertexData;
  85962. /**
  85963. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  85964. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  85965. * @param polygon a mesh built from polygonTriangulation.build()
  85966. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85967. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85968. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85969. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85970. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85971. * @returns the VertexData of the Polygon
  85972. */
  85973. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  85974. /**
  85975. * Creates the VertexData of the IcoSphere
  85976. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  85977. * * radius the radius of the IcoSphere, optional default 1
  85978. * * radiusX allows stretching in the x direction, optional, default radius
  85979. * * radiusY allows stretching in the y direction, optional, default radius
  85980. * * radiusZ allows stretching in the z direction, optional, default radius
  85981. * * flat when true creates a flat shaded mesh, optional, default true
  85982. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85983. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85984. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85985. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85986. * @returns the VertexData of the IcoSphere
  85987. */
  85988. static CreateIcoSphere(options: {
  85989. radius?: number;
  85990. radiusX?: number;
  85991. radiusY?: number;
  85992. radiusZ?: number;
  85993. flat?: boolean;
  85994. subdivisions?: number;
  85995. sideOrientation?: number;
  85996. frontUVs?: Vector4;
  85997. backUVs?: Vector4;
  85998. }): VertexData;
  85999. /**
  86000. * Creates the VertexData for a Polyhedron
  86001. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  86002. * * type provided types are:
  86003. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  86004. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  86005. * * size the size of the IcoSphere, optional default 1
  86006. * * sizeX allows stretching in the x direction, optional, default size
  86007. * * sizeY allows stretching in the y direction, optional, default size
  86008. * * sizeZ allows stretching in the z direction, optional, default size
  86009. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  86010. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86011. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86012. * * flat when true creates a flat shaded mesh, optional, default true
  86013. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86014. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86015. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  86016. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  86017. * @returns the VertexData of the Polyhedron
  86018. */
  86019. static CreatePolyhedron(options: {
  86020. type?: number;
  86021. size?: number;
  86022. sizeX?: number;
  86023. sizeY?: number;
  86024. sizeZ?: number;
  86025. custom?: any;
  86026. faceUV?: Vector4[];
  86027. faceColors?: Color4[];
  86028. flat?: boolean;
  86029. sideOrientation?: number;
  86030. frontUVs?: Vector4;
  86031. backUVs?: Vector4;
  86032. }): VertexData;
  86033. /**
  86034. * Creates the VertexData for a TorusKnot
  86035. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  86036. * * radius the radius of the torus knot, optional, default 2
  86037. * * tube the thickness of the tube, optional, default 0.5
  86038. * * radialSegments the number of sides on each tube segments, optional, default 32
  86039. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  86040. * * p the number of windings around the z axis, optional, default 2
  86041. * * q the number of windings around the x axis, optional, default 3
  86042. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86043. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  86044. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  86045. * @returns the VertexData of the Torus Knot
  86046. */
  86047. static CreateTorusKnot(options: {
  86048. radius?: number;
  86049. tube?: number;
  86050. radialSegments?: number;
  86051. tubularSegments?: number;
  86052. p?: number;
  86053. q?: number;
  86054. sideOrientation?: number;
  86055. frontUVs?: Vector4;
  86056. backUVs?: Vector4;
  86057. }): VertexData;
  86058. /**
  86059. * Compute normals for given positions and indices
  86060. * @param positions an array of vertex positions, [...., x, y, z, ......]
  86061. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  86062. * @param normals an array of vertex normals, [...., x, y, z, ......]
  86063. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  86064. * * facetNormals : optional array of facet normals (vector3)
  86065. * * facetPositions : optional array of facet positions (vector3)
  86066. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  86067. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  86068. * * bInfo : optional bounding info, required for facetPartitioning computation
  86069. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  86070. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  86071. * * useRightHandedSystem: optional boolean to for right handed system computation
  86072. * * depthSort : optional boolean to enable the facet depth sort computation
  86073. * * distanceTo : optional Vector3 to compute the facet depth from this location
  86074. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  86075. */
  86076. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  86077. facetNormals?: any;
  86078. facetPositions?: any;
  86079. facetPartitioning?: any;
  86080. ratio?: number;
  86081. bInfo?: any;
  86082. bbSize?: Vector3;
  86083. subDiv?: any;
  86084. useRightHandedSystem?: boolean;
  86085. depthSort?: boolean;
  86086. distanceTo?: Vector3;
  86087. depthSortedFacets?: any;
  86088. }): void;
  86089. /** @hidden */
  86090. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  86091. /**
  86092. * Applies VertexData created from the imported parameters to the geometry
  86093. * @param parsedVertexData the parsed data from an imported file
  86094. * @param geometry the geometry to apply the VertexData to
  86095. */
  86096. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  86097. }
  86098. }
  86099. declare module BABYLON {
  86100. /**
  86101. * Defines a target to use with MorphTargetManager
  86102. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86103. */
  86104. export class MorphTarget implements IAnimatable {
  86105. /** defines the name of the target */
  86106. name: string;
  86107. /**
  86108. * Gets or sets the list of animations
  86109. */
  86110. animations: Animation[];
  86111. private _scene;
  86112. private _positions;
  86113. private _normals;
  86114. private _tangents;
  86115. private _uvs;
  86116. private _influence;
  86117. /**
  86118. * Observable raised when the influence changes
  86119. */
  86120. onInfluenceChanged: Observable<boolean>;
  86121. /** @hidden */
  86122. _onDataLayoutChanged: Observable<void>;
  86123. /**
  86124. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  86125. */
  86126. influence: number;
  86127. /**
  86128. * Gets or sets the id of the morph Target
  86129. */
  86130. id: string;
  86131. private _animationPropertiesOverride;
  86132. /**
  86133. * Gets or sets the animation properties override
  86134. */
  86135. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  86136. /**
  86137. * Creates a new MorphTarget
  86138. * @param name defines the name of the target
  86139. * @param influence defines the influence to use
  86140. * @param scene defines the scene the morphtarget belongs to
  86141. */
  86142. constructor(
  86143. /** defines the name of the target */
  86144. name: string, influence?: number, scene?: Nullable<Scene>);
  86145. /**
  86146. * Gets a boolean defining if the target contains position data
  86147. */
  86148. readonly hasPositions: boolean;
  86149. /**
  86150. * Gets a boolean defining if the target contains normal data
  86151. */
  86152. readonly hasNormals: boolean;
  86153. /**
  86154. * Gets a boolean defining if the target contains tangent data
  86155. */
  86156. readonly hasTangents: boolean;
  86157. /**
  86158. * Gets a boolean defining if the target contains texture coordinates data
  86159. */
  86160. readonly hasUVs: boolean;
  86161. /**
  86162. * Affects position data to this target
  86163. * @param data defines the position data to use
  86164. */
  86165. setPositions(data: Nullable<FloatArray>): void;
  86166. /**
  86167. * Gets the position data stored in this target
  86168. * @returns a FloatArray containing the position data (or null if not present)
  86169. */
  86170. getPositions(): Nullable<FloatArray>;
  86171. /**
  86172. * Affects normal data to this target
  86173. * @param data defines the normal data to use
  86174. */
  86175. setNormals(data: Nullable<FloatArray>): void;
  86176. /**
  86177. * Gets the normal data stored in this target
  86178. * @returns a FloatArray containing the normal data (or null if not present)
  86179. */
  86180. getNormals(): Nullable<FloatArray>;
  86181. /**
  86182. * Affects tangent data to this target
  86183. * @param data defines the tangent data to use
  86184. */
  86185. setTangents(data: Nullable<FloatArray>): void;
  86186. /**
  86187. * Gets the tangent data stored in this target
  86188. * @returns a FloatArray containing the tangent data (or null if not present)
  86189. */
  86190. getTangents(): Nullable<FloatArray>;
  86191. /**
  86192. * Affects texture coordinates data to this target
  86193. * @param data defines the texture coordinates data to use
  86194. */
  86195. setUVs(data: Nullable<FloatArray>): void;
  86196. /**
  86197. * Gets the texture coordinates data stored in this target
  86198. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  86199. */
  86200. getUVs(): Nullable<FloatArray>;
  86201. /**
  86202. * Serializes the current target into a Serialization object
  86203. * @returns the serialized object
  86204. */
  86205. serialize(): any;
  86206. /**
  86207. * Returns the string "MorphTarget"
  86208. * @returns "MorphTarget"
  86209. */
  86210. getClassName(): string;
  86211. /**
  86212. * Creates a new target from serialized data
  86213. * @param serializationObject defines the serialized data to use
  86214. * @returns a new MorphTarget
  86215. */
  86216. static Parse(serializationObject: any): MorphTarget;
  86217. /**
  86218. * Creates a MorphTarget from mesh data
  86219. * @param mesh defines the source mesh
  86220. * @param name defines the name to use for the new target
  86221. * @param influence defines the influence to attach to the target
  86222. * @returns a new MorphTarget
  86223. */
  86224. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  86225. }
  86226. }
  86227. declare module BABYLON {
  86228. /**
  86229. * This class is used to deform meshes using morphing between different targets
  86230. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86231. */
  86232. export class MorphTargetManager {
  86233. private _targets;
  86234. private _targetInfluenceChangedObservers;
  86235. private _targetDataLayoutChangedObservers;
  86236. private _activeTargets;
  86237. private _scene;
  86238. private _influences;
  86239. private _supportsNormals;
  86240. private _supportsTangents;
  86241. private _supportsUVs;
  86242. private _vertexCount;
  86243. private _uniqueId;
  86244. private _tempInfluences;
  86245. /**
  86246. * Gets or sets a boolean indicating if normals must be morphed
  86247. */
  86248. enableNormalMorphing: boolean;
  86249. /**
  86250. * Gets or sets a boolean indicating if tangents must be morphed
  86251. */
  86252. enableTangentMorphing: boolean;
  86253. /**
  86254. * Gets or sets a boolean indicating if UV must be morphed
  86255. */
  86256. enableUVMorphing: boolean;
  86257. /**
  86258. * Creates a new MorphTargetManager
  86259. * @param scene defines the current scene
  86260. */
  86261. constructor(scene?: Nullable<Scene>);
  86262. /**
  86263. * Gets the unique ID of this manager
  86264. */
  86265. readonly uniqueId: number;
  86266. /**
  86267. * Gets the number of vertices handled by this manager
  86268. */
  86269. readonly vertexCount: number;
  86270. /**
  86271. * Gets a boolean indicating if this manager supports morphing of normals
  86272. */
  86273. readonly supportsNormals: boolean;
  86274. /**
  86275. * Gets a boolean indicating if this manager supports morphing of tangents
  86276. */
  86277. readonly supportsTangents: boolean;
  86278. /**
  86279. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  86280. */
  86281. readonly supportsUVs: boolean;
  86282. /**
  86283. * Gets the number of targets stored in this manager
  86284. */
  86285. readonly numTargets: number;
  86286. /**
  86287. * Gets the number of influencers (ie. the number of targets with influences > 0)
  86288. */
  86289. readonly numInfluencers: number;
  86290. /**
  86291. * Gets the list of influences (one per target)
  86292. */
  86293. readonly influences: Float32Array;
  86294. /**
  86295. * Gets the active target at specified index. An active target is a target with an influence > 0
  86296. * @param index defines the index to check
  86297. * @returns the requested target
  86298. */
  86299. getActiveTarget(index: number): MorphTarget;
  86300. /**
  86301. * Gets the target at specified index
  86302. * @param index defines the index to check
  86303. * @returns the requested target
  86304. */
  86305. getTarget(index: number): MorphTarget;
  86306. /**
  86307. * Add a new target to this manager
  86308. * @param target defines the target to add
  86309. */
  86310. addTarget(target: MorphTarget): void;
  86311. /**
  86312. * Removes a target from the manager
  86313. * @param target defines the target to remove
  86314. */
  86315. removeTarget(target: MorphTarget): void;
  86316. /**
  86317. * Serializes the current manager into a Serialization object
  86318. * @returns the serialized object
  86319. */
  86320. serialize(): any;
  86321. private _syncActiveTargets;
  86322. /**
  86323. * Syncrhonize the targets with all the meshes using this morph target manager
  86324. */
  86325. synchronize(): void;
  86326. /**
  86327. * Creates a new MorphTargetManager from serialized data
  86328. * @param serializationObject defines the serialized data
  86329. * @param scene defines the hosting scene
  86330. * @returns the new MorphTargetManager
  86331. */
  86332. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  86333. }
  86334. }
  86335. declare module BABYLON {
  86336. /**
  86337. * Class used to represent a specific level of detail of a mesh
  86338. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86339. */
  86340. export class MeshLODLevel {
  86341. /** Defines the distance where this level should star being displayed */
  86342. distance: number;
  86343. /** Defines the mesh to use to render this level */
  86344. mesh: Nullable<Mesh>;
  86345. /**
  86346. * Creates a new LOD level
  86347. * @param distance defines the distance where this level should star being displayed
  86348. * @param mesh defines the mesh to use to render this level
  86349. */
  86350. constructor(
  86351. /** Defines the distance where this level should star being displayed */
  86352. distance: number,
  86353. /** Defines the mesh to use to render this level */
  86354. mesh: Nullable<Mesh>);
  86355. }
  86356. }
  86357. declare module BABYLON {
  86358. /**
  86359. * Mesh representing the gorund
  86360. */
  86361. export class GroundMesh extends Mesh {
  86362. /** If octree should be generated */
  86363. generateOctree: boolean;
  86364. private _heightQuads;
  86365. /** @hidden */
  86366. _subdivisionsX: number;
  86367. /** @hidden */
  86368. _subdivisionsY: number;
  86369. /** @hidden */
  86370. _width: number;
  86371. /** @hidden */
  86372. _height: number;
  86373. /** @hidden */
  86374. _minX: number;
  86375. /** @hidden */
  86376. _maxX: number;
  86377. /** @hidden */
  86378. _minZ: number;
  86379. /** @hidden */
  86380. _maxZ: number;
  86381. constructor(name: string, scene: Scene);
  86382. /**
  86383. * "GroundMesh"
  86384. * @returns "GroundMesh"
  86385. */
  86386. getClassName(): string;
  86387. /**
  86388. * The minimum of x and y subdivisions
  86389. */
  86390. readonly subdivisions: number;
  86391. /**
  86392. * X subdivisions
  86393. */
  86394. readonly subdivisionsX: number;
  86395. /**
  86396. * Y subdivisions
  86397. */
  86398. readonly subdivisionsY: number;
  86399. /**
  86400. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  86401. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  86402. * @param chunksCount the number of subdivisions for x and y
  86403. * @param octreeBlocksSize (Default: 32)
  86404. */
  86405. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  86406. /**
  86407. * Returns a height (y) value in the Worl system :
  86408. * the ground altitude at the coordinates (x, z) expressed in the World system.
  86409. * @param x x coordinate
  86410. * @param z z coordinate
  86411. * @returns the ground y position if (x, z) are outside the ground surface.
  86412. */
  86413. getHeightAtCoordinates(x: number, z: number): number;
  86414. /**
  86415. * Returns a normalized vector (Vector3) orthogonal to the ground
  86416. * at the ground coordinates (x, z) expressed in the World system.
  86417. * @param x x coordinate
  86418. * @param z z coordinate
  86419. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  86420. */
  86421. getNormalAtCoordinates(x: number, z: number): Vector3;
  86422. /**
  86423. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  86424. * at the ground coordinates (x, z) expressed in the World system.
  86425. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  86426. * @param x x coordinate
  86427. * @param z z coordinate
  86428. * @param ref vector to store the result
  86429. * @returns the GroundMesh.
  86430. */
  86431. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  86432. /**
  86433. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  86434. * if the ground has been updated.
  86435. * This can be used in the render loop.
  86436. * @returns the GroundMesh.
  86437. */
  86438. updateCoordinateHeights(): GroundMesh;
  86439. private _getFacetAt;
  86440. private _initHeightQuads;
  86441. private _computeHeightQuads;
  86442. /**
  86443. * Serializes this ground mesh
  86444. * @param serializationObject object to write serialization to
  86445. */
  86446. serialize(serializationObject: any): void;
  86447. /**
  86448. * Parses a serialized ground mesh
  86449. * @param parsedMesh the serialized mesh
  86450. * @param scene the scene to create the ground mesh in
  86451. * @returns the created ground mesh
  86452. */
  86453. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  86454. }
  86455. }
  86456. declare module BABYLON {
  86457. /**
  86458. * Interface for Physics-Joint data
  86459. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86460. */
  86461. export interface PhysicsJointData {
  86462. /**
  86463. * The main pivot of the joint
  86464. */
  86465. mainPivot?: Vector3;
  86466. /**
  86467. * The connected pivot of the joint
  86468. */
  86469. connectedPivot?: Vector3;
  86470. /**
  86471. * The main axis of the joint
  86472. */
  86473. mainAxis?: Vector3;
  86474. /**
  86475. * The connected axis of the joint
  86476. */
  86477. connectedAxis?: Vector3;
  86478. /**
  86479. * The collision of the joint
  86480. */
  86481. collision?: boolean;
  86482. /**
  86483. * Native Oimo/Cannon/Energy data
  86484. */
  86485. nativeParams?: any;
  86486. }
  86487. /**
  86488. * This is a holder class for the physics joint created by the physics plugin
  86489. * It holds a set of functions to control the underlying joint
  86490. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86491. */
  86492. export class PhysicsJoint {
  86493. /**
  86494. * The type of the physics joint
  86495. */
  86496. type: number;
  86497. /**
  86498. * The data for the physics joint
  86499. */
  86500. jointData: PhysicsJointData;
  86501. private _physicsJoint;
  86502. protected _physicsPlugin: IPhysicsEnginePlugin;
  86503. /**
  86504. * Initializes the physics joint
  86505. * @param type The type of the physics joint
  86506. * @param jointData The data for the physics joint
  86507. */
  86508. constructor(
  86509. /**
  86510. * The type of the physics joint
  86511. */
  86512. type: number,
  86513. /**
  86514. * The data for the physics joint
  86515. */
  86516. jointData: PhysicsJointData);
  86517. /**
  86518. * Gets the physics joint
  86519. */
  86520. /**
  86521. * Sets the physics joint
  86522. */
  86523. physicsJoint: any;
  86524. /**
  86525. * Sets the physics plugin
  86526. */
  86527. physicsPlugin: IPhysicsEnginePlugin;
  86528. /**
  86529. * Execute a function that is physics-plugin specific.
  86530. * @param {Function} func the function that will be executed.
  86531. * It accepts two parameters: the physics world and the physics joint
  86532. */
  86533. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  86534. /**
  86535. * Distance-Joint type
  86536. */
  86537. static DistanceJoint: number;
  86538. /**
  86539. * Hinge-Joint type
  86540. */
  86541. static HingeJoint: number;
  86542. /**
  86543. * Ball-and-Socket joint type
  86544. */
  86545. static BallAndSocketJoint: number;
  86546. /**
  86547. * Wheel-Joint type
  86548. */
  86549. static WheelJoint: number;
  86550. /**
  86551. * Slider-Joint type
  86552. */
  86553. static SliderJoint: number;
  86554. /**
  86555. * Prismatic-Joint type
  86556. */
  86557. static PrismaticJoint: number;
  86558. /**
  86559. * Universal-Joint type
  86560. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  86561. */
  86562. static UniversalJoint: number;
  86563. /**
  86564. * Hinge-Joint 2 type
  86565. */
  86566. static Hinge2Joint: number;
  86567. /**
  86568. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  86569. */
  86570. static PointToPointJoint: number;
  86571. /**
  86572. * Spring-Joint type
  86573. */
  86574. static SpringJoint: number;
  86575. /**
  86576. * Lock-Joint type
  86577. */
  86578. static LockJoint: number;
  86579. }
  86580. /**
  86581. * A class representing a physics distance joint
  86582. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86583. */
  86584. export class DistanceJoint extends PhysicsJoint {
  86585. /**
  86586. *
  86587. * @param jointData The data for the Distance-Joint
  86588. */
  86589. constructor(jointData: DistanceJointData);
  86590. /**
  86591. * Update the predefined distance.
  86592. * @param maxDistance The maximum preferred distance
  86593. * @param minDistance The minimum preferred distance
  86594. */
  86595. updateDistance(maxDistance: number, minDistance?: number): void;
  86596. }
  86597. /**
  86598. * Represents a Motor-Enabled Joint
  86599. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86600. */
  86601. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  86602. /**
  86603. * Initializes the Motor-Enabled Joint
  86604. * @param type The type of the joint
  86605. * @param jointData The physica joint data for the joint
  86606. */
  86607. constructor(type: number, jointData: PhysicsJointData);
  86608. /**
  86609. * Set the motor values.
  86610. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86611. * @param force the force to apply
  86612. * @param maxForce max force for this motor.
  86613. */
  86614. setMotor(force?: number, maxForce?: number): void;
  86615. /**
  86616. * Set the motor's limits.
  86617. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86618. * @param upperLimit The upper limit of the motor
  86619. * @param lowerLimit The lower limit of the motor
  86620. */
  86621. setLimit(upperLimit: number, lowerLimit?: number): void;
  86622. }
  86623. /**
  86624. * This class represents a single physics Hinge-Joint
  86625. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86626. */
  86627. export class HingeJoint extends MotorEnabledJoint {
  86628. /**
  86629. * Initializes the Hinge-Joint
  86630. * @param jointData The joint data for the Hinge-Joint
  86631. */
  86632. constructor(jointData: PhysicsJointData);
  86633. /**
  86634. * Set the motor values.
  86635. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86636. * @param {number} force the force to apply
  86637. * @param {number} maxForce max force for this motor.
  86638. */
  86639. setMotor(force?: number, maxForce?: number): void;
  86640. /**
  86641. * Set the motor's limits.
  86642. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86643. * @param upperLimit The upper limit of the motor
  86644. * @param lowerLimit The lower limit of the motor
  86645. */
  86646. setLimit(upperLimit: number, lowerLimit?: number): void;
  86647. }
  86648. /**
  86649. * This class represents a dual hinge physics joint (same as wheel joint)
  86650. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86651. */
  86652. export class Hinge2Joint extends MotorEnabledJoint {
  86653. /**
  86654. * Initializes the Hinge2-Joint
  86655. * @param jointData The joint data for the Hinge2-Joint
  86656. */
  86657. constructor(jointData: PhysicsJointData);
  86658. /**
  86659. * Set the motor values.
  86660. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86661. * @param {number} targetSpeed the speed the motor is to reach
  86662. * @param {number} maxForce max force for this motor.
  86663. * @param {motorIndex} the motor's index, 0 or 1.
  86664. */
  86665. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  86666. /**
  86667. * Set the motor limits.
  86668. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86669. * @param {number} upperLimit the upper limit
  86670. * @param {number} lowerLimit lower limit
  86671. * @param {motorIndex} the motor's index, 0 or 1.
  86672. */
  86673. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86674. }
  86675. /**
  86676. * Interface for a motor enabled joint
  86677. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86678. */
  86679. export interface IMotorEnabledJoint {
  86680. /**
  86681. * Physics joint
  86682. */
  86683. physicsJoint: any;
  86684. /**
  86685. * Sets the motor of the motor-enabled joint
  86686. * @param force The force of the motor
  86687. * @param maxForce The maximum force of the motor
  86688. * @param motorIndex The index of the motor
  86689. */
  86690. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  86691. /**
  86692. * Sets the limit of the motor
  86693. * @param upperLimit The upper limit of the motor
  86694. * @param lowerLimit The lower limit of the motor
  86695. * @param motorIndex The index of the motor
  86696. */
  86697. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86698. }
  86699. /**
  86700. * Joint data for a Distance-Joint
  86701. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86702. */
  86703. export interface DistanceJointData extends PhysicsJointData {
  86704. /**
  86705. * Max distance the 2 joint objects can be apart
  86706. */
  86707. maxDistance: number;
  86708. }
  86709. /**
  86710. * Joint data from a spring joint
  86711. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86712. */
  86713. export interface SpringJointData extends PhysicsJointData {
  86714. /**
  86715. * Length of the spring
  86716. */
  86717. length: number;
  86718. /**
  86719. * Stiffness of the spring
  86720. */
  86721. stiffness: number;
  86722. /**
  86723. * Damping of the spring
  86724. */
  86725. damping: number;
  86726. /** this callback will be called when applying the force to the impostors. */
  86727. forceApplicationCallback: () => void;
  86728. }
  86729. }
  86730. declare module BABYLON {
  86731. /**
  86732. * Holds the data for the raycast result
  86733. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86734. */
  86735. export class PhysicsRaycastResult {
  86736. private _hasHit;
  86737. private _hitDistance;
  86738. private _hitNormalWorld;
  86739. private _hitPointWorld;
  86740. private _rayFromWorld;
  86741. private _rayToWorld;
  86742. /**
  86743. * Gets if there was a hit
  86744. */
  86745. readonly hasHit: boolean;
  86746. /**
  86747. * Gets the distance from the hit
  86748. */
  86749. readonly hitDistance: number;
  86750. /**
  86751. * Gets the hit normal/direction in the world
  86752. */
  86753. readonly hitNormalWorld: Vector3;
  86754. /**
  86755. * Gets the hit point in the world
  86756. */
  86757. readonly hitPointWorld: Vector3;
  86758. /**
  86759. * Gets the ray "start point" of the ray in the world
  86760. */
  86761. readonly rayFromWorld: Vector3;
  86762. /**
  86763. * Gets the ray "end point" of the ray in the world
  86764. */
  86765. readonly rayToWorld: Vector3;
  86766. /**
  86767. * Sets the hit data (normal & point in world space)
  86768. * @param hitNormalWorld defines the normal in world space
  86769. * @param hitPointWorld defines the point in world space
  86770. */
  86771. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86772. /**
  86773. * Sets the distance from the start point to the hit point
  86774. * @param distance
  86775. */
  86776. setHitDistance(distance: number): void;
  86777. /**
  86778. * Calculates the distance manually
  86779. */
  86780. calculateHitDistance(): void;
  86781. /**
  86782. * Resets all the values to default
  86783. * @param from The from point on world space
  86784. * @param to The to point on world space
  86785. */
  86786. reset(from?: Vector3, to?: Vector3): void;
  86787. }
  86788. /**
  86789. * Interface for the size containing width and height
  86790. */
  86791. interface IXYZ {
  86792. /**
  86793. * X
  86794. */
  86795. x: number;
  86796. /**
  86797. * Y
  86798. */
  86799. y: number;
  86800. /**
  86801. * Z
  86802. */
  86803. z: number;
  86804. }
  86805. }
  86806. declare module BABYLON {
  86807. /**
  86808. * Interface used to describe a physics joint
  86809. */
  86810. export interface PhysicsImpostorJoint {
  86811. /** Defines the main impostor to which the joint is linked */
  86812. mainImpostor: PhysicsImpostor;
  86813. /** Defines the impostor that is connected to the main impostor using this joint */
  86814. connectedImpostor: PhysicsImpostor;
  86815. /** Defines the joint itself */
  86816. joint: PhysicsJoint;
  86817. }
  86818. /** @hidden */
  86819. export interface IPhysicsEnginePlugin {
  86820. world: any;
  86821. name: string;
  86822. setGravity(gravity: Vector3): void;
  86823. setTimeStep(timeStep: number): void;
  86824. getTimeStep(): number;
  86825. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  86826. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86827. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86828. generatePhysicsBody(impostor: PhysicsImpostor): void;
  86829. removePhysicsBody(impostor: PhysicsImpostor): void;
  86830. generateJoint(joint: PhysicsImpostorJoint): void;
  86831. removeJoint(joint: PhysicsImpostorJoint): void;
  86832. isSupported(): boolean;
  86833. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  86834. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  86835. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86836. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86837. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86838. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86839. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  86840. getBodyMass(impostor: PhysicsImpostor): number;
  86841. getBodyFriction(impostor: PhysicsImpostor): number;
  86842. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  86843. getBodyRestitution(impostor: PhysicsImpostor): number;
  86844. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  86845. getBodyPressure?(impostor: PhysicsImpostor): number;
  86846. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  86847. getBodyStiffness?(impostor: PhysicsImpostor): number;
  86848. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  86849. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  86850. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  86851. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  86852. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  86853. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86854. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86855. sleepBody(impostor: PhysicsImpostor): void;
  86856. wakeUpBody(impostor: PhysicsImpostor): void;
  86857. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86858. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  86859. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  86860. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86861. getRadius(impostor: PhysicsImpostor): number;
  86862. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  86863. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  86864. dispose(): void;
  86865. }
  86866. /**
  86867. * Interface used to define a physics engine
  86868. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  86869. */
  86870. export interface IPhysicsEngine {
  86871. /**
  86872. * Gets the gravity vector used by the simulation
  86873. */
  86874. gravity: Vector3;
  86875. /**
  86876. * Sets the gravity vector used by the simulation
  86877. * @param gravity defines the gravity vector to use
  86878. */
  86879. setGravity(gravity: Vector3): void;
  86880. /**
  86881. * Set the time step of the physics engine.
  86882. * Default is 1/60.
  86883. * To slow it down, enter 1/600 for example.
  86884. * To speed it up, 1/30
  86885. * @param newTimeStep the new timestep to apply to this world.
  86886. */
  86887. setTimeStep(newTimeStep: number): void;
  86888. /**
  86889. * Get the time step of the physics engine.
  86890. * @returns the current time step
  86891. */
  86892. getTimeStep(): number;
  86893. /**
  86894. * Release all resources
  86895. */
  86896. dispose(): void;
  86897. /**
  86898. * Gets the name of the current physics plugin
  86899. * @returns the name of the plugin
  86900. */
  86901. getPhysicsPluginName(): string;
  86902. /**
  86903. * Adding a new impostor for the impostor tracking.
  86904. * This will be done by the impostor itself.
  86905. * @param impostor the impostor to add
  86906. */
  86907. addImpostor(impostor: PhysicsImpostor): void;
  86908. /**
  86909. * Remove an impostor from the engine.
  86910. * This impostor and its mesh will not longer be updated by the physics engine.
  86911. * @param impostor the impostor to remove
  86912. */
  86913. removeImpostor(impostor: PhysicsImpostor): void;
  86914. /**
  86915. * Add a joint to the physics engine
  86916. * @param mainImpostor defines the main impostor to which the joint is added.
  86917. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  86918. * @param joint defines the joint that will connect both impostors.
  86919. */
  86920. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86921. /**
  86922. * Removes a joint from the simulation
  86923. * @param mainImpostor defines the impostor used with the joint
  86924. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  86925. * @param joint defines the joint to remove
  86926. */
  86927. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86928. /**
  86929. * Gets the current plugin used to run the simulation
  86930. * @returns current plugin
  86931. */
  86932. getPhysicsPlugin(): IPhysicsEnginePlugin;
  86933. /**
  86934. * Gets the list of physic impostors
  86935. * @returns an array of PhysicsImpostor
  86936. */
  86937. getImpostors(): Array<PhysicsImpostor>;
  86938. /**
  86939. * Gets the impostor for a physics enabled object
  86940. * @param object defines the object impersonated by the impostor
  86941. * @returns the PhysicsImpostor or null if not found
  86942. */
  86943. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86944. /**
  86945. * Gets the impostor for a physics body object
  86946. * @param body defines physics body used by the impostor
  86947. * @returns the PhysicsImpostor or null if not found
  86948. */
  86949. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  86950. /**
  86951. * Does a raycast in the physics world
  86952. * @param from when should the ray start?
  86953. * @param to when should the ray end?
  86954. * @returns PhysicsRaycastResult
  86955. */
  86956. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86957. /**
  86958. * Called by the scene. No need to call it.
  86959. * @param delta defines the timespam between frames
  86960. */
  86961. _step(delta: number): void;
  86962. }
  86963. }
  86964. declare module BABYLON {
  86965. /**
  86966. * The interface for the physics imposter parameters
  86967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86968. */
  86969. export interface PhysicsImpostorParameters {
  86970. /**
  86971. * The mass of the physics imposter
  86972. */
  86973. mass: number;
  86974. /**
  86975. * The friction of the physics imposter
  86976. */
  86977. friction?: number;
  86978. /**
  86979. * The coefficient of restitution of the physics imposter
  86980. */
  86981. restitution?: number;
  86982. /**
  86983. * The native options of the physics imposter
  86984. */
  86985. nativeOptions?: any;
  86986. /**
  86987. * Specifies if the parent should be ignored
  86988. */
  86989. ignoreParent?: boolean;
  86990. /**
  86991. * Specifies if bi-directional transformations should be disabled
  86992. */
  86993. disableBidirectionalTransformation?: boolean;
  86994. /**
  86995. * The pressure inside the physics imposter, soft object only
  86996. */
  86997. pressure?: number;
  86998. /**
  86999. * The stiffness the physics imposter, soft object only
  87000. */
  87001. stiffness?: number;
  87002. /**
  87003. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  87004. */
  87005. velocityIterations?: number;
  87006. /**
  87007. * The number of iterations used in maintaining consistent vertex positions, soft object only
  87008. */
  87009. positionIterations?: number;
  87010. /**
  87011. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  87012. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  87013. * Add to fix multiple points
  87014. */
  87015. fixedPoints?: number;
  87016. /**
  87017. * The collision margin around a soft object
  87018. */
  87019. margin?: number;
  87020. /**
  87021. * The collision margin around a soft object
  87022. */
  87023. damping?: number;
  87024. /**
  87025. * The path for a rope based on an extrusion
  87026. */
  87027. path?: any;
  87028. /**
  87029. * The shape of an extrusion used for a rope based on an extrusion
  87030. */
  87031. shape?: any;
  87032. }
  87033. /**
  87034. * Interface for a physics-enabled object
  87035. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87036. */
  87037. export interface IPhysicsEnabledObject {
  87038. /**
  87039. * The position of the physics-enabled object
  87040. */
  87041. position: Vector3;
  87042. /**
  87043. * The rotation of the physics-enabled object
  87044. */
  87045. rotationQuaternion: Nullable<Quaternion>;
  87046. /**
  87047. * The scale of the physics-enabled object
  87048. */
  87049. scaling: Vector3;
  87050. /**
  87051. * The rotation of the physics-enabled object
  87052. */
  87053. rotation?: Vector3;
  87054. /**
  87055. * The parent of the physics-enabled object
  87056. */
  87057. parent?: any;
  87058. /**
  87059. * The bounding info of the physics-enabled object
  87060. * @returns The bounding info of the physics-enabled object
  87061. */
  87062. getBoundingInfo(): BoundingInfo;
  87063. /**
  87064. * Computes the world matrix
  87065. * @param force Specifies if the world matrix should be computed by force
  87066. * @returns A world matrix
  87067. */
  87068. computeWorldMatrix(force: boolean): Matrix;
  87069. /**
  87070. * Gets the world matrix
  87071. * @returns A world matrix
  87072. */
  87073. getWorldMatrix?(): Matrix;
  87074. /**
  87075. * Gets the child meshes
  87076. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  87077. * @returns An array of abstract meshes
  87078. */
  87079. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  87080. /**
  87081. * Gets the vertex data
  87082. * @param kind The type of vertex data
  87083. * @returns A nullable array of numbers, or a float32 array
  87084. */
  87085. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  87086. /**
  87087. * Gets the indices from the mesh
  87088. * @returns A nullable array of index arrays
  87089. */
  87090. getIndices?(): Nullable<IndicesArray>;
  87091. /**
  87092. * Gets the scene from the mesh
  87093. * @returns the indices array or null
  87094. */
  87095. getScene?(): Scene;
  87096. /**
  87097. * Gets the absolute position from the mesh
  87098. * @returns the absolute position
  87099. */
  87100. getAbsolutePosition(): Vector3;
  87101. /**
  87102. * Gets the absolute pivot point from the mesh
  87103. * @returns the absolute pivot point
  87104. */
  87105. getAbsolutePivotPoint(): Vector3;
  87106. /**
  87107. * Rotates the mesh
  87108. * @param axis The axis of rotation
  87109. * @param amount The amount of rotation
  87110. * @param space The space of the rotation
  87111. * @returns The rotation transform node
  87112. */
  87113. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  87114. /**
  87115. * Translates the mesh
  87116. * @param axis The axis of translation
  87117. * @param distance The distance of translation
  87118. * @param space The space of the translation
  87119. * @returns The transform node
  87120. */
  87121. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  87122. /**
  87123. * Sets the absolute position of the mesh
  87124. * @param absolutePosition The absolute position of the mesh
  87125. * @returns The transform node
  87126. */
  87127. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  87128. /**
  87129. * Gets the class name of the mesh
  87130. * @returns The class name
  87131. */
  87132. getClassName(): string;
  87133. }
  87134. /**
  87135. * Represents a physics imposter
  87136. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87137. */
  87138. export class PhysicsImpostor {
  87139. /**
  87140. * The physics-enabled object used as the physics imposter
  87141. */
  87142. object: IPhysicsEnabledObject;
  87143. /**
  87144. * The type of the physics imposter
  87145. */
  87146. type: number;
  87147. private _options;
  87148. private _scene?;
  87149. /**
  87150. * The default object size of the imposter
  87151. */
  87152. static DEFAULT_OBJECT_SIZE: Vector3;
  87153. /**
  87154. * The identity quaternion of the imposter
  87155. */
  87156. static IDENTITY_QUATERNION: Quaternion;
  87157. /** @hidden */
  87158. _pluginData: any;
  87159. private _physicsEngine;
  87160. private _physicsBody;
  87161. private _bodyUpdateRequired;
  87162. private _onBeforePhysicsStepCallbacks;
  87163. private _onAfterPhysicsStepCallbacks;
  87164. /** @hidden */
  87165. _onPhysicsCollideCallbacks: Array<{
  87166. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  87167. otherImpostors: Array<PhysicsImpostor>;
  87168. }>;
  87169. private _deltaPosition;
  87170. private _deltaRotation;
  87171. private _deltaRotationConjugated;
  87172. /** @hidden */
  87173. _isFromLine: boolean;
  87174. private _parent;
  87175. private _isDisposed;
  87176. private static _tmpVecs;
  87177. private static _tmpQuat;
  87178. /**
  87179. * Specifies if the physics imposter is disposed
  87180. */
  87181. readonly isDisposed: boolean;
  87182. /**
  87183. * Gets the mass of the physics imposter
  87184. */
  87185. mass: number;
  87186. /**
  87187. * Gets the coefficient of friction
  87188. */
  87189. /**
  87190. * Sets the coefficient of friction
  87191. */
  87192. friction: number;
  87193. /**
  87194. * Gets the coefficient of restitution
  87195. */
  87196. /**
  87197. * Sets the coefficient of restitution
  87198. */
  87199. restitution: number;
  87200. /**
  87201. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  87202. */
  87203. /**
  87204. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  87205. */
  87206. pressure: number;
  87207. /**
  87208. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87209. */
  87210. /**
  87211. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87212. */
  87213. stiffness: number;
  87214. /**
  87215. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87216. */
  87217. /**
  87218. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87219. */
  87220. velocityIterations: number;
  87221. /**
  87222. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87223. */
  87224. /**
  87225. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87226. */
  87227. positionIterations: number;
  87228. /**
  87229. * The unique id of the physics imposter
  87230. * set by the physics engine when adding this impostor to the array
  87231. */
  87232. uniqueId: number;
  87233. /**
  87234. * @hidden
  87235. */
  87236. soft: boolean;
  87237. /**
  87238. * @hidden
  87239. */
  87240. segments: number;
  87241. private _joints;
  87242. /**
  87243. * Initializes the physics imposter
  87244. * @param object The physics-enabled object used as the physics imposter
  87245. * @param type The type of the physics imposter
  87246. * @param _options The options for the physics imposter
  87247. * @param _scene The Babylon scene
  87248. */
  87249. constructor(
  87250. /**
  87251. * The physics-enabled object used as the physics imposter
  87252. */
  87253. object: IPhysicsEnabledObject,
  87254. /**
  87255. * The type of the physics imposter
  87256. */
  87257. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  87258. /**
  87259. * This function will completly initialize this impostor.
  87260. * It will create a new body - but only if this mesh has no parent.
  87261. * If it has, this impostor will not be used other than to define the impostor
  87262. * of the child mesh.
  87263. * @hidden
  87264. */
  87265. _init(): void;
  87266. private _getPhysicsParent;
  87267. /**
  87268. * Should a new body be generated.
  87269. * @returns boolean specifying if body initialization is required
  87270. */
  87271. isBodyInitRequired(): boolean;
  87272. /**
  87273. * Sets the updated scaling
  87274. * @param updated Specifies if the scaling is updated
  87275. */
  87276. setScalingUpdated(): void;
  87277. /**
  87278. * Force a regeneration of this or the parent's impostor's body.
  87279. * Use under cautious - This will remove all joints already implemented.
  87280. */
  87281. forceUpdate(): void;
  87282. /**
  87283. * Gets the body that holds this impostor. Either its own, or its parent.
  87284. */
  87285. /**
  87286. * Set the physics body. Used mainly by the physics engine/plugin
  87287. */
  87288. physicsBody: any;
  87289. /**
  87290. * Get the parent of the physics imposter
  87291. * @returns Physics imposter or null
  87292. */
  87293. /**
  87294. * Sets the parent of the physics imposter
  87295. */
  87296. parent: Nullable<PhysicsImpostor>;
  87297. /**
  87298. * Resets the update flags
  87299. */
  87300. resetUpdateFlags(): void;
  87301. /**
  87302. * Gets the object extend size
  87303. * @returns the object extend size
  87304. */
  87305. getObjectExtendSize(): Vector3;
  87306. /**
  87307. * Gets the object center
  87308. * @returns The object center
  87309. */
  87310. getObjectCenter(): Vector3;
  87311. /**
  87312. * Get a specific parametes from the options parameter
  87313. * @param paramName The object parameter name
  87314. * @returns The object parameter
  87315. */
  87316. getParam(paramName: string): any;
  87317. /**
  87318. * Sets a specific parameter in the options given to the physics plugin
  87319. * @param paramName The parameter name
  87320. * @param value The value of the parameter
  87321. */
  87322. setParam(paramName: string, value: number): void;
  87323. /**
  87324. * Specifically change the body's mass option. Won't recreate the physics body object
  87325. * @param mass The mass of the physics imposter
  87326. */
  87327. setMass(mass: number): void;
  87328. /**
  87329. * Gets the linear velocity
  87330. * @returns linear velocity or null
  87331. */
  87332. getLinearVelocity(): Nullable<Vector3>;
  87333. /**
  87334. * Sets the linear velocity
  87335. * @param velocity linear velocity or null
  87336. */
  87337. setLinearVelocity(velocity: Nullable<Vector3>): void;
  87338. /**
  87339. * Gets the angular velocity
  87340. * @returns angular velocity or null
  87341. */
  87342. getAngularVelocity(): Nullable<Vector3>;
  87343. /**
  87344. * Sets the angular velocity
  87345. * @param velocity The velocity or null
  87346. */
  87347. setAngularVelocity(velocity: Nullable<Vector3>): void;
  87348. /**
  87349. * Execute a function with the physics plugin native code
  87350. * Provide a function the will have two variables - the world object and the physics body object
  87351. * @param func The function to execute with the physics plugin native code
  87352. */
  87353. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  87354. /**
  87355. * Register a function that will be executed before the physics world is stepping forward
  87356. * @param func The function to execute before the physics world is stepped forward
  87357. */
  87358. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87359. /**
  87360. * Unregister a function that will be executed before the physics world is stepping forward
  87361. * @param func The function to execute before the physics world is stepped forward
  87362. */
  87363. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87364. /**
  87365. * Register a function that will be executed after the physics step
  87366. * @param func The function to execute after physics step
  87367. */
  87368. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87369. /**
  87370. * Unregisters a function that will be executed after the physics step
  87371. * @param func The function to execute after physics step
  87372. */
  87373. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87374. /**
  87375. * register a function that will be executed when this impostor collides against a different body
  87376. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  87377. * @param func Callback that is executed on collision
  87378. */
  87379. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  87380. /**
  87381. * Unregisters the physics imposter on contact
  87382. * @param collideAgainst The physics object to collide against
  87383. * @param func Callback to execute on collision
  87384. */
  87385. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  87386. private _tmpQuat;
  87387. private _tmpQuat2;
  87388. /**
  87389. * Get the parent rotation
  87390. * @returns The parent rotation
  87391. */
  87392. getParentsRotation(): Quaternion;
  87393. /**
  87394. * this function is executed by the physics engine.
  87395. */
  87396. beforeStep: () => void;
  87397. /**
  87398. * this function is executed by the physics engine
  87399. */
  87400. afterStep: () => void;
  87401. /**
  87402. * Legacy collision detection event support
  87403. */
  87404. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  87405. /**
  87406. * event and body object due to cannon's event-based architecture.
  87407. */
  87408. onCollide: (e: {
  87409. body: any;
  87410. }) => void;
  87411. /**
  87412. * Apply a force
  87413. * @param force The force to apply
  87414. * @param contactPoint The contact point for the force
  87415. * @returns The physics imposter
  87416. */
  87417. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87418. /**
  87419. * Apply an impulse
  87420. * @param force The impulse force
  87421. * @param contactPoint The contact point for the impulse force
  87422. * @returns The physics imposter
  87423. */
  87424. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87425. /**
  87426. * A help function to create a joint
  87427. * @param otherImpostor A physics imposter used to create a joint
  87428. * @param jointType The type of joint
  87429. * @param jointData The data for the joint
  87430. * @returns The physics imposter
  87431. */
  87432. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  87433. /**
  87434. * Add a joint to this impostor with a different impostor
  87435. * @param otherImpostor A physics imposter used to add a joint
  87436. * @param joint The joint to add
  87437. * @returns The physics imposter
  87438. */
  87439. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  87440. /**
  87441. * Add an anchor to a cloth impostor
  87442. * @param otherImpostor rigid impostor to anchor to
  87443. * @param width ratio across width from 0 to 1
  87444. * @param height ratio up height from 0 to 1
  87445. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  87446. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  87447. * @returns impostor the soft imposter
  87448. */
  87449. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87450. /**
  87451. * Add a hook to a rope impostor
  87452. * @param otherImpostor rigid impostor to anchor to
  87453. * @param length ratio across rope from 0 to 1
  87454. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  87455. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  87456. * @returns impostor the rope imposter
  87457. */
  87458. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87459. /**
  87460. * Will keep this body still, in a sleep mode.
  87461. * @returns the physics imposter
  87462. */
  87463. sleep(): PhysicsImpostor;
  87464. /**
  87465. * Wake the body up.
  87466. * @returns The physics imposter
  87467. */
  87468. wakeUp(): PhysicsImpostor;
  87469. /**
  87470. * Clones the physics imposter
  87471. * @param newObject The physics imposter clones to this physics-enabled object
  87472. * @returns A nullable physics imposter
  87473. */
  87474. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87475. /**
  87476. * Disposes the physics imposter
  87477. */
  87478. dispose(): void;
  87479. /**
  87480. * Sets the delta position
  87481. * @param position The delta position amount
  87482. */
  87483. setDeltaPosition(position: Vector3): void;
  87484. /**
  87485. * Sets the delta rotation
  87486. * @param rotation The delta rotation amount
  87487. */
  87488. setDeltaRotation(rotation: Quaternion): void;
  87489. /**
  87490. * Gets the box size of the physics imposter and stores the result in the input parameter
  87491. * @param result Stores the box size
  87492. * @returns The physics imposter
  87493. */
  87494. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87495. /**
  87496. * Gets the radius of the physics imposter
  87497. * @returns Radius of the physics imposter
  87498. */
  87499. getRadius(): number;
  87500. /**
  87501. * Sync a bone with this impostor
  87502. * @param bone The bone to sync to the impostor.
  87503. * @param boneMesh The mesh that the bone is influencing.
  87504. * @param jointPivot The pivot of the joint / bone in local space.
  87505. * @param distToJoint Optional distance from the impostor to the joint.
  87506. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87507. */
  87508. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  87509. /**
  87510. * Sync impostor to a bone
  87511. * @param bone The bone that the impostor will be synced to.
  87512. * @param boneMesh The mesh that the bone is influencing.
  87513. * @param jointPivot The pivot of the joint / bone in local space.
  87514. * @param distToJoint Optional distance from the impostor to the joint.
  87515. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87516. * @param boneAxis Optional vector3 axis the bone is aligned with
  87517. */
  87518. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  87519. /**
  87520. * No-Imposter type
  87521. */
  87522. static NoImpostor: number;
  87523. /**
  87524. * Sphere-Imposter type
  87525. */
  87526. static SphereImpostor: number;
  87527. /**
  87528. * Box-Imposter type
  87529. */
  87530. static BoxImpostor: number;
  87531. /**
  87532. * Plane-Imposter type
  87533. */
  87534. static PlaneImpostor: number;
  87535. /**
  87536. * Mesh-imposter type
  87537. */
  87538. static MeshImpostor: number;
  87539. /**
  87540. * Capsule-Impostor type (Ammo.js plugin only)
  87541. */
  87542. static CapsuleImpostor: number;
  87543. /**
  87544. * Cylinder-Imposter type
  87545. */
  87546. static CylinderImpostor: number;
  87547. /**
  87548. * Particle-Imposter type
  87549. */
  87550. static ParticleImpostor: number;
  87551. /**
  87552. * Heightmap-Imposter type
  87553. */
  87554. static HeightmapImpostor: number;
  87555. /**
  87556. * ConvexHull-Impostor type (Ammo.js plugin only)
  87557. */
  87558. static ConvexHullImpostor: number;
  87559. /**
  87560. * Rope-Imposter type
  87561. */
  87562. static RopeImpostor: number;
  87563. /**
  87564. * Cloth-Imposter type
  87565. */
  87566. static ClothImpostor: number;
  87567. /**
  87568. * Softbody-Imposter type
  87569. */
  87570. static SoftbodyImpostor: number;
  87571. }
  87572. }
  87573. declare module BABYLON {
  87574. /**
  87575. * @hidden
  87576. **/
  87577. export class _CreationDataStorage {
  87578. closePath?: boolean;
  87579. closeArray?: boolean;
  87580. idx: number[];
  87581. dashSize: number;
  87582. gapSize: number;
  87583. path3D: Path3D;
  87584. pathArray: Vector3[][];
  87585. arc: number;
  87586. radius: number;
  87587. cap: number;
  87588. tessellation: number;
  87589. }
  87590. /**
  87591. * @hidden
  87592. **/
  87593. class _InstanceDataStorage {
  87594. visibleInstances: any;
  87595. batchCache: _InstancesBatch;
  87596. instancesBufferSize: number;
  87597. instancesBuffer: Nullable<Buffer>;
  87598. instancesData: Float32Array;
  87599. overridenInstanceCount: number;
  87600. isFrozen: boolean;
  87601. previousBatch: Nullable<_InstancesBatch>;
  87602. hardwareInstancedRendering: boolean;
  87603. sideOrientation: number;
  87604. }
  87605. /**
  87606. * @hidden
  87607. **/
  87608. export class _InstancesBatch {
  87609. mustReturn: boolean;
  87610. visibleInstances: Nullable<InstancedMesh[]>[];
  87611. renderSelf: boolean[];
  87612. hardwareInstancedRendering: boolean[];
  87613. }
  87614. /**
  87615. * Class used to represent renderable models
  87616. */
  87617. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  87618. /**
  87619. * Mesh side orientation : usually the external or front surface
  87620. */
  87621. static readonly FRONTSIDE: number;
  87622. /**
  87623. * Mesh side orientation : usually the internal or back surface
  87624. */
  87625. static readonly BACKSIDE: number;
  87626. /**
  87627. * Mesh side orientation : both internal and external or front and back surfaces
  87628. */
  87629. static readonly DOUBLESIDE: number;
  87630. /**
  87631. * Mesh side orientation : by default, `FRONTSIDE`
  87632. */
  87633. static readonly DEFAULTSIDE: number;
  87634. /**
  87635. * Mesh cap setting : no cap
  87636. */
  87637. static readonly NO_CAP: number;
  87638. /**
  87639. * Mesh cap setting : one cap at the beginning of the mesh
  87640. */
  87641. static readonly CAP_START: number;
  87642. /**
  87643. * Mesh cap setting : one cap at the end of the mesh
  87644. */
  87645. static readonly CAP_END: number;
  87646. /**
  87647. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  87648. */
  87649. static readonly CAP_ALL: number;
  87650. /**
  87651. * Mesh pattern setting : no flip or rotate
  87652. */
  87653. static readonly NO_FLIP: number;
  87654. /**
  87655. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  87656. */
  87657. static readonly FLIP_TILE: number;
  87658. /**
  87659. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  87660. */
  87661. static readonly ROTATE_TILE: number;
  87662. /**
  87663. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  87664. */
  87665. static readonly FLIP_ROW: number;
  87666. /**
  87667. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  87668. */
  87669. static readonly ROTATE_ROW: number;
  87670. /**
  87671. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  87672. */
  87673. static readonly FLIP_N_ROTATE_TILE: number;
  87674. /**
  87675. * Mesh pattern setting : rotate pattern and rotate
  87676. */
  87677. static readonly FLIP_N_ROTATE_ROW: number;
  87678. /**
  87679. * Mesh tile positioning : part tiles same on left/right or top/bottom
  87680. */
  87681. static readonly CENTER: number;
  87682. /**
  87683. * Mesh tile positioning : part tiles on left
  87684. */
  87685. static readonly LEFT: number;
  87686. /**
  87687. * Mesh tile positioning : part tiles on right
  87688. */
  87689. static readonly RIGHT: number;
  87690. /**
  87691. * Mesh tile positioning : part tiles on top
  87692. */
  87693. static readonly TOP: number;
  87694. /**
  87695. * Mesh tile positioning : part tiles on bottom
  87696. */
  87697. static readonly BOTTOM: number;
  87698. /**
  87699. * Gets the default side orientation.
  87700. * @param orientation the orientation to value to attempt to get
  87701. * @returns the default orientation
  87702. * @hidden
  87703. */
  87704. static _GetDefaultSideOrientation(orientation?: number): number;
  87705. private _internalMeshDataInfo;
  87706. /**
  87707. * An event triggered before rendering the mesh
  87708. */
  87709. readonly onBeforeRenderObservable: Observable<Mesh>;
  87710. /**
  87711. * An event triggered before binding the mesh
  87712. */
  87713. readonly onBeforeBindObservable: Observable<Mesh>;
  87714. /**
  87715. * An event triggered after rendering the mesh
  87716. */
  87717. readonly onAfterRenderObservable: Observable<Mesh>;
  87718. /**
  87719. * An event triggered before drawing the mesh
  87720. */
  87721. readonly onBeforeDrawObservable: Observable<Mesh>;
  87722. private _onBeforeDrawObserver;
  87723. /**
  87724. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  87725. */
  87726. onBeforeDraw: () => void;
  87727. /**
  87728. * Gets the delay loading state of the mesh (when delay loading is turned on)
  87729. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  87730. */
  87731. delayLoadState: number;
  87732. /**
  87733. * Gets the list of instances created from this mesh
  87734. * it is not supposed to be modified manually.
  87735. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  87736. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87737. */
  87738. instances: InstancedMesh[];
  87739. /**
  87740. * Gets the file containing delay loading data for this mesh
  87741. */
  87742. delayLoadingFile: string;
  87743. /** @hidden */
  87744. _binaryInfo: any;
  87745. /**
  87746. * User defined function used to change how LOD level selection is done
  87747. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87748. */
  87749. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87750. /**
  87751. * Gets or sets the morph target manager
  87752. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87753. */
  87754. morphTargetManager: Nullable<MorphTargetManager>;
  87755. /** @hidden */
  87756. _creationDataStorage: Nullable<_CreationDataStorage>;
  87757. /** @hidden */
  87758. _geometry: Nullable<Geometry>;
  87759. /** @hidden */
  87760. _delayInfo: Array<string>;
  87761. /** @hidden */
  87762. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87763. /** @hidden */
  87764. _instanceDataStorage: _InstanceDataStorage;
  87765. private _effectiveMaterial;
  87766. /** @hidden */
  87767. _shouldGenerateFlatShading: boolean;
  87768. /** @hidden */
  87769. _originalBuilderSideOrientation: number;
  87770. /**
  87771. * Use this property to change the original side orientation defined at construction time
  87772. */
  87773. overrideMaterialSideOrientation: Nullable<number>;
  87774. /**
  87775. * Gets the source mesh (the one used to clone this one from)
  87776. */
  87777. readonly source: Nullable<Mesh>;
  87778. /**
  87779. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87780. */
  87781. isUnIndexed: boolean;
  87782. /**
  87783. * @constructor
  87784. * @param name The value used by scene.getMeshByName() to do a lookup.
  87785. * @param scene The scene to add this mesh to.
  87786. * @param parent The parent of this mesh, if it has one
  87787. * @param source An optional Mesh from which geometry is shared, cloned.
  87788. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87789. * When false, achieved by calling a clone(), also passing False.
  87790. * This will make creation of children, recursive.
  87791. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87792. */
  87793. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87794. /**
  87795. * Gets the class name
  87796. * @returns the string "Mesh".
  87797. */
  87798. getClassName(): string;
  87799. /** @hidden */
  87800. readonly _isMesh: boolean;
  87801. /**
  87802. * Returns a description of this mesh
  87803. * @param fullDetails define if full details about this mesh must be used
  87804. * @returns a descriptive string representing this mesh
  87805. */
  87806. toString(fullDetails?: boolean): string;
  87807. /** @hidden */
  87808. _unBindEffect(): void;
  87809. /**
  87810. * Gets a boolean indicating if this mesh has LOD
  87811. */
  87812. readonly hasLODLevels: boolean;
  87813. /**
  87814. * Gets the list of MeshLODLevel associated with the current mesh
  87815. * @returns an array of MeshLODLevel
  87816. */
  87817. getLODLevels(): MeshLODLevel[];
  87818. private _sortLODLevels;
  87819. /**
  87820. * Add a mesh as LOD level triggered at the given distance.
  87821. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87822. * @param distance The distance from the center of the object to show this level
  87823. * @param mesh The mesh to be added as LOD level (can be null)
  87824. * @return This mesh (for chaining)
  87825. */
  87826. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  87827. /**
  87828. * Returns the LOD level mesh at the passed distance or null if not found.
  87829. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87830. * @param distance The distance from the center of the object to show this level
  87831. * @returns a Mesh or `null`
  87832. */
  87833. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  87834. /**
  87835. * Remove a mesh from the LOD array
  87836. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87837. * @param mesh defines the mesh to be removed
  87838. * @return This mesh (for chaining)
  87839. */
  87840. removeLODLevel(mesh: Mesh): Mesh;
  87841. /**
  87842. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  87843. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87844. * @param camera defines the camera to use to compute distance
  87845. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  87846. * @return This mesh (for chaining)
  87847. */
  87848. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  87849. /**
  87850. * Gets the mesh internal Geometry object
  87851. */
  87852. readonly geometry: Nullable<Geometry>;
  87853. /**
  87854. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  87855. * @returns the total number of vertices
  87856. */
  87857. getTotalVertices(): number;
  87858. /**
  87859. * Returns the content of an associated vertex buffer
  87860. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87861. * - VertexBuffer.PositionKind
  87862. * - VertexBuffer.UVKind
  87863. * - VertexBuffer.UV2Kind
  87864. * - VertexBuffer.UV3Kind
  87865. * - VertexBuffer.UV4Kind
  87866. * - VertexBuffer.UV5Kind
  87867. * - VertexBuffer.UV6Kind
  87868. * - VertexBuffer.ColorKind
  87869. * - VertexBuffer.MatricesIndicesKind
  87870. * - VertexBuffer.MatricesIndicesExtraKind
  87871. * - VertexBuffer.MatricesWeightsKind
  87872. * - VertexBuffer.MatricesWeightsExtraKind
  87873. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  87874. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  87875. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  87876. */
  87877. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  87878. /**
  87879. * Returns the mesh VertexBuffer object from the requested `kind`
  87880. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87881. * - VertexBuffer.PositionKind
  87882. * - VertexBuffer.NormalKind
  87883. * - VertexBuffer.UVKind
  87884. * - VertexBuffer.UV2Kind
  87885. * - VertexBuffer.UV3Kind
  87886. * - VertexBuffer.UV4Kind
  87887. * - VertexBuffer.UV5Kind
  87888. * - VertexBuffer.UV6Kind
  87889. * - VertexBuffer.ColorKind
  87890. * - VertexBuffer.MatricesIndicesKind
  87891. * - VertexBuffer.MatricesIndicesExtraKind
  87892. * - VertexBuffer.MatricesWeightsKind
  87893. * - VertexBuffer.MatricesWeightsExtraKind
  87894. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  87895. */
  87896. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  87897. /**
  87898. * Tests if a specific vertex buffer is associated with this mesh
  87899. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87900. * - VertexBuffer.PositionKind
  87901. * - VertexBuffer.NormalKind
  87902. * - VertexBuffer.UVKind
  87903. * - VertexBuffer.UV2Kind
  87904. * - VertexBuffer.UV3Kind
  87905. * - VertexBuffer.UV4Kind
  87906. * - VertexBuffer.UV5Kind
  87907. * - VertexBuffer.UV6Kind
  87908. * - VertexBuffer.ColorKind
  87909. * - VertexBuffer.MatricesIndicesKind
  87910. * - VertexBuffer.MatricesIndicesExtraKind
  87911. * - VertexBuffer.MatricesWeightsKind
  87912. * - VertexBuffer.MatricesWeightsExtraKind
  87913. * @returns a boolean
  87914. */
  87915. isVerticesDataPresent(kind: string): boolean;
  87916. /**
  87917. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  87918. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87919. * - VertexBuffer.PositionKind
  87920. * - VertexBuffer.UVKind
  87921. * - VertexBuffer.UV2Kind
  87922. * - VertexBuffer.UV3Kind
  87923. * - VertexBuffer.UV4Kind
  87924. * - VertexBuffer.UV5Kind
  87925. * - VertexBuffer.UV6Kind
  87926. * - VertexBuffer.ColorKind
  87927. * - VertexBuffer.MatricesIndicesKind
  87928. * - VertexBuffer.MatricesIndicesExtraKind
  87929. * - VertexBuffer.MatricesWeightsKind
  87930. * - VertexBuffer.MatricesWeightsExtraKind
  87931. * @returns a boolean
  87932. */
  87933. isVertexBufferUpdatable(kind: string): boolean;
  87934. /**
  87935. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  87936. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87937. * - VertexBuffer.PositionKind
  87938. * - VertexBuffer.NormalKind
  87939. * - VertexBuffer.UVKind
  87940. * - VertexBuffer.UV2Kind
  87941. * - VertexBuffer.UV3Kind
  87942. * - VertexBuffer.UV4Kind
  87943. * - VertexBuffer.UV5Kind
  87944. * - VertexBuffer.UV6Kind
  87945. * - VertexBuffer.ColorKind
  87946. * - VertexBuffer.MatricesIndicesKind
  87947. * - VertexBuffer.MatricesIndicesExtraKind
  87948. * - VertexBuffer.MatricesWeightsKind
  87949. * - VertexBuffer.MatricesWeightsExtraKind
  87950. * @returns an array of strings
  87951. */
  87952. getVerticesDataKinds(): string[];
  87953. /**
  87954. * Returns a positive integer : the total number of indices in this mesh geometry.
  87955. * @returns the numner of indices or zero if the mesh has no geometry.
  87956. */
  87957. getTotalIndices(): number;
  87958. /**
  87959. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87960. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  87961. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  87962. * @returns the indices array or an empty array if the mesh has no geometry
  87963. */
  87964. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  87965. readonly isBlocked: boolean;
  87966. /**
  87967. * Determine if the current mesh is ready to be rendered
  87968. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87969. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  87970. * @returns true if all associated assets are ready (material, textures, shaders)
  87971. */
  87972. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  87973. /**
  87974. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  87975. */
  87976. readonly areNormalsFrozen: boolean;
  87977. /**
  87978. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  87979. * @returns the current mesh
  87980. */
  87981. freezeNormals(): Mesh;
  87982. /**
  87983. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  87984. * @returns the current mesh
  87985. */
  87986. unfreezeNormals(): Mesh;
  87987. /**
  87988. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  87989. */
  87990. overridenInstanceCount: number;
  87991. /** @hidden */
  87992. _preActivate(): Mesh;
  87993. /** @hidden */
  87994. _preActivateForIntermediateRendering(renderId: number): Mesh;
  87995. /** @hidden */
  87996. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  87997. /**
  87998. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87999. * This means the mesh underlying bounding box and sphere are recomputed.
  88000. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  88001. * @returns the current mesh
  88002. */
  88003. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  88004. /** @hidden */
  88005. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  88006. /**
  88007. * This function will subdivide the mesh into multiple submeshes
  88008. * @param count defines the expected number of submeshes
  88009. */
  88010. subdivide(count: number): void;
  88011. /**
  88012. * Copy a FloatArray into a specific associated vertex buffer
  88013. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88014. * - VertexBuffer.PositionKind
  88015. * - VertexBuffer.UVKind
  88016. * - VertexBuffer.UV2Kind
  88017. * - VertexBuffer.UV3Kind
  88018. * - VertexBuffer.UV4Kind
  88019. * - VertexBuffer.UV5Kind
  88020. * - VertexBuffer.UV6Kind
  88021. * - VertexBuffer.ColorKind
  88022. * - VertexBuffer.MatricesIndicesKind
  88023. * - VertexBuffer.MatricesIndicesExtraKind
  88024. * - VertexBuffer.MatricesWeightsKind
  88025. * - VertexBuffer.MatricesWeightsExtraKind
  88026. * @param data defines the data source
  88027. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88028. * @param stride defines the data stride size (can be null)
  88029. * @returns the current mesh
  88030. */
  88031. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  88032. /**
  88033. * Flags an associated vertex buffer as updatable
  88034. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  88035. * - VertexBuffer.PositionKind
  88036. * - VertexBuffer.UVKind
  88037. * - VertexBuffer.UV2Kind
  88038. * - VertexBuffer.UV3Kind
  88039. * - VertexBuffer.UV4Kind
  88040. * - VertexBuffer.UV5Kind
  88041. * - VertexBuffer.UV6Kind
  88042. * - VertexBuffer.ColorKind
  88043. * - VertexBuffer.MatricesIndicesKind
  88044. * - VertexBuffer.MatricesIndicesExtraKind
  88045. * - VertexBuffer.MatricesWeightsKind
  88046. * - VertexBuffer.MatricesWeightsExtraKind
  88047. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88048. */
  88049. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  88050. /**
  88051. * Sets the mesh global Vertex Buffer
  88052. * @param buffer defines the buffer to use
  88053. * @returns the current mesh
  88054. */
  88055. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  88056. /**
  88057. * Update a specific associated vertex buffer
  88058. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88059. * - VertexBuffer.PositionKind
  88060. * - VertexBuffer.UVKind
  88061. * - VertexBuffer.UV2Kind
  88062. * - VertexBuffer.UV3Kind
  88063. * - VertexBuffer.UV4Kind
  88064. * - VertexBuffer.UV5Kind
  88065. * - VertexBuffer.UV6Kind
  88066. * - VertexBuffer.ColorKind
  88067. * - VertexBuffer.MatricesIndicesKind
  88068. * - VertexBuffer.MatricesIndicesExtraKind
  88069. * - VertexBuffer.MatricesWeightsKind
  88070. * - VertexBuffer.MatricesWeightsExtraKind
  88071. * @param data defines the data source
  88072. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  88073. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  88074. * @returns the current mesh
  88075. */
  88076. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  88077. /**
  88078. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  88079. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  88080. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  88081. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  88082. * @returns the current mesh
  88083. */
  88084. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  88085. /**
  88086. * Creates a un-shared specific occurence of the geometry for the mesh.
  88087. * @returns the current mesh
  88088. */
  88089. makeGeometryUnique(): Mesh;
  88090. /**
  88091. * Set the index buffer of this mesh
  88092. * @param indices defines the source data
  88093. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  88094. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  88095. * @returns the current mesh
  88096. */
  88097. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  88098. /**
  88099. * Update the current index buffer
  88100. * @param indices defines the source data
  88101. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  88102. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  88103. * @returns the current mesh
  88104. */
  88105. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  88106. /**
  88107. * Invert the geometry to move from a right handed system to a left handed one.
  88108. * @returns the current mesh
  88109. */
  88110. toLeftHanded(): Mesh;
  88111. /** @hidden */
  88112. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88113. /** @hidden */
  88114. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88115. /**
  88116. * Registers for this mesh a javascript function called just before the rendering process
  88117. * @param func defines the function to call before rendering this mesh
  88118. * @returns the current mesh
  88119. */
  88120. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88121. /**
  88122. * Disposes a previously registered javascript function called before the rendering
  88123. * @param func defines the function to remove
  88124. * @returns the current mesh
  88125. */
  88126. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88127. /**
  88128. * Registers for this mesh a javascript function called just after the rendering is complete
  88129. * @param func defines the function to call after rendering this mesh
  88130. * @returns the current mesh
  88131. */
  88132. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88133. /**
  88134. * Disposes a previously registered javascript function called after the rendering.
  88135. * @param func defines the function to remove
  88136. * @returns the current mesh
  88137. */
  88138. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88139. /** @hidden */
  88140. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  88141. /** @hidden */
  88142. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  88143. /** @hidden */
  88144. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  88145. /** @hidden */
  88146. _rebuild(): void;
  88147. /** @hidden */
  88148. _freeze(): void;
  88149. /** @hidden */
  88150. _unFreeze(): void;
  88151. /**
  88152. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  88153. * @param subMesh defines the subMesh to render
  88154. * @param enableAlphaMode defines if alpha mode can be changed
  88155. * @returns the current mesh
  88156. */
  88157. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  88158. private _onBeforeDraw;
  88159. /**
  88160. * Renormalize the mesh and patch it up if there are no weights
  88161. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  88162. * However in the case of zero weights then we set just a single influence to 1.
  88163. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  88164. */
  88165. cleanMatrixWeights(): void;
  88166. private normalizeSkinFourWeights;
  88167. private normalizeSkinWeightsAndExtra;
  88168. /**
  88169. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  88170. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  88171. * the user know there was an issue with importing the mesh
  88172. * @returns a validation object with skinned, valid and report string
  88173. */
  88174. validateSkinning(): {
  88175. skinned: boolean;
  88176. valid: boolean;
  88177. report: string;
  88178. };
  88179. /** @hidden */
  88180. _checkDelayState(): Mesh;
  88181. private _queueLoad;
  88182. /**
  88183. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  88184. * A mesh is in the frustum if its bounding box intersects the frustum
  88185. * @param frustumPlanes defines the frustum to test
  88186. * @returns true if the mesh is in the frustum planes
  88187. */
  88188. isInFrustum(frustumPlanes: Plane[]): boolean;
  88189. /**
  88190. * Sets the mesh material by the material or multiMaterial `id` property
  88191. * @param id is a string identifying the material or the multiMaterial
  88192. * @returns the current mesh
  88193. */
  88194. setMaterialByID(id: string): Mesh;
  88195. /**
  88196. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  88197. * @returns an array of IAnimatable
  88198. */
  88199. getAnimatables(): IAnimatable[];
  88200. /**
  88201. * Modifies the mesh geometry according to the passed transformation matrix.
  88202. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  88203. * The mesh normals are modified using the same transformation.
  88204. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88205. * @param transform defines the transform matrix to use
  88206. * @see http://doc.babylonjs.com/resources/baking_transformations
  88207. * @returns the current mesh
  88208. */
  88209. bakeTransformIntoVertices(transform: Matrix): Mesh;
  88210. /**
  88211. * Modifies the mesh geometry according to its own current World Matrix.
  88212. * The mesh World Matrix is then reset.
  88213. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  88214. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88215. * @see http://doc.babylonjs.com/resources/baking_transformations
  88216. * @returns the current mesh
  88217. */
  88218. bakeCurrentTransformIntoVertices(): Mesh;
  88219. /** @hidden */
  88220. readonly _positions: Nullable<Vector3[]>;
  88221. /** @hidden */
  88222. _resetPointsArrayCache(): Mesh;
  88223. /** @hidden */
  88224. _generatePointsArray(): boolean;
  88225. /**
  88226. * Returns a new Mesh object generated from the current mesh properties.
  88227. * This method must not get confused with createInstance()
  88228. * @param name is a string, the name given to the new mesh
  88229. * @param newParent can be any Node object (default `null`)
  88230. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  88231. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  88232. * @returns a new mesh
  88233. */
  88234. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  88235. /**
  88236. * Releases resources associated with this mesh.
  88237. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88238. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88239. */
  88240. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88241. /**
  88242. * Modifies the mesh geometry according to a displacement map.
  88243. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  88244. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88245. * @param url is a string, the URL from the image file is to be downloaded.
  88246. * @param minHeight is the lower limit of the displacement.
  88247. * @param maxHeight is the upper limit of the displacement.
  88248. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  88249. * @param uvOffset is an optional vector2 used to offset UV.
  88250. * @param uvScale is an optional vector2 used to scale UV.
  88251. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  88252. * @returns the Mesh.
  88253. */
  88254. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88255. /**
  88256. * Modifies the mesh geometry according to a displacementMap buffer.
  88257. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  88258. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88259. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  88260. * @param heightMapWidth is the width of the buffer image.
  88261. * @param heightMapHeight is the height of the buffer image.
  88262. * @param minHeight is the lower limit of the displacement.
  88263. * @param maxHeight is the upper limit of the displacement.
  88264. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  88265. * @param uvOffset is an optional vector2 used to offset UV.
  88266. * @param uvScale is an optional vector2 used to scale UV.
  88267. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  88268. * @returns the Mesh.
  88269. */
  88270. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88271. /**
  88272. * Modify the mesh to get a flat shading rendering.
  88273. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  88274. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  88275. * @returns current mesh
  88276. */
  88277. convertToFlatShadedMesh(): Mesh;
  88278. /**
  88279. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  88280. * In other words, more vertices, no more indices and a single bigger VBO.
  88281. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  88282. * @returns current mesh
  88283. */
  88284. convertToUnIndexedMesh(): Mesh;
  88285. /**
  88286. * Inverses facet orientations.
  88287. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88288. * @param flipNormals will also inverts the normals
  88289. * @returns current mesh
  88290. */
  88291. flipFaces(flipNormals?: boolean): Mesh;
  88292. /**
  88293. * Increase the number of facets and hence vertices in a mesh
  88294. * Vertex normals are interpolated from existing vertex normals
  88295. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88296. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  88297. */
  88298. increaseVertices(numberPerEdge: number): void;
  88299. /**
  88300. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  88301. * This will undo any application of covertToFlatShadedMesh
  88302. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88303. */
  88304. forceSharedVertices(): void;
  88305. /** @hidden */
  88306. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  88307. /** @hidden */
  88308. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  88309. /**
  88310. * Creates a new InstancedMesh object from the mesh model.
  88311. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88312. * @param name defines the name of the new instance
  88313. * @returns a new InstancedMesh
  88314. */
  88315. createInstance(name: string): InstancedMesh;
  88316. /**
  88317. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  88318. * After this call, all the mesh instances have the same submeshes than the current mesh.
  88319. * @returns the current mesh
  88320. */
  88321. synchronizeInstances(): Mesh;
  88322. /**
  88323. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  88324. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  88325. * This should be used together with the simplification to avoid disappearing triangles.
  88326. * @param successCallback an optional success callback to be called after the optimization finished.
  88327. * @returns the current mesh
  88328. */
  88329. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  88330. /**
  88331. * Serialize current mesh
  88332. * @param serializationObject defines the object which will receive the serialization data
  88333. */
  88334. serialize(serializationObject: any): void;
  88335. /** @hidden */
  88336. _syncGeometryWithMorphTargetManager(): void;
  88337. /** @hidden */
  88338. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  88339. /**
  88340. * Returns a new Mesh object parsed from the source provided.
  88341. * @param parsedMesh is the source
  88342. * @param scene defines the hosting scene
  88343. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  88344. * @returns a new Mesh
  88345. */
  88346. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  88347. /**
  88348. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  88349. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88350. * @param name defines the name of the mesh to create
  88351. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  88352. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  88353. * @param closePath creates a seam between the first and the last points of each path of the path array
  88354. * @param offset is taken in account only if the `pathArray` is containing a single path
  88355. * @param scene defines the hosting scene
  88356. * @param updatable defines if the mesh must be flagged as updatable
  88357. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88358. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  88359. * @returns a new Mesh
  88360. */
  88361. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88362. /**
  88363. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  88364. * @param name defines the name of the mesh to create
  88365. * @param radius sets the radius size (float) of the polygon (default 0.5)
  88366. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  88367. * @param scene defines the hosting scene
  88368. * @param updatable defines if the mesh must be flagged as updatable
  88369. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88370. * @returns a new Mesh
  88371. */
  88372. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88373. /**
  88374. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  88375. * @param name defines the name of the mesh to create
  88376. * @param size sets the size (float) of each box side (default 1)
  88377. * @param scene defines the hosting scene
  88378. * @param updatable defines if the mesh must be flagged as updatable
  88379. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88380. * @returns a new Mesh
  88381. */
  88382. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88383. /**
  88384. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  88385. * @param name defines the name of the mesh to create
  88386. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88387. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88388. * @param scene defines the hosting scene
  88389. * @param updatable defines if the mesh must be flagged as updatable
  88390. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88391. * @returns a new Mesh
  88392. */
  88393. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88394. /**
  88395. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  88396. * @param name defines the name of the mesh to create
  88397. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88398. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88399. * @param scene defines the hosting scene
  88400. * @returns a new Mesh
  88401. */
  88402. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  88403. /**
  88404. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  88405. * @param name defines the name of the mesh to create
  88406. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  88407. * @param diameterTop set the top cap diameter (floats, default 1)
  88408. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  88409. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  88410. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  88411. * @param scene defines the hosting scene
  88412. * @param updatable defines if the mesh must be flagged as updatable
  88413. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88414. * @returns a new Mesh
  88415. */
  88416. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  88417. /**
  88418. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  88419. * @param name defines the name of the mesh to create
  88420. * @param diameter sets the diameter size (float) of the torus (default 1)
  88421. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  88422. * @param tessellation sets the number of torus sides (postive integer, default 16)
  88423. * @param scene defines the hosting scene
  88424. * @param updatable defines if the mesh must be flagged as updatable
  88425. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88426. * @returns a new Mesh
  88427. */
  88428. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88429. /**
  88430. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  88431. * @param name defines the name of the mesh to create
  88432. * @param radius sets the global radius size (float) of the torus knot (default 2)
  88433. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  88434. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  88435. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  88436. * @param p the number of windings on X axis (positive integers, default 2)
  88437. * @param q the number of windings on Y axis (positive integers, default 3)
  88438. * @param scene defines the hosting scene
  88439. * @param updatable defines if the mesh must be flagged as updatable
  88440. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88441. * @returns a new Mesh
  88442. */
  88443. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88444. /**
  88445. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  88446. * @param name defines the name of the mesh to create
  88447. * @param points is an array successive Vector3
  88448. * @param scene defines the hosting scene
  88449. * @param updatable defines if the mesh must be flagged as updatable
  88450. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  88451. * @returns a new Mesh
  88452. */
  88453. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  88454. /**
  88455. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  88456. * @param name defines the name of the mesh to create
  88457. * @param points is an array successive Vector3
  88458. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  88459. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  88460. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  88461. * @param scene defines the hosting scene
  88462. * @param updatable defines if the mesh must be flagged as updatable
  88463. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  88464. * @returns a new Mesh
  88465. */
  88466. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  88467. /**
  88468. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  88469. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  88470. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  88471. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88472. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  88473. * Remember you can only change the shape positions, not their number when updating a polygon.
  88474. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  88475. * @param name defines the name of the mesh to create
  88476. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  88477. * @param scene defines the hosting scene
  88478. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88479. * @param updatable defines if the mesh must be flagged as updatable
  88480. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88481. * @param earcutInjection can be used to inject your own earcut reference
  88482. * @returns a new Mesh
  88483. */
  88484. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88485. /**
  88486. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88487. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88488. * @param name defines the name of the mesh to create
  88489. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  88490. * @param depth defines the height of extrusion
  88491. * @param scene defines the hosting scene
  88492. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88493. * @param updatable defines if the mesh must be flagged as updatable
  88494. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88495. * @param earcutInjection can be used to inject your own earcut reference
  88496. * @returns a new Mesh
  88497. */
  88498. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88499. /**
  88500. * Creates an extruded shape mesh.
  88501. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  88502. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88503. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88504. * @param name defines the name of the mesh to create
  88505. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  88506. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88507. * @param scale is the value to scale the shape
  88508. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  88509. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88510. * @param scene defines the hosting scene
  88511. * @param updatable defines if the mesh must be flagged as updatable
  88512. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88513. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  88514. * @returns a new Mesh
  88515. */
  88516. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88517. /**
  88518. * Creates an custom extruded shape mesh.
  88519. * The custom extrusion is a parametric shape.
  88520. * It has no predefined shape. Its final shape will depend on the input parameters.
  88521. * Please consider using the same method from the MeshBuilder class instead
  88522. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88523. * @param name defines the name of the mesh to create
  88524. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  88525. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88526. * @param scaleFunction is a custom Javascript function called on each path point
  88527. * @param rotationFunction is a custom Javascript function called on each path point
  88528. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  88529. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  88530. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88531. * @param scene defines the hosting scene
  88532. * @param updatable defines if the mesh must be flagged as updatable
  88533. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88534. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  88535. * @returns a new Mesh
  88536. */
  88537. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88538. /**
  88539. * Creates lathe mesh.
  88540. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  88541. * Please consider using the same method from the MeshBuilder class instead
  88542. * @param name defines the name of the mesh to create
  88543. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  88544. * @param radius is the radius value of the lathe
  88545. * @param tessellation is the side number of the lathe.
  88546. * @param scene defines the hosting scene
  88547. * @param updatable defines if the mesh must be flagged as updatable
  88548. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88549. * @returns a new Mesh
  88550. */
  88551. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88552. /**
  88553. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  88554. * @param name defines the name of the mesh to create
  88555. * @param size sets the size (float) of both sides of the plane at once (default 1)
  88556. * @param scene defines the hosting scene
  88557. * @param updatable defines if the mesh must be flagged as updatable
  88558. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88559. * @returns a new Mesh
  88560. */
  88561. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88562. /**
  88563. * Creates a ground mesh.
  88564. * Please consider using the same method from the MeshBuilder class instead
  88565. * @param name defines the name of the mesh to create
  88566. * @param width set the width of the ground
  88567. * @param height set the height of the ground
  88568. * @param subdivisions sets the number of subdivisions per side
  88569. * @param scene defines the hosting scene
  88570. * @param updatable defines if the mesh must be flagged as updatable
  88571. * @returns a new Mesh
  88572. */
  88573. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  88574. /**
  88575. * Creates a tiled ground mesh.
  88576. * Please consider using the same method from the MeshBuilder class instead
  88577. * @param name defines the name of the mesh to create
  88578. * @param xmin set the ground minimum X coordinate
  88579. * @param zmin set the ground minimum Y coordinate
  88580. * @param xmax set the ground maximum X coordinate
  88581. * @param zmax set the ground maximum Z coordinate
  88582. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  88583. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  88584. * @param scene defines the hosting scene
  88585. * @param updatable defines if the mesh must be flagged as updatable
  88586. * @returns a new Mesh
  88587. */
  88588. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  88589. w: number;
  88590. h: number;
  88591. }, precision: {
  88592. w: number;
  88593. h: number;
  88594. }, scene: Scene, updatable?: boolean): Mesh;
  88595. /**
  88596. * Creates a ground mesh from a height map.
  88597. * Please consider using the same method from the MeshBuilder class instead
  88598. * @see http://doc.babylonjs.com/babylon101/height_map
  88599. * @param name defines the name of the mesh to create
  88600. * @param url sets the URL of the height map image resource
  88601. * @param width set the ground width size
  88602. * @param height set the ground height size
  88603. * @param subdivisions sets the number of subdivision per side
  88604. * @param minHeight is the minimum altitude on the ground
  88605. * @param maxHeight is the maximum altitude on the ground
  88606. * @param scene defines the hosting scene
  88607. * @param updatable defines if the mesh must be flagged as updatable
  88608. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  88609. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  88610. * @returns a new Mesh
  88611. */
  88612. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  88613. /**
  88614. * Creates a tube mesh.
  88615. * The tube is a parametric shape.
  88616. * It has no predefined shape. Its final shape will depend on the input parameters.
  88617. * Please consider using the same method from the MeshBuilder class instead
  88618. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88619. * @param name defines the name of the mesh to create
  88620. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  88621. * @param radius sets the tube radius size
  88622. * @param tessellation is the number of sides on the tubular surface
  88623. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  88624. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88625. * @param scene defines the hosting scene
  88626. * @param updatable defines if the mesh must be flagged as updatable
  88627. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88628. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  88629. * @returns a new Mesh
  88630. */
  88631. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  88632. (i: number, distance: number): number;
  88633. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88634. /**
  88635. * Creates a polyhedron mesh.
  88636. * Please consider using the same method from the MeshBuilder class instead.
  88637. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  88638. * * The parameter `size` (positive float, default 1) sets the polygon size
  88639. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  88640. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  88641. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  88642. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  88643. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  88644. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  88645. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88646. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  88647. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88648. * @param name defines the name of the mesh to create
  88649. * @param options defines the options used to create the mesh
  88650. * @param scene defines the hosting scene
  88651. * @returns a new Mesh
  88652. */
  88653. static CreatePolyhedron(name: string, options: {
  88654. type?: number;
  88655. size?: number;
  88656. sizeX?: number;
  88657. sizeY?: number;
  88658. sizeZ?: number;
  88659. custom?: any;
  88660. faceUV?: Vector4[];
  88661. faceColors?: Color4[];
  88662. updatable?: boolean;
  88663. sideOrientation?: number;
  88664. }, scene: Scene): Mesh;
  88665. /**
  88666. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  88667. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  88668. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  88669. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  88670. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  88671. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88672. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  88673. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88674. * @param name defines the name of the mesh
  88675. * @param options defines the options used to create the mesh
  88676. * @param scene defines the hosting scene
  88677. * @returns a new Mesh
  88678. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  88679. */
  88680. static CreateIcoSphere(name: string, options: {
  88681. radius?: number;
  88682. flat?: boolean;
  88683. subdivisions?: number;
  88684. sideOrientation?: number;
  88685. updatable?: boolean;
  88686. }, scene: Scene): Mesh;
  88687. /**
  88688. * Creates a decal mesh.
  88689. * Please consider using the same method from the MeshBuilder class instead.
  88690. * A decal is a mesh usually applied as a model onto the surface of another mesh
  88691. * @param name defines the name of the mesh
  88692. * @param sourceMesh defines the mesh receiving the decal
  88693. * @param position sets the position of the decal in world coordinates
  88694. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  88695. * @param size sets the decal scaling
  88696. * @param angle sets the angle to rotate the decal
  88697. * @returns a new Mesh
  88698. */
  88699. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  88700. /**
  88701. * Prepare internal position array for software CPU skinning
  88702. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  88703. */
  88704. setPositionsForCPUSkinning(): Float32Array;
  88705. /**
  88706. * Prepare internal normal array for software CPU skinning
  88707. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  88708. */
  88709. setNormalsForCPUSkinning(): Float32Array;
  88710. /**
  88711. * Updates the vertex buffer by applying transformation from the bones
  88712. * @param skeleton defines the skeleton to apply to current mesh
  88713. * @returns the current mesh
  88714. */
  88715. applySkeleton(skeleton: Skeleton): Mesh;
  88716. /**
  88717. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  88718. * @param meshes defines the list of meshes to scan
  88719. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  88720. */
  88721. static MinMax(meshes: AbstractMesh[]): {
  88722. min: Vector3;
  88723. max: Vector3;
  88724. };
  88725. /**
  88726. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  88727. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  88728. * @returns a vector3
  88729. */
  88730. static Center(meshesOrMinMaxVector: {
  88731. min: Vector3;
  88732. max: Vector3;
  88733. } | AbstractMesh[]): Vector3;
  88734. /**
  88735. * Merge the array of meshes into a single mesh for performance reasons.
  88736. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  88737. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  88738. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  88739. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  88740. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  88741. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88742. * @returns a new mesh
  88743. */
  88744. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88745. /** @hidden */
  88746. addInstance(instance: InstancedMesh): void;
  88747. /** @hidden */
  88748. removeInstance(instance: InstancedMesh): void;
  88749. }
  88750. }
  88751. declare module BABYLON {
  88752. /**
  88753. * This is the base class of all the camera used in the application.
  88754. * @see http://doc.babylonjs.com/features/cameras
  88755. */
  88756. export class Camera extends Node {
  88757. /** @hidden */
  88758. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88759. /**
  88760. * This is the default projection mode used by the cameras.
  88761. * It helps recreating a feeling of perspective and better appreciate depth.
  88762. * This is the best way to simulate real life cameras.
  88763. */
  88764. static readonly PERSPECTIVE_CAMERA: number;
  88765. /**
  88766. * This helps creating camera with an orthographic mode.
  88767. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  88768. */
  88769. static readonly ORTHOGRAPHIC_CAMERA: number;
  88770. /**
  88771. * This is the default FOV mode for perspective cameras.
  88772. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88773. */
  88774. static readonly FOVMODE_VERTICAL_FIXED: number;
  88775. /**
  88776. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88777. */
  88778. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88779. /**
  88780. * This specifies ther is no need for a camera rig.
  88781. * Basically only one eye is rendered corresponding to the camera.
  88782. */
  88783. static readonly RIG_MODE_NONE: number;
  88784. /**
  88785. * Simulates a camera Rig with one blue eye and one red eye.
  88786. * This can be use with 3d blue and red glasses.
  88787. */
  88788. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88789. /**
  88790. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88791. */
  88792. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88793. /**
  88794. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88795. */
  88796. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88797. /**
  88798. * Defines that both eyes of the camera will be rendered over under each other.
  88799. */
  88800. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88801. /**
  88802. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88803. */
  88804. static readonly RIG_MODE_VR: number;
  88805. /**
  88806. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88807. */
  88808. static readonly RIG_MODE_WEBVR: number;
  88809. /**
  88810. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  88811. */
  88812. static readonly RIG_MODE_CUSTOM: number;
  88813. /**
  88814. * Defines if by default attaching controls should prevent the default javascript event to continue.
  88815. */
  88816. static ForceAttachControlToAlwaysPreventDefault: boolean;
  88817. /**
  88818. * Define the input manager associated with the camera.
  88819. */
  88820. inputs: CameraInputsManager<Camera>;
  88821. /** @hidden */
  88822. _position: Vector3;
  88823. /**
  88824. * Define the current local position of the camera in the scene
  88825. */
  88826. position: Vector3;
  88827. /**
  88828. * The vector the camera should consider as up.
  88829. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  88830. */
  88831. upVector: Vector3;
  88832. /**
  88833. * Define the current limit on the left side for an orthographic camera
  88834. * In scene unit
  88835. */
  88836. orthoLeft: Nullable<number>;
  88837. /**
  88838. * Define the current limit on the right side for an orthographic camera
  88839. * In scene unit
  88840. */
  88841. orthoRight: Nullable<number>;
  88842. /**
  88843. * Define the current limit on the bottom side for an orthographic camera
  88844. * In scene unit
  88845. */
  88846. orthoBottom: Nullable<number>;
  88847. /**
  88848. * Define the current limit on the top side for an orthographic camera
  88849. * In scene unit
  88850. */
  88851. orthoTop: Nullable<number>;
  88852. /**
  88853. * Field Of View is set in Radians. (default is 0.8)
  88854. */
  88855. fov: number;
  88856. /**
  88857. * Define the minimum distance the camera can see from.
  88858. * This is important to note that the depth buffer are not infinite and the closer it starts
  88859. * the more your scene might encounter depth fighting issue.
  88860. */
  88861. minZ: number;
  88862. /**
  88863. * Define the maximum distance the camera can see to.
  88864. * This is important to note that the depth buffer are not infinite and the further it end
  88865. * the more your scene might encounter depth fighting issue.
  88866. */
  88867. maxZ: number;
  88868. /**
  88869. * Define the default inertia of the camera.
  88870. * This helps giving a smooth feeling to the camera movement.
  88871. */
  88872. inertia: number;
  88873. /**
  88874. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  88875. */
  88876. mode: number;
  88877. /**
  88878. * Define wether the camera is intermediate.
  88879. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  88880. */
  88881. isIntermediate: boolean;
  88882. /**
  88883. * Define the viewport of the camera.
  88884. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  88885. */
  88886. viewport: Viewport;
  88887. /**
  88888. * Restricts the camera to viewing objects with the same layerMask.
  88889. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  88890. */
  88891. layerMask: number;
  88892. /**
  88893. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  88894. */
  88895. fovMode: number;
  88896. /**
  88897. * Rig mode of the camera.
  88898. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  88899. * This is normally controlled byt the camera themselves as internal use.
  88900. */
  88901. cameraRigMode: number;
  88902. /**
  88903. * Defines the distance between both "eyes" in case of a RIG
  88904. */
  88905. interaxialDistance: number;
  88906. /**
  88907. * Defines if stereoscopic rendering is done side by side or over under.
  88908. */
  88909. isStereoscopicSideBySide: boolean;
  88910. /**
  88911. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  88912. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  88913. * else in the scene. (Eg. security camera)
  88914. *
  88915. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  88916. */
  88917. customRenderTargets: RenderTargetTexture[];
  88918. /**
  88919. * When set, the camera will render to this render target instead of the default canvas
  88920. *
  88921. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  88922. */
  88923. outputRenderTarget: Nullable<RenderTargetTexture>;
  88924. /**
  88925. * Observable triggered when the camera view matrix has changed.
  88926. */
  88927. onViewMatrixChangedObservable: Observable<Camera>;
  88928. /**
  88929. * Observable triggered when the camera Projection matrix has changed.
  88930. */
  88931. onProjectionMatrixChangedObservable: Observable<Camera>;
  88932. /**
  88933. * Observable triggered when the inputs have been processed.
  88934. */
  88935. onAfterCheckInputsObservable: Observable<Camera>;
  88936. /**
  88937. * Observable triggered when reset has been called and applied to the camera.
  88938. */
  88939. onRestoreStateObservable: Observable<Camera>;
  88940. /** @hidden */
  88941. _cameraRigParams: any;
  88942. /** @hidden */
  88943. _rigCameras: Camera[];
  88944. /** @hidden */
  88945. _rigPostProcess: Nullable<PostProcess>;
  88946. protected _webvrViewMatrix: Matrix;
  88947. /** @hidden */
  88948. _skipRendering: boolean;
  88949. /** @hidden */
  88950. _projectionMatrix: Matrix;
  88951. /** @hidden */
  88952. _postProcesses: Nullable<PostProcess>[];
  88953. /** @hidden */
  88954. _activeMeshes: SmartArray<AbstractMesh>;
  88955. protected _globalPosition: Vector3;
  88956. /** @hidden */
  88957. _computedViewMatrix: Matrix;
  88958. private _doNotComputeProjectionMatrix;
  88959. private _transformMatrix;
  88960. private _frustumPlanes;
  88961. private _refreshFrustumPlanes;
  88962. private _storedFov;
  88963. private _stateStored;
  88964. /**
  88965. * Instantiates a new camera object.
  88966. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  88967. * @see http://doc.babylonjs.com/features/cameras
  88968. * @param name Defines the name of the camera in the scene
  88969. * @param position Defines the position of the camera
  88970. * @param scene Defines the scene the camera belongs too
  88971. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  88972. */
  88973. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  88974. /**
  88975. * Store current camera state (fov, position, etc..)
  88976. * @returns the camera
  88977. */
  88978. storeState(): Camera;
  88979. /**
  88980. * Restores the camera state values if it has been stored. You must call storeState() first
  88981. */
  88982. protected _restoreStateValues(): boolean;
  88983. /**
  88984. * Restored camera state. You must call storeState() first.
  88985. * @returns true if restored and false otherwise
  88986. */
  88987. restoreState(): boolean;
  88988. /**
  88989. * Gets the class name of the camera.
  88990. * @returns the class name
  88991. */
  88992. getClassName(): string;
  88993. /** @hidden */
  88994. readonly _isCamera: boolean;
  88995. /**
  88996. * Gets a string representation of the camera useful for debug purpose.
  88997. * @param fullDetails Defines that a more verboe level of logging is required
  88998. * @returns the string representation
  88999. */
  89000. toString(fullDetails?: boolean): string;
  89001. /**
  89002. * Gets the current world space position of the camera.
  89003. */
  89004. readonly globalPosition: Vector3;
  89005. /**
  89006. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  89007. * @returns the active meshe list
  89008. */
  89009. getActiveMeshes(): SmartArray<AbstractMesh>;
  89010. /**
  89011. * Check wether a mesh is part of the current active mesh list of the camera
  89012. * @param mesh Defines the mesh to check
  89013. * @returns true if active, false otherwise
  89014. */
  89015. isActiveMesh(mesh: Mesh): boolean;
  89016. /**
  89017. * Is this camera ready to be used/rendered
  89018. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  89019. * @return true if the camera is ready
  89020. */
  89021. isReady(completeCheck?: boolean): boolean;
  89022. /** @hidden */
  89023. _initCache(): void;
  89024. /** @hidden */
  89025. _updateCache(ignoreParentClass?: boolean): void;
  89026. /** @hidden */
  89027. _isSynchronized(): boolean;
  89028. /** @hidden */
  89029. _isSynchronizedViewMatrix(): boolean;
  89030. /** @hidden */
  89031. _isSynchronizedProjectionMatrix(): boolean;
  89032. /**
  89033. * Attach the input controls to a specific dom element to get the input from.
  89034. * @param element Defines the element the controls should be listened from
  89035. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  89036. */
  89037. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  89038. /**
  89039. * Detach the current controls from the specified dom element.
  89040. * @param element Defines the element to stop listening the inputs from
  89041. */
  89042. detachControl(element: HTMLElement): void;
  89043. /**
  89044. * Update the camera state according to the different inputs gathered during the frame.
  89045. */
  89046. update(): void;
  89047. /** @hidden */
  89048. _checkInputs(): void;
  89049. /** @hidden */
  89050. readonly rigCameras: Camera[];
  89051. /**
  89052. * Gets the post process used by the rig cameras
  89053. */
  89054. readonly rigPostProcess: Nullable<PostProcess>;
  89055. /**
  89056. * Internal, gets the first post proces.
  89057. * @returns the first post process to be run on this camera.
  89058. */
  89059. _getFirstPostProcess(): Nullable<PostProcess>;
  89060. private _cascadePostProcessesToRigCams;
  89061. /**
  89062. * Attach a post process to the camera.
  89063. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89064. * @param postProcess The post process to attach to the camera
  89065. * @param insertAt The position of the post process in case several of them are in use in the scene
  89066. * @returns the position the post process has been inserted at
  89067. */
  89068. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  89069. /**
  89070. * Detach a post process to the camera.
  89071. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89072. * @param postProcess The post process to detach from the camera
  89073. */
  89074. detachPostProcess(postProcess: PostProcess): void;
  89075. /**
  89076. * Gets the current world matrix of the camera
  89077. */
  89078. getWorldMatrix(): Matrix;
  89079. /** @hidden */
  89080. _getViewMatrix(): Matrix;
  89081. /**
  89082. * Gets the current view matrix of the camera.
  89083. * @param force forces the camera to recompute the matrix without looking at the cached state
  89084. * @returns the view matrix
  89085. */
  89086. getViewMatrix(force?: boolean): Matrix;
  89087. /**
  89088. * Freeze the projection matrix.
  89089. * It will prevent the cache check of the camera projection compute and can speed up perf
  89090. * if no parameter of the camera are meant to change
  89091. * @param projection Defines manually a projection if necessary
  89092. */
  89093. freezeProjectionMatrix(projection?: Matrix): void;
  89094. /**
  89095. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  89096. */
  89097. unfreezeProjectionMatrix(): void;
  89098. /**
  89099. * Gets the current projection matrix of the camera.
  89100. * @param force forces the camera to recompute the matrix without looking at the cached state
  89101. * @returns the projection matrix
  89102. */
  89103. getProjectionMatrix(force?: boolean): Matrix;
  89104. /**
  89105. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  89106. * @returns a Matrix
  89107. */
  89108. getTransformationMatrix(): Matrix;
  89109. private _updateFrustumPlanes;
  89110. /**
  89111. * Checks if a cullable object (mesh...) is in the camera frustum
  89112. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  89113. * @param target The object to check
  89114. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  89115. * @returns true if the object is in frustum otherwise false
  89116. */
  89117. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  89118. /**
  89119. * Checks if a cullable object (mesh...) is in the camera frustum
  89120. * Unlike isInFrustum this cheks the full bounding box
  89121. * @param target The object to check
  89122. * @returns true if the object is in frustum otherwise false
  89123. */
  89124. isCompletelyInFrustum(target: ICullable): boolean;
  89125. /**
  89126. * Gets a ray in the forward direction from the camera.
  89127. * @param length Defines the length of the ray to create
  89128. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  89129. * @param origin Defines the start point of the ray which defaults to the camera position
  89130. * @returns the forward ray
  89131. */
  89132. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  89133. /**
  89134. * Releases resources associated with this node.
  89135. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89136. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89137. */
  89138. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89139. /** @hidden */
  89140. _isLeftCamera: boolean;
  89141. /**
  89142. * Gets the left camera of a rig setup in case of Rigged Camera
  89143. */
  89144. readonly isLeftCamera: boolean;
  89145. /** @hidden */
  89146. _isRightCamera: boolean;
  89147. /**
  89148. * Gets the right camera of a rig setup in case of Rigged Camera
  89149. */
  89150. readonly isRightCamera: boolean;
  89151. /**
  89152. * Gets the left camera of a rig setup in case of Rigged Camera
  89153. */
  89154. readonly leftCamera: Nullable<FreeCamera>;
  89155. /**
  89156. * Gets the right camera of a rig setup in case of Rigged Camera
  89157. */
  89158. readonly rightCamera: Nullable<FreeCamera>;
  89159. /**
  89160. * Gets the left camera target of a rig setup in case of Rigged Camera
  89161. * @returns the target position
  89162. */
  89163. getLeftTarget(): Nullable<Vector3>;
  89164. /**
  89165. * Gets the right camera target of a rig setup in case of Rigged Camera
  89166. * @returns the target position
  89167. */
  89168. getRightTarget(): Nullable<Vector3>;
  89169. /**
  89170. * @hidden
  89171. */
  89172. setCameraRigMode(mode: number, rigParams: any): void;
  89173. /** @hidden */
  89174. static _setStereoscopicRigMode(camera: Camera): void;
  89175. /** @hidden */
  89176. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  89177. /** @hidden */
  89178. static _setVRRigMode(camera: Camera, rigParams: any): void;
  89179. /** @hidden */
  89180. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  89181. /** @hidden */
  89182. _getVRProjectionMatrix(): Matrix;
  89183. protected _updateCameraRotationMatrix(): void;
  89184. protected _updateWebVRCameraRotationMatrix(): void;
  89185. /**
  89186. * This function MUST be overwritten by the different WebVR cameras available.
  89187. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89188. * @hidden
  89189. */
  89190. _getWebVRProjectionMatrix(): Matrix;
  89191. /**
  89192. * This function MUST be overwritten by the different WebVR cameras available.
  89193. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89194. * @hidden
  89195. */
  89196. _getWebVRViewMatrix(): Matrix;
  89197. /** @hidden */
  89198. setCameraRigParameter(name: string, value: any): void;
  89199. /**
  89200. * needs to be overridden by children so sub has required properties to be copied
  89201. * @hidden
  89202. */
  89203. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  89204. /**
  89205. * May need to be overridden by children
  89206. * @hidden
  89207. */
  89208. _updateRigCameras(): void;
  89209. /** @hidden */
  89210. _setupInputs(): void;
  89211. /**
  89212. * Serialiaze the camera setup to a json represention
  89213. * @returns the JSON representation
  89214. */
  89215. serialize(): any;
  89216. /**
  89217. * Clones the current camera.
  89218. * @param name The cloned camera name
  89219. * @returns the cloned camera
  89220. */
  89221. clone(name: string): Camera;
  89222. /**
  89223. * Gets the direction of the camera relative to a given local axis.
  89224. * @param localAxis Defines the reference axis to provide a relative direction.
  89225. * @return the direction
  89226. */
  89227. getDirection(localAxis: Vector3): Vector3;
  89228. /**
  89229. * Gets the direction of the camera relative to a given local axis into a passed vector.
  89230. * @param localAxis Defines the reference axis to provide a relative direction.
  89231. * @param result Defines the vector to store the result in
  89232. */
  89233. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  89234. /**
  89235. * Gets a camera constructor for a given camera type
  89236. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  89237. * @param name The name of the camera the result will be able to instantiate
  89238. * @param scene The scene the result will construct the camera in
  89239. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  89240. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  89241. * @returns a factory method to construc the camera
  89242. */
  89243. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  89244. /**
  89245. * Compute the world matrix of the camera.
  89246. * @returns the camera workd matrix
  89247. */
  89248. computeWorldMatrix(): Matrix;
  89249. /**
  89250. * Parse a JSON and creates the camera from the parsed information
  89251. * @param parsedCamera The JSON to parse
  89252. * @param scene The scene to instantiate the camera in
  89253. * @returns the newly constructed camera
  89254. */
  89255. static Parse(parsedCamera: any, scene: Scene): Camera;
  89256. }
  89257. }
  89258. declare module BABYLON {
  89259. /**
  89260. * Class containing static functions to help procedurally build meshes
  89261. */
  89262. export class DiscBuilder {
  89263. /**
  89264. * Creates a plane polygonal mesh. By default, this is a disc
  89265. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  89266. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  89267. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  89268. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  89269. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  89270. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89271. * @param name defines the name of the mesh
  89272. * @param options defines the options used to create the mesh
  89273. * @param scene defines the hosting scene
  89274. * @returns the plane polygonal mesh
  89275. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  89276. */
  89277. static CreateDisc(name: string, options: {
  89278. radius?: number;
  89279. tessellation?: number;
  89280. arc?: number;
  89281. updatable?: boolean;
  89282. sideOrientation?: number;
  89283. frontUVs?: Vector4;
  89284. backUVs?: Vector4;
  89285. }, scene?: Nullable<Scene>): Mesh;
  89286. }
  89287. }
  89288. declare module BABYLON {
  89289. /**
  89290. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  89291. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  89292. * The SPS is also a particle system. It provides some methods to manage the particles.
  89293. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  89294. *
  89295. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  89296. */
  89297. export class SolidParticleSystem implements IDisposable {
  89298. /**
  89299. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  89300. * Example : var p = SPS.particles[i];
  89301. */
  89302. particles: SolidParticle[];
  89303. /**
  89304. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  89305. */
  89306. nbParticles: number;
  89307. /**
  89308. * If the particles must ever face the camera (default false). Useful for planar particles.
  89309. */
  89310. billboard: boolean;
  89311. /**
  89312. * Recompute normals when adding a shape
  89313. */
  89314. recomputeNormals: boolean;
  89315. /**
  89316. * This a counter ofr your own usage. It's not set by any SPS functions.
  89317. */
  89318. counter: number;
  89319. /**
  89320. * The SPS name. This name is also given to the underlying mesh.
  89321. */
  89322. name: string;
  89323. /**
  89324. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  89325. */
  89326. mesh: Mesh;
  89327. /**
  89328. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  89329. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  89330. */
  89331. vars: any;
  89332. /**
  89333. * This array is populated when the SPS is set as 'pickable'.
  89334. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  89335. * Each element of this array is an object `{idx: int, faceId: int}`.
  89336. * `idx` is the picked particle index in the `SPS.particles` array
  89337. * `faceId` is the picked face index counted within this particle.
  89338. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  89339. */
  89340. pickedParticles: {
  89341. idx: number;
  89342. faceId: number;
  89343. }[];
  89344. /**
  89345. * This array is populated when `enableDepthSort` is set to true.
  89346. * Each element of this array is an instance of the class DepthSortedParticle.
  89347. */
  89348. depthSortedParticles: DepthSortedParticle[];
  89349. /**
  89350. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  89351. * @hidden
  89352. */
  89353. _bSphereOnly: boolean;
  89354. /**
  89355. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  89356. * @hidden
  89357. */
  89358. _bSphereRadiusFactor: number;
  89359. private _scene;
  89360. private _positions;
  89361. private _indices;
  89362. private _normals;
  89363. private _colors;
  89364. private _uvs;
  89365. private _indices32;
  89366. private _positions32;
  89367. private _normals32;
  89368. private _fixedNormal32;
  89369. private _colors32;
  89370. private _uvs32;
  89371. private _index;
  89372. private _updatable;
  89373. private _pickable;
  89374. private _isVisibilityBoxLocked;
  89375. private _alwaysVisible;
  89376. private _depthSort;
  89377. private _shapeCounter;
  89378. private _copy;
  89379. private _color;
  89380. private _computeParticleColor;
  89381. private _computeParticleTexture;
  89382. private _computeParticleRotation;
  89383. private _computeParticleVertex;
  89384. private _computeBoundingBox;
  89385. private _depthSortParticles;
  89386. private _camera;
  89387. private _mustUnrotateFixedNormals;
  89388. private _particlesIntersect;
  89389. private _needs32Bits;
  89390. /**
  89391. * Creates a SPS (Solid Particle System) object.
  89392. * @param name (String) is the SPS name, this will be the underlying mesh name.
  89393. * @param scene (Scene) is the scene in which the SPS is added.
  89394. * @param options defines the options of the sps e.g.
  89395. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  89396. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  89397. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  89398. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  89399. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  89400. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  89401. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  89402. */
  89403. constructor(name: string, scene: Scene, options?: {
  89404. updatable?: boolean;
  89405. isPickable?: boolean;
  89406. enableDepthSort?: boolean;
  89407. particleIntersection?: boolean;
  89408. boundingSphereOnly?: boolean;
  89409. bSphereRadiusFactor?: number;
  89410. });
  89411. /**
  89412. * Builds the SPS underlying mesh. Returns a standard Mesh.
  89413. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  89414. * @returns the created mesh
  89415. */
  89416. buildMesh(): Mesh;
  89417. /**
  89418. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  89419. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  89420. * Thus the particles generated from `digest()` have their property `position` set yet.
  89421. * @param mesh ( Mesh ) is the mesh to be digested
  89422. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  89423. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  89424. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  89425. * @returns the current SPS
  89426. */
  89427. digest(mesh: Mesh, options?: {
  89428. facetNb?: number;
  89429. number?: number;
  89430. delta?: number;
  89431. }): SolidParticleSystem;
  89432. private _unrotateFixedNormals;
  89433. private _resetCopy;
  89434. private _meshBuilder;
  89435. private _posToShape;
  89436. private _uvsToShapeUV;
  89437. private _addParticle;
  89438. /**
  89439. * Adds some particles to the SPS from the model shape. Returns the shape id.
  89440. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  89441. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  89442. * @param nb (positive integer) the number of particles to be created from this model
  89443. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  89444. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  89445. * @returns the number of shapes in the system
  89446. */
  89447. addShape(mesh: Mesh, nb: number, options?: {
  89448. positionFunction?: any;
  89449. vertexFunction?: any;
  89450. }): number;
  89451. private _rebuildParticle;
  89452. /**
  89453. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  89454. * @returns the SPS.
  89455. */
  89456. rebuildMesh(): SolidParticleSystem;
  89457. /**
  89458. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  89459. * This method calls `updateParticle()` for each particle of the SPS.
  89460. * For an animated SPS, it is usually called within the render loop.
  89461. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  89462. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  89463. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  89464. * @returns the SPS.
  89465. */
  89466. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  89467. /**
  89468. * Disposes the SPS.
  89469. */
  89470. dispose(): void;
  89471. /**
  89472. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  89473. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89474. * @returns the SPS.
  89475. */
  89476. refreshVisibleSize(): SolidParticleSystem;
  89477. /**
  89478. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  89479. * @param size the size (float) of the visibility box
  89480. * note : this doesn't lock the SPS mesh bounding box.
  89481. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89482. */
  89483. setVisibilityBox(size: number): void;
  89484. /**
  89485. * Gets whether the SPS as always visible or not
  89486. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89487. */
  89488. /**
  89489. * Sets the SPS as always visible or not
  89490. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89491. */
  89492. isAlwaysVisible: boolean;
  89493. /**
  89494. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89495. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89496. */
  89497. /**
  89498. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89499. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89500. */
  89501. isVisibilityBoxLocked: boolean;
  89502. /**
  89503. * Tells to `setParticles()` to compute the particle rotations or not.
  89504. * Default value : true. The SPS is faster when it's set to false.
  89505. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89506. */
  89507. /**
  89508. * Gets if `setParticles()` computes the particle rotations or not.
  89509. * Default value : true. The SPS is faster when it's set to false.
  89510. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89511. */
  89512. computeParticleRotation: boolean;
  89513. /**
  89514. * Tells to `setParticles()` to compute the particle colors or not.
  89515. * Default value : true. The SPS is faster when it's set to false.
  89516. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89517. */
  89518. /**
  89519. * Gets if `setParticles()` computes the particle colors or not.
  89520. * Default value : true. The SPS is faster when it's set to false.
  89521. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89522. */
  89523. computeParticleColor: boolean;
  89524. /**
  89525. * Gets if `setParticles()` computes the particle textures or not.
  89526. * Default value : true. The SPS is faster when it's set to false.
  89527. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  89528. */
  89529. computeParticleTexture: boolean;
  89530. /**
  89531. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  89532. * Default value : false. The SPS is faster when it's set to false.
  89533. * Note : the particle custom vertex positions aren't stored values.
  89534. */
  89535. /**
  89536. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  89537. * Default value : false. The SPS is faster when it's set to false.
  89538. * Note : the particle custom vertex positions aren't stored values.
  89539. */
  89540. computeParticleVertex: boolean;
  89541. /**
  89542. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  89543. */
  89544. /**
  89545. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  89546. */
  89547. computeBoundingBox: boolean;
  89548. /**
  89549. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  89550. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89551. * Default : `true`
  89552. */
  89553. /**
  89554. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  89555. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89556. * Default : `true`
  89557. */
  89558. depthSortParticles: boolean;
  89559. /**
  89560. * This function does nothing. It may be overwritten to set all the particle first values.
  89561. * The SPS doesn't call this function, you may have to call it by your own.
  89562. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89563. */
  89564. initParticles(): void;
  89565. /**
  89566. * This function does nothing. It may be overwritten to recycle a particle.
  89567. * The SPS doesn't call this function, you may have to call it by your own.
  89568. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89569. * @param particle The particle to recycle
  89570. * @returns the recycled particle
  89571. */
  89572. recycleParticle(particle: SolidParticle): SolidParticle;
  89573. /**
  89574. * Updates a particle : this function should be overwritten by the user.
  89575. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  89576. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89577. * @example : just set a particle position or velocity and recycle conditions
  89578. * @param particle The particle to update
  89579. * @returns the updated particle
  89580. */
  89581. updateParticle(particle: SolidParticle): SolidParticle;
  89582. /**
  89583. * Updates a vertex of a particle : it can be overwritten by the user.
  89584. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  89585. * @param particle the current particle
  89586. * @param vertex the current index of the current particle
  89587. * @param pt the index of the current vertex in the particle shape
  89588. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  89589. * @example : just set a vertex particle position
  89590. * @returns the updated vertex
  89591. */
  89592. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  89593. /**
  89594. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  89595. * This does nothing and may be overwritten by the user.
  89596. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89597. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89598. * @param update the boolean update value actually passed to setParticles()
  89599. */
  89600. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89601. /**
  89602. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  89603. * This will be passed three parameters.
  89604. * This does nothing and may be overwritten by the user.
  89605. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89606. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89607. * @param update the boolean update value actually passed to setParticles()
  89608. */
  89609. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89610. }
  89611. }
  89612. declare module BABYLON {
  89613. /**
  89614. * Represents one particle of a solid particle system.
  89615. */
  89616. export class SolidParticle {
  89617. /**
  89618. * particle global index
  89619. */
  89620. idx: number;
  89621. /**
  89622. * The color of the particle
  89623. */
  89624. color: Nullable<Color4>;
  89625. /**
  89626. * The world space position of the particle.
  89627. */
  89628. position: Vector3;
  89629. /**
  89630. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  89631. */
  89632. rotation: Vector3;
  89633. /**
  89634. * The world space rotation quaternion of the particle.
  89635. */
  89636. rotationQuaternion: Nullable<Quaternion>;
  89637. /**
  89638. * The scaling of the particle.
  89639. */
  89640. scaling: Vector3;
  89641. /**
  89642. * The uvs of the particle.
  89643. */
  89644. uvs: Vector4;
  89645. /**
  89646. * The current speed of the particle.
  89647. */
  89648. velocity: Vector3;
  89649. /**
  89650. * The pivot point in the particle local space.
  89651. */
  89652. pivot: Vector3;
  89653. /**
  89654. * Must the particle be translated from its pivot point in its local space ?
  89655. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  89656. * Default : false
  89657. */
  89658. translateFromPivot: boolean;
  89659. /**
  89660. * Is the particle active or not ?
  89661. */
  89662. alive: boolean;
  89663. /**
  89664. * Is the particle visible or not ?
  89665. */
  89666. isVisible: boolean;
  89667. /**
  89668. * Index of this particle in the global "positions" array (Internal use)
  89669. * @hidden
  89670. */
  89671. _pos: number;
  89672. /**
  89673. * @hidden Index of this particle in the global "indices" array (Internal use)
  89674. */
  89675. _ind: number;
  89676. /**
  89677. * @hidden ModelShape of this particle (Internal use)
  89678. */
  89679. _model: ModelShape;
  89680. /**
  89681. * ModelShape id of this particle
  89682. */
  89683. shapeId: number;
  89684. /**
  89685. * Index of the particle in its shape id (Internal use)
  89686. */
  89687. idxInShape: number;
  89688. /**
  89689. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  89690. */
  89691. _modelBoundingInfo: BoundingInfo;
  89692. /**
  89693. * @hidden Particle BoundingInfo object (Internal use)
  89694. */
  89695. _boundingInfo: BoundingInfo;
  89696. /**
  89697. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  89698. */
  89699. _sps: SolidParticleSystem;
  89700. /**
  89701. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  89702. */
  89703. _stillInvisible: boolean;
  89704. /**
  89705. * @hidden Last computed particle rotation matrix
  89706. */
  89707. _rotationMatrix: number[];
  89708. /**
  89709. * Parent particle Id, if any.
  89710. * Default null.
  89711. */
  89712. parentId: Nullable<number>;
  89713. /**
  89714. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  89715. * The possible values are :
  89716. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89717. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89718. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89719. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89720. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89721. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  89722. * */
  89723. cullingStrategy: number;
  89724. /**
  89725. * @hidden Internal global position in the SPS.
  89726. */
  89727. _globalPosition: Vector3;
  89728. /**
  89729. * Creates a Solid Particle object.
  89730. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  89731. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  89732. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  89733. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  89734. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  89735. * @param shapeId (integer) is the model shape identifier in the SPS.
  89736. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  89737. * @param sps defines the sps it is associated to
  89738. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  89739. */
  89740. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  89741. /**
  89742. * Legacy support, changed scale to scaling
  89743. */
  89744. /**
  89745. * Legacy support, changed scale to scaling
  89746. */
  89747. scale: Vector3;
  89748. /**
  89749. * Legacy support, changed quaternion to rotationQuaternion
  89750. */
  89751. /**
  89752. * Legacy support, changed quaternion to rotationQuaternion
  89753. */
  89754. quaternion: Nullable<Quaternion>;
  89755. /**
  89756. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89757. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89758. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89759. * @returns true if it intersects
  89760. */
  89761. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89762. /**
  89763. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89764. * A particle is in the frustum if its bounding box intersects the frustum
  89765. * @param frustumPlanes defines the frustum to test
  89766. * @returns true if the particle is in the frustum planes
  89767. */
  89768. isInFrustum(frustumPlanes: Plane[]): boolean;
  89769. /**
  89770. * get the rotation matrix of the particle
  89771. * @hidden
  89772. */
  89773. getRotationMatrix(m: Matrix): void;
  89774. }
  89775. /**
  89776. * Represents the shape of the model used by one particle of a solid particle system.
  89777. * SPS internal tool, don't use it manually.
  89778. */
  89779. export class ModelShape {
  89780. /**
  89781. * The shape id
  89782. * @hidden
  89783. */
  89784. shapeID: number;
  89785. /**
  89786. * flat array of model positions (internal use)
  89787. * @hidden
  89788. */
  89789. _shape: Vector3[];
  89790. /**
  89791. * flat array of model UVs (internal use)
  89792. * @hidden
  89793. */
  89794. _shapeUV: number[];
  89795. /**
  89796. * length of the shape in the model indices array (internal use)
  89797. * @hidden
  89798. */
  89799. _indicesLength: number;
  89800. /**
  89801. * Custom position function (internal use)
  89802. * @hidden
  89803. */
  89804. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89805. /**
  89806. * Custom vertex function (internal use)
  89807. * @hidden
  89808. */
  89809. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  89810. /**
  89811. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  89812. * SPS internal tool, don't use it manually.
  89813. * @hidden
  89814. */
  89815. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  89816. }
  89817. /**
  89818. * Represents a Depth Sorted Particle in the solid particle system.
  89819. */
  89820. export class DepthSortedParticle {
  89821. /**
  89822. * Index of the particle in the "indices" array
  89823. */
  89824. ind: number;
  89825. /**
  89826. * Length of the particle shape in the "indices" array
  89827. */
  89828. indicesLength: number;
  89829. /**
  89830. * Squared distance from the particle to the camera
  89831. */
  89832. sqDistance: number;
  89833. }
  89834. }
  89835. declare module BABYLON {
  89836. /**
  89837. * @hidden
  89838. */
  89839. export class _MeshCollisionData {
  89840. _checkCollisions: boolean;
  89841. _collisionMask: number;
  89842. _collisionGroup: number;
  89843. _collider: Nullable<Collider>;
  89844. _oldPositionForCollisions: Vector3;
  89845. _diffPositionForCollisions: Vector3;
  89846. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  89847. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  89848. }
  89849. }
  89850. declare module BABYLON {
  89851. /** @hidden */
  89852. class _FacetDataStorage {
  89853. facetPositions: Vector3[];
  89854. facetNormals: Vector3[];
  89855. facetPartitioning: number[][];
  89856. facetNb: number;
  89857. partitioningSubdivisions: number;
  89858. partitioningBBoxRatio: number;
  89859. facetDataEnabled: boolean;
  89860. facetParameters: any;
  89861. bbSize: Vector3;
  89862. subDiv: {
  89863. max: number;
  89864. X: number;
  89865. Y: number;
  89866. Z: number;
  89867. };
  89868. facetDepthSort: boolean;
  89869. facetDepthSortEnabled: boolean;
  89870. depthSortedIndices: IndicesArray;
  89871. depthSortedFacets: {
  89872. ind: number;
  89873. sqDistance: number;
  89874. }[];
  89875. facetDepthSortFunction: (f1: {
  89876. ind: number;
  89877. sqDistance: number;
  89878. }, f2: {
  89879. ind: number;
  89880. sqDistance: number;
  89881. }) => number;
  89882. facetDepthSortFrom: Vector3;
  89883. facetDepthSortOrigin: Vector3;
  89884. invertedMatrix: Matrix;
  89885. }
  89886. /**
  89887. * @hidden
  89888. **/
  89889. class _InternalAbstractMeshDataInfo {
  89890. _hasVertexAlpha: boolean;
  89891. _useVertexColors: boolean;
  89892. _numBoneInfluencers: number;
  89893. _applyFog: boolean;
  89894. _receiveShadows: boolean;
  89895. _facetData: _FacetDataStorage;
  89896. _visibility: number;
  89897. _skeleton: Nullable<Skeleton>;
  89898. _layerMask: number;
  89899. _computeBonesUsingShaders: boolean;
  89900. _isActive: boolean;
  89901. _onlyForInstances: boolean;
  89902. _isActiveIntermediate: boolean;
  89903. _onlyForInstancesIntermediate: boolean;
  89904. }
  89905. /**
  89906. * Class used to store all common mesh properties
  89907. */
  89908. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  89909. /** No occlusion */
  89910. static OCCLUSION_TYPE_NONE: number;
  89911. /** Occlusion set to optimisitic */
  89912. static OCCLUSION_TYPE_OPTIMISTIC: number;
  89913. /** Occlusion set to strict */
  89914. static OCCLUSION_TYPE_STRICT: number;
  89915. /** Use an accurante occlusion algorithm */
  89916. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  89917. /** Use a conservative occlusion algorithm */
  89918. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  89919. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  89920. * Test order :
  89921. * Is the bounding sphere outside the frustum ?
  89922. * If not, are the bounding box vertices outside the frustum ?
  89923. * It not, then the cullable object is in the frustum.
  89924. */
  89925. static readonly CULLINGSTRATEGY_STANDARD: number;
  89926. /** Culling strategy : Bounding Sphere Only.
  89927. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  89928. * It's also less accurate than the standard because some not visible objects can still be selected.
  89929. * Test : is the bounding sphere outside the frustum ?
  89930. * If not, then the cullable object is in the frustum.
  89931. */
  89932. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  89933. /** Culling strategy : Optimistic Inclusion.
  89934. * This in an inclusion test first, then the standard exclusion test.
  89935. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  89936. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  89937. * Anyway, it's as accurate as the standard strategy.
  89938. * Test :
  89939. * Is the cullable object bounding sphere center in the frustum ?
  89940. * If not, apply the default culling strategy.
  89941. */
  89942. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  89943. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  89944. * This in an inclusion test first, then the bounding sphere only exclusion test.
  89945. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  89946. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  89947. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  89948. * Test :
  89949. * Is the cullable object bounding sphere center in the frustum ?
  89950. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  89951. */
  89952. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  89953. /**
  89954. * No billboard
  89955. */
  89956. static readonly BILLBOARDMODE_NONE: number;
  89957. /** Billboard on X axis */
  89958. static readonly BILLBOARDMODE_X: number;
  89959. /** Billboard on Y axis */
  89960. static readonly BILLBOARDMODE_Y: number;
  89961. /** Billboard on Z axis */
  89962. static readonly BILLBOARDMODE_Z: number;
  89963. /** Billboard on all axes */
  89964. static readonly BILLBOARDMODE_ALL: number;
  89965. /** Billboard on using position instead of orientation */
  89966. static readonly BILLBOARDMODE_USE_POSITION: number;
  89967. /** @hidden */
  89968. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  89969. /**
  89970. * The culling strategy to use to check whether the mesh must be rendered or not.
  89971. * This value can be changed at any time and will be used on the next render mesh selection.
  89972. * The possible values are :
  89973. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89974. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89975. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89976. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89977. * Please read each static variable documentation to get details about the culling process.
  89978. * */
  89979. cullingStrategy: number;
  89980. /**
  89981. * Gets the number of facets in the mesh
  89982. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89983. */
  89984. readonly facetNb: number;
  89985. /**
  89986. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  89987. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89988. */
  89989. partitioningSubdivisions: number;
  89990. /**
  89991. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  89992. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  89993. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89994. */
  89995. partitioningBBoxRatio: number;
  89996. /**
  89997. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  89998. * Works only for updatable meshes.
  89999. * Doesn't work with multi-materials
  90000. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90001. */
  90002. mustDepthSortFacets: boolean;
  90003. /**
  90004. * The location (Vector3) where the facet depth sort must be computed from.
  90005. * By default, the active camera position.
  90006. * Used only when facet depth sort is enabled
  90007. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90008. */
  90009. facetDepthSortFrom: Vector3;
  90010. /**
  90011. * gets a boolean indicating if facetData is enabled
  90012. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90013. */
  90014. readonly isFacetDataEnabled: boolean;
  90015. /** @hidden */
  90016. _updateNonUniformScalingState(value: boolean): boolean;
  90017. /**
  90018. * An event triggered when this mesh collides with another one
  90019. */
  90020. onCollideObservable: Observable<AbstractMesh>;
  90021. /** Set a function to call when this mesh collides with another one */
  90022. onCollide: () => void;
  90023. /**
  90024. * An event triggered when the collision's position changes
  90025. */
  90026. onCollisionPositionChangeObservable: Observable<Vector3>;
  90027. /** Set a function to call when the collision's position changes */
  90028. onCollisionPositionChange: () => void;
  90029. /**
  90030. * An event triggered when material is changed
  90031. */
  90032. onMaterialChangedObservable: Observable<AbstractMesh>;
  90033. /**
  90034. * Gets or sets the orientation for POV movement & rotation
  90035. */
  90036. definedFacingForward: boolean;
  90037. /** @hidden */
  90038. _occlusionQuery: Nullable<WebGLQuery>;
  90039. /** @hidden */
  90040. _renderingGroup: Nullable<RenderingGroup>;
  90041. /**
  90042. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90043. */
  90044. /**
  90045. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90046. */
  90047. visibility: number;
  90048. /** Gets or sets the alpha index used to sort transparent meshes
  90049. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  90050. */
  90051. alphaIndex: number;
  90052. /**
  90053. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  90054. */
  90055. isVisible: boolean;
  90056. /**
  90057. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  90058. */
  90059. isPickable: boolean;
  90060. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  90061. showSubMeshesBoundingBox: boolean;
  90062. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  90063. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90064. */
  90065. isBlocker: boolean;
  90066. /**
  90067. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  90068. */
  90069. enablePointerMoveEvents: boolean;
  90070. /**
  90071. * Specifies the rendering group id for this mesh (0 by default)
  90072. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  90073. */
  90074. renderingGroupId: number;
  90075. private _material;
  90076. /** Gets or sets current material */
  90077. material: Nullable<Material>;
  90078. /**
  90079. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  90080. * @see http://doc.babylonjs.com/babylon101/shadows
  90081. */
  90082. receiveShadows: boolean;
  90083. /** Defines color to use when rendering outline */
  90084. outlineColor: Color3;
  90085. /** Define width to use when rendering outline */
  90086. outlineWidth: number;
  90087. /** Defines color to use when rendering overlay */
  90088. overlayColor: Color3;
  90089. /** Defines alpha to use when rendering overlay */
  90090. overlayAlpha: number;
  90091. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  90092. hasVertexAlpha: boolean;
  90093. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  90094. useVertexColors: boolean;
  90095. /**
  90096. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  90097. */
  90098. computeBonesUsingShaders: boolean;
  90099. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  90100. numBoneInfluencers: number;
  90101. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  90102. applyFog: boolean;
  90103. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  90104. useOctreeForRenderingSelection: boolean;
  90105. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  90106. useOctreeForPicking: boolean;
  90107. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  90108. useOctreeForCollisions: boolean;
  90109. /**
  90110. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  90111. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  90112. */
  90113. layerMask: number;
  90114. /**
  90115. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  90116. */
  90117. alwaysSelectAsActiveMesh: boolean;
  90118. /**
  90119. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  90120. */
  90121. doNotSyncBoundingInfo: boolean;
  90122. /**
  90123. * Gets or sets the current action manager
  90124. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90125. */
  90126. actionManager: Nullable<AbstractActionManager>;
  90127. private _meshCollisionData;
  90128. /**
  90129. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  90130. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90131. */
  90132. ellipsoid: Vector3;
  90133. /**
  90134. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  90135. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90136. */
  90137. ellipsoidOffset: Vector3;
  90138. /**
  90139. * Gets or sets a collision mask used to mask collisions (default is -1).
  90140. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90141. */
  90142. collisionMask: number;
  90143. /**
  90144. * Gets or sets the current collision group mask (-1 by default).
  90145. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90146. */
  90147. collisionGroup: number;
  90148. /**
  90149. * Defines edge width used when edgesRenderer is enabled
  90150. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90151. */
  90152. edgesWidth: number;
  90153. /**
  90154. * Defines edge color used when edgesRenderer is enabled
  90155. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90156. */
  90157. edgesColor: Color4;
  90158. /** @hidden */
  90159. _edgesRenderer: Nullable<IEdgesRenderer>;
  90160. /** @hidden */
  90161. _masterMesh: Nullable<AbstractMesh>;
  90162. /** @hidden */
  90163. _boundingInfo: Nullable<BoundingInfo>;
  90164. /** @hidden */
  90165. _renderId: number;
  90166. /**
  90167. * Gets or sets the list of subMeshes
  90168. * @see http://doc.babylonjs.com/how_to/multi_materials
  90169. */
  90170. subMeshes: SubMesh[];
  90171. /** @hidden */
  90172. _intersectionsInProgress: AbstractMesh[];
  90173. /** @hidden */
  90174. _unIndexed: boolean;
  90175. /** @hidden */
  90176. _lightSources: Light[];
  90177. /** Gets the list of lights affecting that mesh */
  90178. readonly lightSources: Light[];
  90179. /** @hidden */
  90180. readonly _positions: Nullable<Vector3[]>;
  90181. /** @hidden */
  90182. _waitingData: {
  90183. lods: Nullable<any>;
  90184. actions: Nullable<any>;
  90185. freezeWorldMatrix: Nullable<boolean>;
  90186. };
  90187. /** @hidden */
  90188. _bonesTransformMatrices: Nullable<Float32Array>;
  90189. /** @hidden */
  90190. _transformMatrixTexture: Nullable<RawTexture>;
  90191. /**
  90192. * Gets or sets a skeleton to apply skining transformations
  90193. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  90194. */
  90195. skeleton: Nullable<Skeleton>;
  90196. /**
  90197. * An event triggered when the mesh is rebuilt.
  90198. */
  90199. onRebuildObservable: Observable<AbstractMesh>;
  90200. /**
  90201. * Creates a new AbstractMesh
  90202. * @param name defines the name of the mesh
  90203. * @param scene defines the hosting scene
  90204. */
  90205. constructor(name: string, scene?: Nullable<Scene>);
  90206. /**
  90207. * Returns the string "AbstractMesh"
  90208. * @returns "AbstractMesh"
  90209. */
  90210. getClassName(): string;
  90211. /**
  90212. * Gets a string representation of the current mesh
  90213. * @param fullDetails defines a boolean indicating if full details must be included
  90214. * @returns a string representation of the current mesh
  90215. */
  90216. toString(fullDetails?: boolean): string;
  90217. /**
  90218. * @hidden
  90219. */
  90220. protected _getEffectiveParent(): Nullable<Node>;
  90221. /** @hidden */
  90222. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90223. /** @hidden */
  90224. _rebuild(): void;
  90225. /** @hidden */
  90226. _resyncLightSources(): void;
  90227. /** @hidden */
  90228. _resyncLighSource(light: Light): void;
  90229. /** @hidden */
  90230. _unBindEffect(): void;
  90231. /** @hidden */
  90232. _removeLightSource(light: Light): void;
  90233. private _markSubMeshesAsDirty;
  90234. /** @hidden */
  90235. _markSubMeshesAsLightDirty(): void;
  90236. /** @hidden */
  90237. _markSubMeshesAsAttributesDirty(): void;
  90238. /** @hidden */
  90239. _markSubMeshesAsMiscDirty(): void;
  90240. /**
  90241. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  90242. */
  90243. scaling: Vector3;
  90244. /**
  90245. * Returns true if the mesh is blocked. Implemented by child classes
  90246. */
  90247. readonly isBlocked: boolean;
  90248. /**
  90249. * Returns the mesh itself by default. Implemented by child classes
  90250. * @param camera defines the camera to use to pick the right LOD level
  90251. * @returns the currentAbstractMesh
  90252. */
  90253. getLOD(camera: Camera): Nullable<AbstractMesh>;
  90254. /**
  90255. * Returns 0 by default. Implemented by child classes
  90256. * @returns an integer
  90257. */
  90258. getTotalVertices(): number;
  90259. /**
  90260. * Returns a positive integer : the total number of indices in this mesh geometry.
  90261. * @returns the numner of indices or zero if the mesh has no geometry.
  90262. */
  90263. getTotalIndices(): number;
  90264. /**
  90265. * Returns null by default. Implemented by child classes
  90266. * @returns null
  90267. */
  90268. getIndices(): Nullable<IndicesArray>;
  90269. /**
  90270. * Returns the array of the requested vertex data kind. Implemented by child classes
  90271. * @param kind defines the vertex data kind to use
  90272. * @returns null
  90273. */
  90274. getVerticesData(kind: string): Nullable<FloatArray>;
  90275. /**
  90276. * Sets the vertex data of the mesh geometry for the requested `kind`.
  90277. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  90278. * Note that a new underlying VertexBuffer object is created each call.
  90279. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  90280. * @param kind defines vertex data kind:
  90281. * * VertexBuffer.PositionKind
  90282. * * VertexBuffer.UVKind
  90283. * * VertexBuffer.UV2Kind
  90284. * * VertexBuffer.UV3Kind
  90285. * * VertexBuffer.UV4Kind
  90286. * * VertexBuffer.UV5Kind
  90287. * * VertexBuffer.UV6Kind
  90288. * * VertexBuffer.ColorKind
  90289. * * VertexBuffer.MatricesIndicesKind
  90290. * * VertexBuffer.MatricesIndicesExtraKind
  90291. * * VertexBuffer.MatricesWeightsKind
  90292. * * VertexBuffer.MatricesWeightsExtraKind
  90293. * @param data defines the data source
  90294. * @param updatable defines if the data must be flagged as updatable (or static)
  90295. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  90296. * @returns the current mesh
  90297. */
  90298. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  90299. /**
  90300. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  90301. * If the mesh has no geometry, it is simply returned as it is.
  90302. * @param kind defines vertex data kind:
  90303. * * VertexBuffer.PositionKind
  90304. * * VertexBuffer.UVKind
  90305. * * VertexBuffer.UV2Kind
  90306. * * VertexBuffer.UV3Kind
  90307. * * VertexBuffer.UV4Kind
  90308. * * VertexBuffer.UV5Kind
  90309. * * VertexBuffer.UV6Kind
  90310. * * VertexBuffer.ColorKind
  90311. * * VertexBuffer.MatricesIndicesKind
  90312. * * VertexBuffer.MatricesIndicesExtraKind
  90313. * * VertexBuffer.MatricesWeightsKind
  90314. * * VertexBuffer.MatricesWeightsExtraKind
  90315. * @param data defines the data source
  90316. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  90317. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  90318. * @returns the current mesh
  90319. */
  90320. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  90321. /**
  90322. * Sets the mesh indices,
  90323. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  90324. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  90325. * @param totalVertices Defines the total number of vertices
  90326. * @returns the current mesh
  90327. */
  90328. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  90329. /**
  90330. * Gets a boolean indicating if specific vertex data is present
  90331. * @param kind defines the vertex data kind to use
  90332. * @returns true is data kind is present
  90333. */
  90334. isVerticesDataPresent(kind: string): boolean;
  90335. /**
  90336. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  90337. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  90338. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  90339. * @returns a BoundingInfo
  90340. */
  90341. getBoundingInfo(): BoundingInfo;
  90342. /**
  90343. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  90344. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  90345. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  90346. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  90347. * @returns the current mesh
  90348. */
  90349. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  90350. /**
  90351. * Overwrite the current bounding info
  90352. * @param boundingInfo defines the new bounding info
  90353. * @returns the current mesh
  90354. */
  90355. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  90356. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  90357. readonly useBones: boolean;
  90358. /** @hidden */
  90359. _preActivate(): void;
  90360. /** @hidden */
  90361. _preActivateForIntermediateRendering(renderId: number): void;
  90362. /** @hidden */
  90363. _activate(renderId: number, intermediateRendering: boolean): boolean;
  90364. /** @hidden */
  90365. _postActivate(): void;
  90366. /** @hidden */
  90367. _freeze(): void;
  90368. /** @hidden */
  90369. _unFreeze(): void;
  90370. /**
  90371. * Gets the current world matrix
  90372. * @returns a Matrix
  90373. */
  90374. getWorldMatrix(): Matrix;
  90375. /** @hidden */
  90376. _getWorldMatrixDeterminant(): number;
  90377. /**
  90378. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  90379. */
  90380. readonly isAnInstance: boolean;
  90381. /**
  90382. * Perform relative position change from the point of view of behind the front of the mesh.
  90383. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90384. * Supports definition of mesh facing forward or backward
  90385. * @param amountRight defines the distance on the right axis
  90386. * @param amountUp defines the distance on the up axis
  90387. * @param amountForward defines the distance on the forward axis
  90388. * @returns the current mesh
  90389. */
  90390. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  90391. /**
  90392. * Calculate relative position change from the point of view of behind the front of the mesh.
  90393. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90394. * Supports definition of mesh facing forward or backward
  90395. * @param amountRight defines the distance on the right axis
  90396. * @param amountUp defines the distance on the up axis
  90397. * @param amountForward defines the distance on the forward axis
  90398. * @returns the new displacement vector
  90399. */
  90400. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  90401. /**
  90402. * Perform relative rotation change from the point of view of behind the front of the mesh.
  90403. * Supports definition of mesh facing forward or backward
  90404. * @param flipBack defines the flip
  90405. * @param twirlClockwise defines the twirl
  90406. * @param tiltRight defines the tilt
  90407. * @returns the current mesh
  90408. */
  90409. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  90410. /**
  90411. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  90412. * Supports definition of mesh facing forward or backward.
  90413. * @param flipBack defines the flip
  90414. * @param twirlClockwise defines the twirl
  90415. * @param tiltRight defines the tilt
  90416. * @returns the new rotation vector
  90417. */
  90418. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  90419. /**
  90420. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  90421. * This means the mesh underlying bounding box and sphere are recomputed.
  90422. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  90423. * @returns the current mesh
  90424. */
  90425. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  90426. /** @hidden */
  90427. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  90428. /** @hidden */
  90429. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  90430. /** @hidden */
  90431. _updateBoundingInfo(): AbstractMesh;
  90432. /** @hidden */
  90433. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  90434. /** @hidden */
  90435. protected _afterComputeWorldMatrix(): void;
  90436. /** @hidden */
  90437. readonly _effectiveMesh: AbstractMesh;
  90438. /**
  90439. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  90440. * A mesh is in the frustum if its bounding box intersects the frustum
  90441. * @param frustumPlanes defines the frustum to test
  90442. * @returns true if the mesh is in the frustum planes
  90443. */
  90444. isInFrustum(frustumPlanes: Plane[]): boolean;
  90445. /**
  90446. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  90447. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  90448. * @param frustumPlanes defines the frustum to test
  90449. * @returns true if the mesh is completely in the frustum planes
  90450. */
  90451. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  90452. /**
  90453. * True if the mesh intersects another mesh or a SolidParticle object
  90454. * @param mesh defines a target mesh or SolidParticle to test
  90455. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  90456. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  90457. * @returns true if there is an intersection
  90458. */
  90459. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  90460. /**
  90461. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  90462. * @param point defines the point to test
  90463. * @returns true if there is an intersection
  90464. */
  90465. intersectsPoint(point: Vector3): boolean;
  90466. /**
  90467. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  90468. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90469. */
  90470. checkCollisions: boolean;
  90471. /**
  90472. * Gets Collider object used to compute collisions (not physics)
  90473. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90474. */
  90475. readonly collider: Nullable<Collider>;
  90476. /**
  90477. * Move the mesh using collision engine
  90478. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90479. * @param displacement defines the requested displacement vector
  90480. * @returns the current mesh
  90481. */
  90482. moveWithCollisions(displacement: Vector3): AbstractMesh;
  90483. private _onCollisionPositionChange;
  90484. /** @hidden */
  90485. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  90486. /** @hidden */
  90487. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90488. /** @hidden */
  90489. _checkCollision(collider: Collider): AbstractMesh;
  90490. /** @hidden */
  90491. _generatePointsArray(): boolean;
  90492. /**
  90493. * Checks if the passed Ray intersects with the mesh
  90494. * @param ray defines the ray to use
  90495. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90496. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  90497. * @returns the picking info
  90498. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  90499. */
  90500. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  90501. /**
  90502. * Clones the current mesh
  90503. * @param name defines the mesh name
  90504. * @param newParent defines the new mesh parent
  90505. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  90506. * @returns the new mesh
  90507. */
  90508. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  90509. /**
  90510. * Disposes all the submeshes of the current meshnp
  90511. * @returns the current mesh
  90512. */
  90513. releaseSubMeshes(): AbstractMesh;
  90514. /**
  90515. * Releases resources associated with this abstract mesh.
  90516. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90517. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90518. */
  90519. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90520. /**
  90521. * Adds the passed mesh as a child to the current mesh
  90522. * @param mesh defines the child mesh
  90523. * @returns the current mesh
  90524. */
  90525. addChild(mesh: AbstractMesh): AbstractMesh;
  90526. /**
  90527. * Removes the passed mesh from the current mesh children list
  90528. * @param mesh defines the child mesh
  90529. * @returns the current mesh
  90530. */
  90531. removeChild(mesh: AbstractMesh): AbstractMesh;
  90532. /** @hidden */
  90533. private _initFacetData;
  90534. /**
  90535. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  90536. * This method can be called within the render loop.
  90537. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  90538. * @returns the current mesh
  90539. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90540. */
  90541. updateFacetData(): AbstractMesh;
  90542. /**
  90543. * Returns the facetLocalNormals array.
  90544. * The normals are expressed in the mesh local spac
  90545. * @returns an array of Vector3
  90546. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90547. */
  90548. getFacetLocalNormals(): Vector3[];
  90549. /**
  90550. * Returns the facetLocalPositions array.
  90551. * The facet positions are expressed in the mesh local space
  90552. * @returns an array of Vector3
  90553. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90554. */
  90555. getFacetLocalPositions(): Vector3[];
  90556. /**
  90557. * Returns the facetLocalPartioning array
  90558. * @returns an array of array of numbers
  90559. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90560. */
  90561. getFacetLocalPartitioning(): number[][];
  90562. /**
  90563. * Returns the i-th facet position in the world system.
  90564. * This method allocates a new Vector3 per call
  90565. * @param i defines the facet index
  90566. * @returns a new Vector3
  90567. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90568. */
  90569. getFacetPosition(i: number): Vector3;
  90570. /**
  90571. * Sets the reference Vector3 with the i-th facet position in the world system
  90572. * @param i defines the facet index
  90573. * @param ref defines the target vector
  90574. * @returns the current mesh
  90575. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90576. */
  90577. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  90578. /**
  90579. * Returns the i-th facet normal in the world system.
  90580. * This method allocates a new Vector3 per call
  90581. * @param i defines the facet index
  90582. * @returns a new Vector3
  90583. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90584. */
  90585. getFacetNormal(i: number): Vector3;
  90586. /**
  90587. * Sets the reference Vector3 with the i-th facet normal in the world system
  90588. * @param i defines the facet index
  90589. * @param ref defines the target vector
  90590. * @returns the current mesh
  90591. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90592. */
  90593. getFacetNormalToRef(i: number, ref: Vector3): this;
  90594. /**
  90595. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  90596. * @param x defines x coordinate
  90597. * @param y defines y coordinate
  90598. * @param z defines z coordinate
  90599. * @returns the array of facet indexes
  90600. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90601. */
  90602. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  90603. /**
  90604. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  90605. * @param projected sets as the (x,y,z) world projection on the facet
  90606. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  90607. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  90608. * @param x defines x coordinate
  90609. * @param y defines y coordinate
  90610. * @param z defines z coordinate
  90611. * @returns the face index if found (or null instead)
  90612. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90613. */
  90614. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90615. /**
  90616. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  90617. * @param projected sets as the (x,y,z) local projection on the facet
  90618. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  90619. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  90620. * @param x defines x coordinate
  90621. * @param y defines y coordinate
  90622. * @param z defines z coordinate
  90623. * @returns the face index if found (or null instead)
  90624. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90625. */
  90626. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90627. /**
  90628. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  90629. * @returns the parameters
  90630. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90631. */
  90632. getFacetDataParameters(): any;
  90633. /**
  90634. * Disables the feature FacetData and frees the related memory
  90635. * @returns the current mesh
  90636. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90637. */
  90638. disableFacetData(): AbstractMesh;
  90639. /**
  90640. * Updates the AbstractMesh indices array
  90641. * @param indices defines the data source
  90642. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  90643. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  90644. * @returns the current mesh
  90645. */
  90646. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  90647. /**
  90648. * Creates new normals data for the mesh
  90649. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  90650. * @returns the current mesh
  90651. */
  90652. createNormals(updatable: boolean): AbstractMesh;
  90653. /**
  90654. * Align the mesh with a normal
  90655. * @param normal defines the normal to use
  90656. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  90657. * @returns the current mesh
  90658. */
  90659. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  90660. /** @hidden */
  90661. _checkOcclusionQuery(): boolean;
  90662. /**
  90663. * Disables the mesh edge rendering mode
  90664. * @returns the currentAbstractMesh
  90665. */
  90666. disableEdgesRendering(): AbstractMesh;
  90667. /**
  90668. * Enables the edge rendering mode on the mesh.
  90669. * This mode makes the mesh edges visible
  90670. * @param epsilon defines the maximal distance between two angles to detect a face
  90671. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  90672. * @returns the currentAbstractMesh
  90673. * @see https://www.babylonjs-playground.com/#19O9TU#0
  90674. */
  90675. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  90676. }
  90677. }
  90678. declare module BABYLON {
  90679. /**
  90680. * Interface used to define ActionEvent
  90681. */
  90682. export interface IActionEvent {
  90683. /** The mesh or sprite that triggered the action */
  90684. source: any;
  90685. /** The X mouse cursor position at the time of the event */
  90686. pointerX: number;
  90687. /** The Y mouse cursor position at the time of the event */
  90688. pointerY: number;
  90689. /** The mesh that is currently pointed at (can be null) */
  90690. meshUnderPointer: Nullable<AbstractMesh>;
  90691. /** the original (browser) event that triggered the ActionEvent */
  90692. sourceEvent?: any;
  90693. /** additional data for the event */
  90694. additionalData?: any;
  90695. }
  90696. /**
  90697. * ActionEvent is the event being sent when an action is triggered.
  90698. */
  90699. export class ActionEvent implements IActionEvent {
  90700. /** The mesh or sprite that triggered the action */
  90701. source: any;
  90702. /** The X mouse cursor position at the time of the event */
  90703. pointerX: number;
  90704. /** The Y mouse cursor position at the time of the event */
  90705. pointerY: number;
  90706. /** The mesh that is currently pointed at (can be null) */
  90707. meshUnderPointer: Nullable<AbstractMesh>;
  90708. /** the original (browser) event that triggered the ActionEvent */
  90709. sourceEvent?: any;
  90710. /** additional data for the event */
  90711. additionalData?: any;
  90712. /**
  90713. * Creates a new ActionEvent
  90714. * @param source The mesh or sprite that triggered the action
  90715. * @param pointerX The X mouse cursor position at the time of the event
  90716. * @param pointerY The Y mouse cursor position at the time of the event
  90717. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  90718. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  90719. * @param additionalData additional data for the event
  90720. */
  90721. constructor(
  90722. /** The mesh or sprite that triggered the action */
  90723. source: any,
  90724. /** The X mouse cursor position at the time of the event */
  90725. pointerX: number,
  90726. /** The Y mouse cursor position at the time of the event */
  90727. pointerY: number,
  90728. /** The mesh that is currently pointed at (can be null) */
  90729. meshUnderPointer: Nullable<AbstractMesh>,
  90730. /** the original (browser) event that triggered the ActionEvent */
  90731. sourceEvent?: any,
  90732. /** additional data for the event */
  90733. additionalData?: any);
  90734. /**
  90735. * Helper function to auto-create an ActionEvent from a source mesh.
  90736. * @param source The source mesh that triggered the event
  90737. * @param evt The original (browser) event
  90738. * @param additionalData additional data for the event
  90739. * @returns the new ActionEvent
  90740. */
  90741. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  90742. /**
  90743. * Helper function to auto-create an ActionEvent from a source sprite
  90744. * @param source The source sprite that triggered the event
  90745. * @param scene Scene associated with the sprite
  90746. * @param evt The original (browser) event
  90747. * @param additionalData additional data for the event
  90748. * @returns the new ActionEvent
  90749. */
  90750. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90751. /**
  90752. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90753. * @param scene the scene where the event occurred
  90754. * @param evt The original (browser) event
  90755. * @returns the new ActionEvent
  90756. */
  90757. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90758. /**
  90759. * Helper function to auto-create an ActionEvent from a primitive
  90760. * @param prim defines the target primitive
  90761. * @param pointerPos defines the pointer position
  90762. * @param evt The original (browser) event
  90763. * @param additionalData additional data for the event
  90764. * @returns the new ActionEvent
  90765. */
  90766. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90767. }
  90768. }
  90769. declare module BABYLON {
  90770. /**
  90771. * Abstract class used to decouple action Manager from scene and meshes.
  90772. * Do not instantiate.
  90773. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90774. */
  90775. export abstract class AbstractActionManager implements IDisposable {
  90776. /** Gets the list of active triggers */
  90777. static Triggers: {
  90778. [key: string]: number;
  90779. };
  90780. /** Gets the cursor to use when hovering items */
  90781. hoverCursor: string;
  90782. /** Gets the list of actions */
  90783. actions: IAction[];
  90784. /**
  90785. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90786. */
  90787. isRecursive: boolean;
  90788. /**
  90789. * Releases all associated resources
  90790. */
  90791. abstract dispose(): void;
  90792. /**
  90793. * Does this action manager has pointer triggers
  90794. */
  90795. abstract readonly hasPointerTriggers: boolean;
  90796. /**
  90797. * Does this action manager has pick triggers
  90798. */
  90799. abstract readonly hasPickTriggers: boolean;
  90800. /**
  90801. * Process a specific trigger
  90802. * @param trigger defines the trigger to process
  90803. * @param evt defines the event details to be processed
  90804. */
  90805. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  90806. /**
  90807. * Does this action manager handles actions of any of the given triggers
  90808. * @param triggers defines the triggers to be tested
  90809. * @return a boolean indicating whether one (or more) of the triggers is handled
  90810. */
  90811. abstract hasSpecificTriggers(triggers: number[]): boolean;
  90812. /**
  90813. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  90814. * speed.
  90815. * @param triggerA defines the trigger to be tested
  90816. * @param triggerB defines the trigger to be tested
  90817. * @return a boolean indicating whether one (or more) of the triggers is handled
  90818. */
  90819. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  90820. /**
  90821. * Does this action manager handles actions of a given trigger
  90822. * @param trigger defines the trigger to be tested
  90823. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  90824. * @return whether the trigger is handled
  90825. */
  90826. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  90827. /**
  90828. * Serialize this manager to a JSON object
  90829. * @param name defines the property name to store this manager
  90830. * @returns a JSON representation of this manager
  90831. */
  90832. abstract serialize(name: string): any;
  90833. /**
  90834. * Registers an action to this action manager
  90835. * @param action defines the action to be registered
  90836. * @return the action amended (prepared) after registration
  90837. */
  90838. abstract registerAction(action: IAction): Nullable<IAction>;
  90839. /**
  90840. * Unregisters an action to this action manager
  90841. * @param action defines the action to be unregistered
  90842. * @return a boolean indicating whether the action has been unregistered
  90843. */
  90844. abstract unregisterAction(action: IAction): Boolean;
  90845. /**
  90846. * Does exist one action manager with at least one trigger
  90847. **/
  90848. static readonly HasTriggers: boolean;
  90849. /**
  90850. * Does exist one action manager with at least one pick trigger
  90851. **/
  90852. static readonly HasPickTriggers: boolean;
  90853. /**
  90854. * Does exist one action manager that handles actions of a given trigger
  90855. * @param trigger defines the trigger to be tested
  90856. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  90857. **/
  90858. static HasSpecificTrigger(trigger: number): boolean;
  90859. }
  90860. }
  90861. declare module BABYLON {
  90862. /**
  90863. * Defines how a node can be built from a string name.
  90864. */
  90865. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  90866. /**
  90867. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  90868. */
  90869. export class Node implements IBehaviorAware<Node> {
  90870. /** @hidden */
  90871. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  90872. private static _NodeConstructors;
  90873. /**
  90874. * Add a new node constructor
  90875. * @param type defines the type name of the node to construct
  90876. * @param constructorFunc defines the constructor function
  90877. */
  90878. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  90879. /**
  90880. * Returns a node constructor based on type name
  90881. * @param type defines the type name
  90882. * @param name defines the new node name
  90883. * @param scene defines the hosting scene
  90884. * @param options defines optional options to transmit to constructors
  90885. * @returns the new constructor or null
  90886. */
  90887. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  90888. /**
  90889. * Gets or sets the name of the node
  90890. */
  90891. name: string;
  90892. /**
  90893. * Gets or sets the id of the node
  90894. */
  90895. id: string;
  90896. /**
  90897. * Gets or sets the unique id of the node
  90898. */
  90899. uniqueId: number;
  90900. /**
  90901. * Gets or sets a string used to store user defined state for the node
  90902. */
  90903. state: string;
  90904. /**
  90905. * Gets or sets an object used to store user defined information for the node
  90906. */
  90907. metadata: any;
  90908. /**
  90909. * For internal use only. Please do not use.
  90910. */
  90911. reservedDataStore: any;
  90912. /**
  90913. * List of inspectable custom properties (used by the Inspector)
  90914. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  90915. */
  90916. inspectableCustomProperties: IInspectable[];
  90917. /**
  90918. * Gets or sets a boolean used to define if the node must be serialized
  90919. */
  90920. doNotSerialize: boolean;
  90921. /** @hidden */
  90922. _isDisposed: boolean;
  90923. /**
  90924. * Gets a list of Animations associated with the node
  90925. */
  90926. animations: Animation[];
  90927. protected _ranges: {
  90928. [name: string]: Nullable<AnimationRange>;
  90929. };
  90930. /**
  90931. * Callback raised when the node is ready to be used
  90932. */
  90933. onReady: Nullable<(node: Node) => void>;
  90934. private _isEnabled;
  90935. private _isParentEnabled;
  90936. private _isReady;
  90937. /** @hidden */
  90938. _currentRenderId: number;
  90939. private _parentUpdateId;
  90940. /** @hidden */
  90941. _childUpdateId: number;
  90942. /** @hidden */
  90943. _waitingParentId: Nullable<string>;
  90944. /** @hidden */
  90945. _scene: Scene;
  90946. /** @hidden */
  90947. _cache: any;
  90948. private _parentNode;
  90949. private _children;
  90950. /** @hidden */
  90951. _worldMatrix: Matrix;
  90952. /** @hidden */
  90953. _worldMatrixDeterminant: number;
  90954. /** @hidden */
  90955. _worldMatrixDeterminantIsDirty: boolean;
  90956. /** @hidden */
  90957. private _sceneRootNodesIndex;
  90958. /**
  90959. * Gets a boolean indicating if the node has been disposed
  90960. * @returns true if the node was disposed
  90961. */
  90962. isDisposed(): boolean;
  90963. /**
  90964. * Gets or sets the parent of the node (without keeping the current position in the scene)
  90965. * @see https://doc.babylonjs.com/how_to/parenting
  90966. */
  90967. parent: Nullable<Node>;
  90968. private addToSceneRootNodes;
  90969. private removeFromSceneRootNodes;
  90970. private _animationPropertiesOverride;
  90971. /**
  90972. * Gets or sets the animation properties override
  90973. */
  90974. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90975. /**
  90976. * Gets a string idenfifying the name of the class
  90977. * @returns "Node" string
  90978. */
  90979. getClassName(): string;
  90980. /** @hidden */
  90981. readonly _isNode: boolean;
  90982. /**
  90983. * An event triggered when the mesh is disposed
  90984. */
  90985. onDisposeObservable: Observable<Node>;
  90986. private _onDisposeObserver;
  90987. /**
  90988. * Sets a callback that will be raised when the node will be disposed
  90989. */
  90990. onDispose: () => void;
  90991. /**
  90992. * Creates a new Node
  90993. * @param name the name and id to be given to this node
  90994. * @param scene the scene this node will be added to
  90995. * @param addToRootNodes the node will be added to scene.rootNodes
  90996. */
  90997. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  90998. /**
  90999. * Gets the scene of the node
  91000. * @returns a scene
  91001. */
  91002. getScene(): Scene;
  91003. /**
  91004. * Gets the engine of the node
  91005. * @returns a Engine
  91006. */
  91007. getEngine(): Engine;
  91008. private _behaviors;
  91009. /**
  91010. * Attach a behavior to the node
  91011. * @see http://doc.babylonjs.com/features/behaviour
  91012. * @param behavior defines the behavior to attach
  91013. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  91014. * @returns the current Node
  91015. */
  91016. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  91017. /**
  91018. * Remove an attached behavior
  91019. * @see http://doc.babylonjs.com/features/behaviour
  91020. * @param behavior defines the behavior to attach
  91021. * @returns the current Node
  91022. */
  91023. removeBehavior(behavior: Behavior<Node>): Node;
  91024. /**
  91025. * Gets the list of attached behaviors
  91026. * @see http://doc.babylonjs.com/features/behaviour
  91027. */
  91028. readonly behaviors: Behavior<Node>[];
  91029. /**
  91030. * Gets an attached behavior by name
  91031. * @param name defines the name of the behavior to look for
  91032. * @see http://doc.babylonjs.com/features/behaviour
  91033. * @returns null if behavior was not found else the requested behavior
  91034. */
  91035. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  91036. /**
  91037. * Returns the latest update of the World matrix
  91038. * @returns a Matrix
  91039. */
  91040. getWorldMatrix(): Matrix;
  91041. /** @hidden */
  91042. _getWorldMatrixDeterminant(): number;
  91043. /**
  91044. * Returns directly the latest state of the mesh World matrix.
  91045. * A Matrix is returned.
  91046. */
  91047. readonly worldMatrixFromCache: Matrix;
  91048. /** @hidden */
  91049. _initCache(): void;
  91050. /** @hidden */
  91051. updateCache(force?: boolean): void;
  91052. /** @hidden */
  91053. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91054. /** @hidden */
  91055. _updateCache(ignoreParentClass?: boolean): void;
  91056. /** @hidden */
  91057. _isSynchronized(): boolean;
  91058. /** @hidden */
  91059. _markSyncedWithParent(): void;
  91060. /** @hidden */
  91061. isSynchronizedWithParent(): boolean;
  91062. /** @hidden */
  91063. isSynchronized(): boolean;
  91064. /**
  91065. * Is this node ready to be used/rendered
  91066. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91067. * @return true if the node is ready
  91068. */
  91069. isReady(completeCheck?: boolean): boolean;
  91070. /**
  91071. * Is this node enabled?
  91072. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  91073. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  91074. * @return whether this node (and its parent) is enabled
  91075. */
  91076. isEnabled(checkAncestors?: boolean): boolean;
  91077. /** @hidden */
  91078. protected _syncParentEnabledState(): void;
  91079. /**
  91080. * Set the enabled state of this node
  91081. * @param value defines the new enabled state
  91082. */
  91083. setEnabled(value: boolean): void;
  91084. /**
  91085. * Is this node a descendant of the given node?
  91086. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  91087. * @param ancestor defines the parent node to inspect
  91088. * @returns a boolean indicating if this node is a descendant of the given node
  91089. */
  91090. isDescendantOf(ancestor: Node): boolean;
  91091. /** @hidden */
  91092. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  91093. /**
  91094. * Will return all nodes that have this node as ascendant
  91095. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  91096. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  91097. * @return all children nodes of all types
  91098. */
  91099. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  91100. /**
  91101. * Get all child-meshes of this node
  91102. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  91103. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  91104. * @returns an array of AbstractMesh
  91105. */
  91106. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  91107. /**
  91108. * Get all direct children of this node
  91109. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  91110. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  91111. * @returns an array of Node
  91112. */
  91113. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  91114. /** @hidden */
  91115. _setReady(state: boolean): void;
  91116. /**
  91117. * Get an animation by name
  91118. * @param name defines the name of the animation to look for
  91119. * @returns null if not found else the requested animation
  91120. */
  91121. getAnimationByName(name: string): Nullable<Animation>;
  91122. /**
  91123. * Creates an animation range for this node
  91124. * @param name defines the name of the range
  91125. * @param from defines the starting key
  91126. * @param to defines the end key
  91127. */
  91128. createAnimationRange(name: string, from: number, to: number): void;
  91129. /**
  91130. * Delete a specific animation range
  91131. * @param name defines the name of the range to delete
  91132. * @param deleteFrames defines if animation frames from the range must be deleted as well
  91133. */
  91134. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  91135. /**
  91136. * Get an animation range by name
  91137. * @param name defines the name of the animation range to look for
  91138. * @returns null if not found else the requested animation range
  91139. */
  91140. getAnimationRange(name: string): Nullable<AnimationRange>;
  91141. /**
  91142. * Gets the list of all animation ranges defined on this node
  91143. * @returns an array
  91144. */
  91145. getAnimationRanges(): Nullable<AnimationRange>[];
  91146. /**
  91147. * Will start the animation sequence
  91148. * @param name defines the range frames for animation sequence
  91149. * @param loop defines if the animation should loop (false by default)
  91150. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  91151. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  91152. * @returns the object created for this animation. If range does not exist, it will return null
  91153. */
  91154. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  91155. /**
  91156. * Serialize animation ranges into a JSON compatible object
  91157. * @returns serialization object
  91158. */
  91159. serializeAnimationRanges(): any;
  91160. /**
  91161. * Computes the world matrix of the node
  91162. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  91163. * @returns the world matrix
  91164. */
  91165. computeWorldMatrix(force?: boolean): Matrix;
  91166. /**
  91167. * Releases resources associated with this node.
  91168. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91169. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91170. */
  91171. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91172. /**
  91173. * Parse animation range data from a serialization object and store them into a given node
  91174. * @param node defines where to store the animation ranges
  91175. * @param parsedNode defines the serialization object to read data from
  91176. * @param scene defines the hosting scene
  91177. */
  91178. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  91179. /**
  91180. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  91181. * @param includeDescendants Include bounding info from descendants as well (true by default)
  91182. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  91183. * @returns the new bounding vectors
  91184. */
  91185. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  91186. min: Vector3;
  91187. max: Vector3;
  91188. };
  91189. }
  91190. }
  91191. declare module BABYLON {
  91192. /**
  91193. * @hidden
  91194. */
  91195. export class _IAnimationState {
  91196. key: number;
  91197. repeatCount: number;
  91198. workValue?: any;
  91199. loopMode?: number;
  91200. offsetValue?: any;
  91201. highLimitValue?: any;
  91202. }
  91203. /**
  91204. * Class used to store any kind of animation
  91205. */
  91206. export class Animation {
  91207. /**Name of the animation */
  91208. name: string;
  91209. /**Property to animate */
  91210. targetProperty: string;
  91211. /**The frames per second of the animation */
  91212. framePerSecond: number;
  91213. /**The data type of the animation */
  91214. dataType: number;
  91215. /**The loop mode of the animation */
  91216. loopMode?: number | undefined;
  91217. /**Specifies if blending should be enabled */
  91218. enableBlending?: boolean | undefined;
  91219. /**
  91220. * Use matrix interpolation instead of using direct key value when animating matrices
  91221. */
  91222. static AllowMatricesInterpolation: boolean;
  91223. /**
  91224. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  91225. */
  91226. static AllowMatrixDecomposeForInterpolation: boolean;
  91227. /**
  91228. * Stores the key frames of the animation
  91229. */
  91230. private _keys;
  91231. /**
  91232. * Stores the easing function of the animation
  91233. */
  91234. private _easingFunction;
  91235. /**
  91236. * @hidden Internal use only
  91237. */
  91238. _runtimeAnimations: RuntimeAnimation[];
  91239. /**
  91240. * The set of event that will be linked to this animation
  91241. */
  91242. private _events;
  91243. /**
  91244. * Stores an array of target property paths
  91245. */
  91246. targetPropertyPath: string[];
  91247. /**
  91248. * Stores the blending speed of the animation
  91249. */
  91250. blendingSpeed: number;
  91251. /**
  91252. * Stores the animation ranges for the animation
  91253. */
  91254. private _ranges;
  91255. /**
  91256. * @hidden Internal use
  91257. */
  91258. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  91259. /**
  91260. * Sets up an animation
  91261. * @param property The property to animate
  91262. * @param animationType The animation type to apply
  91263. * @param framePerSecond The frames per second of the animation
  91264. * @param easingFunction The easing function used in the animation
  91265. * @returns The created animation
  91266. */
  91267. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  91268. /**
  91269. * Create and start an animation on a node
  91270. * @param name defines the name of the global animation that will be run on all nodes
  91271. * @param node defines the root node where the animation will take place
  91272. * @param targetProperty defines property to animate
  91273. * @param framePerSecond defines the number of frame per second yo use
  91274. * @param totalFrame defines the number of frames in total
  91275. * @param from defines the initial value
  91276. * @param to defines the final value
  91277. * @param loopMode defines which loop mode you want to use (off by default)
  91278. * @param easingFunction defines the easing function to use (linear by default)
  91279. * @param onAnimationEnd defines the callback to call when animation end
  91280. * @returns the animatable created for this animation
  91281. */
  91282. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91283. /**
  91284. * Create and start an animation on a node and its descendants
  91285. * @param name defines the name of the global animation that will be run on all nodes
  91286. * @param node defines the root node where the animation will take place
  91287. * @param 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
  91288. * @param targetProperty defines property to animate
  91289. * @param framePerSecond defines the number of frame per second to use
  91290. * @param totalFrame defines the number of frames in total
  91291. * @param from defines the initial value
  91292. * @param to defines the final value
  91293. * @param loopMode defines which loop mode you want to use (off by default)
  91294. * @param easingFunction defines the easing function to use (linear by default)
  91295. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  91296. * @returns the list of animatables created for all nodes
  91297. * @example https://www.babylonjs-playground.com/#MH0VLI
  91298. */
  91299. 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[]>;
  91300. /**
  91301. * Creates a new animation, merges it with the existing animations and starts it
  91302. * @param name Name of the animation
  91303. * @param node Node which contains the scene that begins the animations
  91304. * @param targetProperty Specifies which property to animate
  91305. * @param framePerSecond The frames per second of the animation
  91306. * @param totalFrame The total number of frames
  91307. * @param from The frame at the beginning of the animation
  91308. * @param to The frame at the end of the animation
  91309. * @param loopMode Specifies the loop mode of the animation
  91310. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  91311. * @param onAnimationEnd Callback to run once the animation is complete
  91312. * @returns Nullable animation
  91313. */
  91314. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91315. /**
  91316. * Transition property of an host to the target Value
  91317. * @param property The property to transition
  91318. * @param targetValue The target Value of the property
  91319. * @param host The object where the property to animate belongs
  91320. * @param scene Scene used to run the animation
  91321. * @param frameRate Framerate (in frame/s) to use
  91322. * @param transition The transition type we want to use
  91323. * @param duration The duration of the animation, in milliseconds
  91324. * @param onAnimationEnd Callback trigger at the end of the animation
  91325. * @returns Nullable animation
  91326. */
  91327. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  91328. /**
  91329. * Return the array of runtime animations currently using this animation
  91330. */
  91331. readonly runtimeAnimations: RuntimeAnimation[];
  91332. /**
  91333. * Specifies if any of the runtime animations are currently running
  91334. */
  91335. readonly hasRunningRuntimeAnimations: boolean;
  91336. /**
  91337. * Initializes the animation
  91338. * @param name Name of the animation
  91339. * @param targetProperty Property to animate
  91340. * @param framePerSecond The frames per second of the animation
  91341. * @param dataType The data type of the animation
  91342. * @param loopMode The loop mode of the animation
  91343. * @param enableBlending Specifies if blending should be enabled
  91344. */
  91345. constructor(
  91346. /**Name of the animation */
  91347. name: string,
  91348. /**Property to animate */
  91349. targetProperty: string,
  91350. /**The frames per second of the animation */
  91351. framePerSecond: number,
  91352. /**The data type of the animation */
  91353. dataType: number,
  91354. /**The loop mode of the animation */
  91355. loopMode?: number | undefined,
  91356. /**Specifies if blending should be enabled */
  91357. enableBlending?: boolean | undefined);
  91358. /**
  91359. * Converts the animation to a string
  91360. * @param fullDetails support for multiple levels of logging within scene loading
  91361. * @returns String form of the animation
  91362. */
  91363. toString(fullDetails?: boolean): string;
  91364. /**
  91365. * Add an event to this animation
  91366. * @param event Event to add
  91367. */
  91368. addEvent(event: AnimationEvent): void;
  91369. /**
  91370. * Remove all events found at the given frame
  91371. * @param frame The frame to remove events from
  91372. */
  91373. removeEvents(frame: number): void;
  91374. /**
  91375. * Retrieves all the events from the animation
  91376. * @returns Events from the animation
  91377. */
  91378. getEvents(): AnimationEvent[];
  91379. /**
  91380. * Creates an animation range
  91381. * @param name Name of the animation range
  91382. * @param from Starting frame of the animation range
  91383. * @param to Ending frame of the animation
  91384. */
  91385. createRange(name: string, from: number, to: number): void;
  91386. /**
  91387. * Deletes an animation range by name
  91388. * @param name Name of the animation range to delete
  91389. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  91390. */
  91391. deleteRange(name: string, deleteFrames?: boolean): void;
  91392. /**
  91393. * Gets the animation range by name, or null if not defined
  91394. * @param name Name of the animation range
  91395. * @returns Nullable animation range
  91396. */
  91397. getRange(name: string): Nullable<AnimationRange>;
  91398. /**
  91399. * Gets the key frames from the animation
  91400. * @returns The key frames of the animation
  91401. */
  91402. getKeys(): Array<IAnimationKey>;
  91403. /**
  91404. * Gets the highest frame rate of the animation
  91405. * @returns Highest frame rate of the animation
  91406. */
  91407. getHighestFrame(): number;
  91408. /**
  91409. * Gets the easing function of the animation
  91410. * @returns Easing function of the animation
  91411. */
  91412. getEasingFunction(): IEasingFunction;
  91413. /**
  91414. * Sets the easing function of the animation
  91415. * @param easingFunction A custom mathematical formula for animation
  91416. */
  91417. setEasingFunction(easingFunction: EasingFunction): void;
  91418. /**
  91419. * Interpolates a scalar linearly
  91420. * @param startValue Start value of the animation curve
  91421. * @param endValue End value of the animation curve
  91422. * @param gradient Scalar amount to interpolate
  91423. * @returns Interpolated scalar value
  91424. */
  91425. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  91426. /**
  91427. * Interpolates a scalar cubically
  91428. * @param startValue Start value of the animation curve
  91429. * @param outTangent End tangent of the animation
  91430. * @param endValue End value of the animation curve
  91431. * @param inTangent Start tangent of the animation curve
  91432. * @param gradient Scalar amount to interpolate
  91433. * @returns Interpolated scalar value
  91434. */
  91435. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  91436. /**
  91437. * Interpolates a quaternion using a spherical linear interpolation
  91438. * @param startValue Start value of the animation curve
  91439. * @param endValue End value of the animation curve
  91440. * @param gradient Scalar amount to interpolate
  91441. * @returns Interpolated quaternion value
  91442. */
  91443. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  91444. /**
  91445. * Interpolates a quaternion cubically
  91446. * @param startValue Start value of the animation curve
  91447. * @param outTangent End tangent of the animation curve
  91448. * @param endValue End value of the animation curve
  91449. * @param inTangent Start tangent of the animation curve
  91450. * @param gradient Scalar amount to interpolate
  91451. * @returns Interpolated quaternion value
  91452. */
  91453. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  91454. /**
  91455. * Interpolates a Vector3 linearl
  91456. * @param startValue Start value of the animation curve
  91457. * @param endValue End value of the animation curve
  91458. * @param gradient Scalar amount to interpolate
  91459. * @returns Interpolated scalar value
  91460. */
  91461. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  91462. /**
  91463. * Interpolates a Vector3 cubically
  91464. * @param startValue Start value of the animation curve
  91465. * @param outTangent End tangent of the animation
  91466. * @param endValue End value of the animation curve
  91467. * @param inTangent Start tangent of the animation curve
  91468. * @param gradient Scalar amount to interpolate
  91469. * @returns InterpolatedVector3 value
  91470. */
  91471. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  91472. /**
  91473. * Interpolates a Vector2 linearly
  91474. * @param startValue Start value of the animation curve
  91475. * @param endValue End value of the animation curve
  91476. * @param gradient Scalar amount to interpolate
  91477. * @returns Interpolated Vector2 value
  91478. */
  91479. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  91480. /**
  91481. * Interpolates a Vector2 cubically
  91482. * @param startValue Start value of the animation curve
  91483. * @param outTangent End tangent of the animation
  91484. * @param endValue End value of the animation curve
  91485. * @param inTangent Start tangent of the animation curve
  91486. * @param gradient Scalar amount to interpolate
  91487. * @returns Interpolated Vector2 value
  91488. */
  91489. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91490. /**
  91491. * Interpolates a size linearly
  91492. * @param startValue Start value of the animation curve
  91493. * @param endValue End value of the animation curve
  91494. * @param gradient Scalar amount to interpolate
  91495. * @returns Interpolated Size value
  91496. */
  91497. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  91498. /**
  91499. * Interpolates a Color3 linearly
  91500. * @param startValue Start value of the animation curve
  91501. * @param endValue End value of the animation curve
  91502. * @param gradient Scalar amount to interpolate
  91503. * @returns Interpolated Color3 value
  91504. */
  91505. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  91506. /**
  91507. * @hidden Internal use only
  91508. */
  91509. _getKeyValue(value: any): any;
  91510. /**
  91511. * @hidden Internal use only
  91512. */
  91513. _interpolate(currentFrame: number, state: _IAnimationState): any;
  91514. /**
  91515. * Defines the function to use to interpolate matrices
  91516. * @param startValue defines the start matrix
  91517. * @param endValue defines the end matrix
  91518. * @param gradient defines the gradient between both matrices
  91519. * @param result defines an optional target matrix where to store the interpolation
  91520. * @returns the interpolated matrix
  91521. */
  91522. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  91523. /**
  91524. * Makes a copy of the animation
  91525. * @returns Cloned animation
  91526. */
  91527. clone(): Animation;
  91528. /**
  91529. * Sets the key frames of the animation
  91530. * @param values The animation key frames to set
  91531. */
  91532. setKeys(values: Array<IAnimationKey>): void;
  91533. /**
  91534. * Serializes the animation to an object
  91535. * @returns Serialized object
  91536. */
  91537. serialize(): any;
  91538. /**
  91539. * Float animation type
  91540. */
  91541. private static _ANIMATIONTYPE_FLOAT;
  91542. /**
  91543. * Vector3 animation type
  91544. */
  91545. private static _ANIMATIONTYPE_VECTOR3;
  91546. /**
  91547. * Quaternion animation type
  91548. */
  91549. private static _ANIMATIONTYPE_QUATERNION;
  91550. /**
  91551. * Matrix animation type
  91552. */
  91553. private static _ANIMATIONTYPE_MATRIX;
  91554. /**
  91555. * Color3 animation type
  91556. */
  91557. private static _ANIMATIONTYPE_COLOR3;
  91558. /**
  91559. * Vector2 animation type
  91560. */
  91561. private static _ANIMATIONTYPE_VECTOR2;
  91562. /**
  91563. * Size animation type
  91564. */
  91565. private static _ANIMATIONTYPE_SIZE;
  91566. /**
  91567. * Relative Loop Mode
  91568. */
  91569. private static _ANIMATIONLOOPMODE_RELATIVE;
  91570. /**
  91571. * Cycle Loop Mode
  91572. */
  91573. private static _ANIMATIONLOOPMODE_CYCLE;
  91574. /**
  91575. * Constant Loop Mode
  91576. */
  91577. private static _ANIMATIONLOOPMODE_CONSTANT;
  91578. /**
  91579. * Get the float animation type
  91580. */
  91581. static readonly ANIMATIONTYPE_FLOAT: number;
  91582. /**
  91583. * Get the Vector3 animation type
  91584. */
  91585. static readonly ANIMATIONTYPE_VECTOR3: number;
  91586. /**
  91587. * Get the Vector2 animation type
  91588. */
  91589. static readonly ANIMATIONTYPE_VECTOR2: number;
  91590. /**
  91591. * Get the Size animation type
  91592. */
  91593. static readonly ANIMATIONTYPE_SIZE: number;
  91594. /**
  91595. * Get the Quaternion animation type
  91596. */
  91597. static readonly ANIMATIONTYPE_QUATERNION: number;
  91598. /**
  91599. * Get the Matrix animation type
  91600. */
  91601. static readonly ANIMATIONTYPE_MATRIX: number;
  91602. /**
  91603. * Get the Color3 animation type
  91604. */
  91605. static readonly ANIMATIONTYPE_COLOR3: number;
  91606. /**
  91607. * Get the Relative Loop Mode
  91608. */
  91609. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  91610. /**
  91611. * Get the Cycle Loop Mode
  91612. */
  91613. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  91614. /**
  91615. * Get the Constant Loop Mode
  91616. */
  91617. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  91618. /** @hidden */
  91619. static _UniversalLerp(left: any, right: any, amount: number): any;
  91620. /**
  91621. * Parses an animation object and creates an animation
  91622. * @param parsedAnimation Parsed animation object
  91623. * @returns Animation object
  91624. */
  91625. static Parse(parsedAnimation: any): Animation;
  91626. /**
  91627. * Appends the serialized animations from the source animations
  91628. * @param source Source containing the animations
  91629. * @param destination Target to store the animations
  91630. */
  91631. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91632. }
  91633. }
  91634. declare module BABYLON {
  91635. /**
  91636. * Interface containing an array of animations
  91637. */
  91638. export interface IAnimatable {
  91639. /**
  91640. * Array of animations
  91641. */
  91642. animations: Nullable<Array<Animation>>;
  91643. }
  91644. }
  91645. declare module BABYLON {
  91646. /**
  91647. * This represents all the required information to add a fresnel effect on a material:
  91648. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  91649. */
  91650. export class FresnelParameters {
  91651. private _isEnabled;
  91652. /**
  91653. * Define if the fresnel effect is enable or not.
  91654. */
  91655. isEnabled: boolean;
  91656. /**
  91657. * Define the color used on edges (grazing angle)
  91658. */
  91659. leftColor: Color3;
  91660. /**
  91661. * Define the color used on center
  91662. */
  91663. rightColor: Color3;
  91664. /**
  91665. * Define bias applied to computed fresnel term
  91666. */
  91667. bias: number;
  91668. /**
  91669. * Defined the power exponent applied to fresnel term
  91670. */
  91671. power: number;
  91672. /**
  91673. * Clones the current fresnel and its valuues
  91674. * @returns a clone fresnel configuration
  91675. */
  91676. clone(): FresnelParameters;
  91677. /**
  91678. * Serializes the current fresnel parameters to a JSON representation.
  91679. * @return the JSON serialization
  91680. */
  91681. serialize(): any;
  91682. /**
  91683. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  91684. * @param parsedFresnelParameters Define the JSON representation
  91685. * @returns the parsed parameters
  91686. */
  91687. static Parse(parsedFresnelParameters: any): FresnelParameters;
  91688. }
  91689. }
  91690. declare module BABYLON {
  91691. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  91692. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91693. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91694. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91695. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91696. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91697. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91698. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91699. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91700. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91701. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91702. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91703. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91704. /**
  91705. * Decorator used to define property that can be serialized as reference to a camera
  91706. * @param sourceName defines the name of the property to decorate
  91707. */
  91708. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91709. /**
  91710. * Class used to help serialization objects
  91711. */
  91712. export class SerializationHelper {
  91713. /** @hidden */
  91714. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  91715. /** @hidden */
  91716. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  91717. /** @hidden */
  91718. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  91719. /** @hidden */
  91720. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  91721. /**
  91722. * Appends the serialized animations from the source animations
  91723. * @param source Source containing the animations
  91724. * @param destination Target to store the animations
  91725. */
  91726. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91727. /**
  91728. * Static function used to serialized a specific entity
  91729. * @param entity defines the entity to serialize
  91730. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  91731. * @returns a JSON compatible object representing the serialization of the entity
  91732. */
  91733. static Serialize<T>(entity: T, serializationObject?: any): any;
  91734. /**
  91735. * Creates a new entity from a serialization data object
  91736. * @param creationFunction defines a function used to instanciated the new entity
  91737. * @param source defines the source serialization data
  91738. * @param scene defines the hosting scene
  91739. * @param rootUrl defines the root url for resources
  91740. * @returns a new entity
  91741. */
  91742. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  91743. /**
  91744. * Clones an object
  91745. * @param creationFunction defines the function used to instanciate the new object
  91746. * @param source defines the source object
  91747. * @returns the cloned object
  91748. */
  91749. static Clone<T>(creationFunction: () => T, source: T): T;
  91750. /**
  91751. * Instanciates a new object based on a source one (some data will be shared between both object)
  91752. * @param creationFunction defines the function used to instanciate the new object
  91753. * @param source defines the source object
  91754. * @returns the new object
  91755. */
  91756. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91757. }
  91758. }
  91759. declare module BABYLON {
  91760. /**
  91761. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91762. */
  91763. export interface CubeMapInfo {
  91764. /**
  91765. * The pixel array for the front face.
  91766. * This is stored in format, left to right, up to down format.
  91767. */
  91768. front: Nullable<ArrayBufferView>;
  91769. /**
  91770. * The pixel array for the back face.
  91771. * This is stored in format, left to right, up to down format.
  91772. */
  91773. back: Nullable<ArrayBufferView>;
  91774. /**
  91775. * The pixel array for the left face.
  91776. * This is stored in format, left to right, up to down format.
  91777. */
  91778. left: Nullable<ArrayBufferView>;
  91779. /**
  91780. * The pixel array for the right face.
  91781. * This is stored in format, left to right, up to down format.
  91782. */
  91783. right: Nullable<ArrayBufferView>;
  91784. /**
  91785. * The pixel array for the up face.
  91786. * This is stored in format, left to right, up to down format.
  91787. */
  91788. up: Nullable<ArrayBufferView>;
  91789. /**
  91790. * The pixel array for the down face.
  91791. * This is stored in format, left to right, up to down format.
  91792. */
  91793. down: Nullable<ArrayBufferView>;
  91794. /**
  91795. * The size of the cubemap stored.
  91796. *
  91797. * Each faces will be size * size pixels.
  91798. */
  91799. size: number;
  91800. /**
  91801. * The format of the texture.
  91802. *
  91803. * RGBA, RGB.
  91804. */
  91805. format: number;
  91806. /**
  91807. * The type of the texture data.
  91808. *
  91809. * UNSIGNED_INT, FLOAT.
  91810. */
  91811. type: number;
  91812. /**
  91813. * Specifies whether the texture is in gamma space.
  91814. */
  91815. gammaSpace: boolean;
  91816. }
  91817. /**
  91818. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  91819. */
  91820. export class PanoramaToCubeMapTools {
  91821. private static FACE_FRONT;
  91822. private static FACE_BACK;
  91823. private static FACE_RIGHT;
  91824. private static FACE_LEFT;
  91825. private static FACE_DOWN;
  91826. private static FACE_UP;
  91827. /**
  91828. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  91829. *
  91830. * @param float32Array The source data.
  91831. * @param inputWidth The width of the input panorama.
  91832. * @param inputHeight The height of the input panorama.
  91833. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  91834. * @return The cubemap data
  91835. */
  91836. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  91837. private static CreateCubemapTexture;
  91838. private static CalcProjectionSpherical;
  91839. }
  91840. }
  91841. declare module BABYLON {
  91842. /**
  91843. * Helper class dealing with the extraction of spherical polynomial dataArray
  91844. * from a cube map.
  91845. */
  91846. export class CubeMapToSphericalPolynomialTools {
  91847. private static FileFaces;
  91848. /**
  91849. * Converts a texture to the according Spherical Polynomial data.
  91850. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91851. *
  91852. * @param texture The texture to extract the information from.
  91853. * @return The Spherical Polynomial data.
  91854. */
  91855. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  91856. /**
  91857. * Converts a cubemap to the according Spherical Polynomial data.
  91858. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91859. *
  91860. * @param cubeInfo The Cube map to extract the information from.
  91861. * @return The Spherical Polynomial data.
  91862. */
  91863. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  91864. }
  91865. }
  91866. declare module BABYLON {
  91867. /**
  91868. * Class used to manipulate GUIDs
  91869. */
  91870. export class GUID {
  91871. /**
  91872. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  91873. * Be aware Math.random() could cause collisions, but:
  91874. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  91875. * @returns a pseudo random id
  91876. */
  91877. static RandomId(): string;
  91878. }
  91879. }
  91880. declare module BABYLON {
  91881. /**
  91882. * Base class of all the textures in babylon.
  91883. * It groups all the common properties the materials, post process, lights... might need
  91884. * in order to make a correct use of the texture.
  91885. */
  91886. export class BaseTexture implements IAnimatable {
  91887. /**
  91888. * Default anisotropic filtering level for the application.
  91889. * It is set to 4 as a good tradeoff between perf and quality.
  91890. */
  91891. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  91892. /**
  91893. * Gets or sets the unique id of the texture
  91894. */
  91895. uniqueId: number;
  91896. /**
  91897. * Define the name of the texture.
  91898. */
  91899. name: string;
  91900. /**
  91901. * Gets or sets an object used to store user defined information.
  91902. */
  91903. metadata: any;
  91904. /**
  91905. * For internal use only. Please do not use.
  91906. */
  91907. reservedDataStore: any;
  91908. private _hasAlpha;
  91909. /**
  91910. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  91911. */
  91912. hasAlpha: boolean;
  91913. /**
  91914. * Defines if the alpha value should be determined via the rgb values.
  91915. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  91916. */
  91917. getAlphaFromRGB: boolean;
  91918. /**
  91919. * Intensity or strength of the texture.
  91920. * It is commonly used by materials to fine tune the intensity of the texture
  91921. */
  91922. level: number;
  91923. /**
  91924. * Define the UV chanel to use starting from 0 and defaulting to 0.
  91925. * This is part of the texture as textures usually maps to one uv set.
  91926. */
  91927. coordinatesIndex: number;
  91928. private _coordinatesMode;
  91929. /**
  91930. * How a texture is mapped.
  91931. *
  91932. * | Value | Type | Description |
  91933. * | ----- | ----------------------------------- | ----------- |
  91934. * | 0 | EXPLICIT_MODE | |
  91935. * | 1 | SPHERICAL_MODE | |
  91936. * | 2 | PLANAR_MODE | |
  91937. * | 3 | CUBIC_MODE | |
  91938. * | 4 | PROJECTION_MODE | |
  91939. * | 5 | SKYBOX_MODE | |
  91940. * | 6 | INVCUBIC_MODE | |
  91941. * | 7 | EQUIRECTANGULAR_MODE | |
  91942. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  91943. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  91944. */
  91945. coordinatesMode: number;
  91946. /**
  91947. * | Value | Type | Description |
  91948. * | ----- | ------------------ | ----------- |
  91949. * | 0 | CLAMP_ADDRESSMODE | |
  91950. * | 1 | WRAP_ADDRESSMODE | |
  91951. * | 2 | MIRROR_ADDRESSMODE | |
  91952. */
  91953. wrapU: number;
  91954. /**
  91955. * | Value | Type | Description |
  91956. * | ----- | ------------------ | ----------- |
  91957. * | 0 | CLAMP_ADDRESSMODE | |
  91958. * | 1 | WRAP_ADDRESSMODE | |
  91959. * | 2 | MIRROR_ADDRESSMODE | |
  91960. */
  91961. wrapV: number;
  91962. /**
  91963. * | Value | Type | Description |
  91964. * | ----- | ------------------ | ----------- |
  91965. * | 0 | CLAMP_ADDRESSMODE | |
  91966. * | 1 | WRAP_ADDRESSMODE | |
  91967. * | 2 | MIRROR_ADDRESSMODE | |
  91968. */
  91969. wrapR: number;
  91970. /**
  91971. * With compliant hardware and browser (supporting anisotropic filtering)
  91972. * this defines the level of anisotropic filtering in the texture.
  91973. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  91974. */
  91975. anisotropicFilteringLevel: number;
  91976. /**
  91977. * Define if the texture is a cube texture or if false a 2d texture.
  91978. */
  91979. isCube: boolean;
  91980. /**
  91981. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  91982. */
  91983. is3D: boolean;
  91984. /**
  91985. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  91986. * HDR texture are usually stored in linear space.
  91987. * This only impacts the PBR and Background materials
  91988. */
  91989. gammaSpace: boolean;
  91990. /**
  91991. * Gets whether or not the texture contains RGBD data.
  91992. */
  91993. readonly isRGBD: boolean;
  91994. /**
  91995. * Is Z inverted in the texture (useful in a cube texture).
  91996. */
  91997. invertZ: boolean;
  91998. /**
  91999. * Are mip maps generated for this texture or not.
  92000. */
  92001. readonly noMipmap: boolean;
  92002. /**
  92003. * @hidden
  92004. */
  92005. lodLevelInAlpha: boolean;
  92006. /**
  92007. * With prefiltered texture, defined the offset used during the prefiltering steps.
  92008. */
  92009. lodGenerationOffset: number;
  92010. /**
  92011. * With prefiltered texture, defined the scale used during the prefiltering steps.
  92012. */
  92013. lodGenerationScale: number;
  92014. /**
  92015. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  92016. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  92017. * average roughness values.
  92018. */
  92019. linearSpecularLOD: boolean;
  92020. /**
  92021. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  92022. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  92023. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  92024. */
  92025. irradianceTexture: Nullable<BaseTexture>;
  92026. /**
  92027. * Define if the texture is a render target.
  92028. */
  92029. isRenderTarget: boolean;
  92030. /**
  92031. * Define the unique id of the texture in the scene.
  92032. */
  92033. readonly uid: string;
  92034. /**
  92035. * Return a string representation of the texture.
  92036. * @returns the texture as a string
  92037. */
  92038. toString(): string;
  92039. /**
  92040. * Get the class name of the texture.
  92041. * @returns "BaseTexture"
  92042. */
  92043. getClassName(): string;
  92044. /**
  92045. * Define the list of animation attached to the texture.
  92046. */
  92047. animations: Animation[];
  92048. /**
  92049. * An event triggered when the texture is disposed.
  92050. */
  92051. onDisposeObservable: Observable<BaseTexture>;
  92052. private _onDisposeObserver;
  92053. /**
  92054. * Callback triggered when the texture has been disposed.
  92055. * Kept for back compatibility, you can use the onDisposeObservable instead.
  92056. */
  92057. onDispose: () => void;
  92058. /**
  92059. * Define the current state of the loading sequence when in delayed load mode.
  92060. */
  92061. delayLoadState: number;
  92062. private _scene;
  92063. /** @hidden */
  92064. _texture: Nullable<InternalTexture>;
  92065. private _uid;
  92066. /**
  92067. * Define if the texture is preventinga material to render or not.
  92068. * If not and the texture is not ready, the engine will use a default black texture instead.
  92069. */
  92070. readonly isBlocking: boolean;
  92071. /**
  92072. * Instantiates a new BaseTexture.
  92073. * Base class of all the textures in babylon.
  92074. * It groups all the common properties the materials, post process, lights... might need
  92075. * in order to make a correct use of the texture.
  92076. * @param scene Define the scene the texture blongs to
  92077. */
  92078. constructor(scene: Nullable<Scene>);
  92079. /**
  92080. * Get the scene the texture belongs to.
  92081. * @returns the scene or null if undefined
  92082. */
  92083. getScene(): Nullable<Scene>;
  92084. /**
  92085. * Get the texture transform matrix used to offset tile the texture for istance.
  92086. * @returns the transformation matrix
  92087. */
  92088. getTextureMatrix(): Matrix;
  92089. /**
  92090. * Get the texture reflection matrix used to rotate/transform the reflection.
  92091. * @returns the reflection matrix
  92092. */
  92093. getReflectionTextureMatrix(): Matrix;
  92094. /**
  92095. * Get the underlying lower level texture from Babylon.
  92096. * @returns the insternal texture
  92097. */
  92098. getInternalTexture(): Nullable<InternalTexture>;
  92099. /**
  92100. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  92101. * @returns true if ready or not blocking
  92102. */
  92103. isReadyOrNotBlocking(): boolean;
  92104. /**
  92105. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  92106. * @returns true if fully ready
  92107. */
  92108. isReady(): boolean;
  92109. private _cachedSize;
  92110. /**
  92111. * Get the size of the texture.
  92112. * @returns the texture size.
  92113. */
  92114. getSize(): ISize;
  92115. /**
  92116. * Get the base size of the texture.
  92117. * It can be different from the size if the texture has been resized for POT for instance
  92118. * @returns the base size
  92119. */
  92120. getBaseSize(): ISize;
  92121. /**
  92122. * Update the sampling mode of the texture.
  92123. * Default is Trilinear mode.
  92124. *
  92125. * | Value | Type | Description |
  92126. * | ----- | ------------------ | ----------- |
  92127. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  92128. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  92129. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  92130. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  92131. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  92132. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  92133. * | 7 | NEAREST_LINEAR | |
  92134. * | 8 | NEAREST_NEAREST | |
  92135. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  92136. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  92137. * | 11 | LINEAR_LINEAR | |
  92138. * | 12 | LINEAR_NEAREST | |
  92139. *
  92140. * > _mag_: magnification filter (close to the viewer)
  92141. * > _min_: minification filter (far from the viewer)
  92142. * > _mip_: filter used between mip map levels
  92143. *@param samplingMode Define the new sampling mode of the texture
  92144. */
  92145. updateSamplingMode(samplingMode: number): void;
  92146. /**
  92147. * Scales the texture if is `canRescale()`
  92148. * @param ratio the resize factor we want to use to rescale
  92149. */
  92150. scale(ratio: number): void;
  92151. /**
  92152. * Get if the texture can rescale.
  92153. */
  92154. readonly canRescale: boolean;
  92155. /** @hidden */
  92156. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  92157. /** @hidden */
  92158. _rebuild(): void;
  92159. /**
  92160. * Triggers the load sequence in delayed load mode.
  92161. */
  92162. delayLoad(): void;
  92163. /**
  92164. * Clones the texture.
  92165. * @returns the cloned texture
  92166. */
  92167. clone(): Nullable<BaseTexture>;
  92168. /**
  92169. * Get the texture underlying type (INT, FLOAT...)
  92170. */
  92171. readonly textureType: number;
  92172. /**
  92173. * Get the texture underlying format (RGB, RGBA...)
  92174. */
  92175. readonly textureFormat: number;
  92176. /**
  92177. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  92178. * This will returns an RGBA array buffer containing either in values (0-255) or
  92179. * float values (0-1) depending of the underlying buffer type.
  92180. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  92181. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  92182. * @param buffer defines a user defined buffer to fill with data (can be null)
  92183. * @returns The Array buffer containing the pixels data.
  92184. */
  92185. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  92186. /**
  92187. * Release and destroy the underlying lower level texture aka internalTexture.
  92188. */
  92189. releaseInternalTexture(): void;
  92190. /**
  92191. * Get the polynomial representation of the texture data.
  92192. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  92193. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  92194. */
  92195. sphericalPolynomial: Nullable<SphericalPolynomial>;
  92196. /** @hidden */
  92197. readonly _lodTextureHigh: Nullable<BaseTexture>;
  92198. /** @hidden */
  92199. readonly _lodTextureMid: Nullable<BaseTexture>;
  92200. /** @hidden */
  92201. readonly _lodTextureLow: Nullable<BaseTexture>;
  92202. /**
  92203. * Dispose the texture and release its associated resources.
  92204. */
  92205. dispose(): void;
  92206. /**
  92207. * Serialize the texture into a JSON representation that can be parsed later on.
  92208. * @returns the JSON representation of the texture
  92209. */
  92210. serialize(): any;
  92211. /**
  92212. * Helper function to be called back once a list of texture contains only ready textures.
  92213. * @param textures Define the list of textures to wait for
  92214. * @param callback Define the callback triggered once the entire list will be ready
  92215. */
  92216. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  92217. }
  92218. }
  92219. declare module BABYLON {
  92220. /**
  92221. * Class used to store data associated with WebGL texture data for the engine
  92222. * This class should not be used directly
  92223. */
  92224. export class InternalTexture {
  92225. /** @hidden */
  92226. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  92227. /**
  92228. * The source of the texture data is unknown
  92229. */
  92230. static DATASOURCE_UNKNOWN: number;
  92231. /**
  92232. * Texture data comes from an URL
  92233. */
  92234. static DATASOURCE_URL: number;
  92235. /**
  92236. * Texture data is only used for temporary storage
  92237. */
  92238. static DATASOURCE_TEMP: number;
  92239. /**
  92240. * Texture data comes from raw data (ArrayBuffer)
  92241. */
  92242. static DATASOURCE_RAW: number;
  92243. /**
  92244. * Texture content is dynamic (video or dynamic texture)
  92245. */
  92246. static DATASOURCE_DYNAMIC: number;
  92247. /**
  92248. * Texture content is generated by rendering to it
  92249. */
  92250. static DATASOURCE_RENDERTARGET: number;
  92251. /**
  92252. * Texture content is part of a multi render target process
  92253. */
  92254. static DATASOURCE_MULTIRENDERTARGET: number;
  92255. /**
  92256. * Texture data comes from a cube data file
  92257. */
  92258. static DATASOURCE_CUBE: number;
  92259. /**
  92260. * Texture data comes from a raw cube data
  92261. */
  92262. static DATASOURCE_CUBERAW: number;
  92263. /**
  92264. * Texture data come from a prefiltered cube data file
  92265. */
  92266. static DATASOURCE_CUBEPREFILTERED: number;
  92267. /**
  92268. * Texture content is raw 3D data
  92269. */
  92270. static DATASOURCE_RAW3D: number;
  92271. /**
  92272. * Texture content is a depth texture
  92273. */
  92274. static DATASOURCE_DEPTHTEXTURE: number;
  92275. /**
  92276. * Texture data comes from a raw cube data encoded with RGBD
  92277. */
  92278. static DATASOURCE_CUBERAW_RGBD: number;
  92279. /**
  92280. * Defines if the texture is ready
  92281. */
  92282. isReady: boolean;
  92283. /**
  92284. * Defines if the texture is a cube texture
  92285. */
  92286. isCube: boolean;
  92287. /**
  92288. * Defines if the texture contains 3D data
  92289. */
  92290. is3D: boolean;
  92291. /**
  92292. * Defines if the texture contains multiview data
  92293. */
  92294. isMultiview: boolean;
  92295. /**
  92296. * Gets the URL used to load this texture
  92297. */
  92298. url: string;
  92299. /**
  92300. * Gets the sampling mode of the texture
  92301. */
  92302. samplingMode: number;
  92303. /**
  92304. * Gets a boolean indicating if the texture needs mipmaps generation
  92305. */
  92306. generateMipMaps: boolean;
  92307. /**
  92308. * Gets the number of samples used by the texture (WebGL2+ only)
  92309. */
  92310. samples: number;
  92311. /**
  92312. * Gets the type of the texture (int, float...)
  92313. */
  92314. type: number;
  92315. /**
  92316. * Gets the format of the texture (RGB, RGBA...)
  92317. */
  92318. format: number;
  92319. /**
  92320. * Observable called when the texture is loaded
  92321. */
  92322. onLoadedObservable: Observable<InternalTexture>;
  92323. /**
  92324. * Gets the width of the texture
  92325. */
  92326. width: number;
  92327. /**
  92328. * Gets the height of the texture
  92329. */
  92330. height: number;
  92331. /**
  92332. * Gets the depth of the texture
  92333. */
  92334. depth: number;
  92335. /**
  92336. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  92337. */
  92338. baseWidth: number;
  92339. /**
  92340. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  92341. */
  92342. baseHeight: number;
  92343. /**
  92344. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  92345. */
  92346. baseDepth: number;
  92347. /**
  92348. * Gets a boolean indicating if the texture is inverted on Y axis
  92349. */
  92350. invertY: boolean;
  92351. /** @hidden */
  92352. _invertVScale: boolean;
  92353. /** @hidden */
  92354. _associatedChannel: number;
  92355. /** @hidden */
  92356. _dataSource: number;
  92357. /** @hidden */
  92358. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  92359. /** @hidden */
  92360. _bufferView: Nullable<ArrayBufferView>;
  92361. /** @hidden */
  92362. _bufferViewArray: Nullable<ArrayBufferView[]>;
  92363. /** @hidden */
  92364. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  92365. /** @hidden */
  92366. _size: number;
  92367. /** @hidden */
  92368. _extension: string;
  92369. /** @hidden */
  92370. _files: Nullable<string[]>;
  92371. /** @hidden */
  92372. _workingCanvas: Nullable<HTMLCanvasElement>;
  92373. /** @hidden */
  92374. _workingContext: Nullable<CanvasRenderingContext2D>;
  92375. /** @hidden */
  92376. _framebuffer: Nullable<WebGLFramebuffer>;
  92377. /** @hidden */
  92378. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  92379. /** @hidden */
  92380. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  92381. /** @hidden */
  92382. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  92383. /** @hidden */
  92384. _attachments: Nullable<number[]>;
  92385. /** @hidden */
  92386. _cachedCoordinatesMode: Nullable<number>;
  92387. /** @hidden */
  92388. _cachedWrapU: Nullable<number>;
  92389. /** @hidden */
  92390. _cachedWrapV: Nullable<number>;
  92391. /** @hidden */
  92392. _cachedWrapR: Nullable<number>;
  92393. /** @hidden */
  92394. _cachedAnisotropicFilteringLevel: Nullable<number>;
  92395. /** @hidden */
  92396. _isDisabled: boolean;
  92397. /** @hidden */
  92398. _compression: Nullable<string>;
  92399. /** @hidden */
  92400. _generateStencilBuffer: boolean;
  92401. /** @hidden */
  92402. _generateDepthBuffer: boolean;
  92403. /** @hidden */
  92404. _comparisonFunction: number;
  92405. /** @hidden */
  92406. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  92407. /** @hidden */
  92408. _lodGenerationScale: number;
  92409. /** @hidden */
  92410. _lodGenerationOffset: number;
  92411. /** @hidden */
  92412. _colorTextureArray: Nullable<WebGLTexture>;
  92413. /** @hidden */
  92414. _depthStencilTextureArray: Nullable<WebGLTexture>;
  92415. /** @hidden */
  92416. _lodTextureHigh: Nullable<BaseTexture>;
  92417. /** @hidden */
  92418. _lodTextureMid: Nullable<BaseTexture>;
  92419. /** @hidden */
  92420. _lodTextureLow: Nullable<BaseTexture>;
  92421. /** @hidden */
  92422. _isRGBD: boolean;
  92423. /** @hidden */
  92424. _linearSpecularLOD: boolean;
  92425. /** @hidden */
  92426. _irradianceTexture: Nullable<BaseTexture>;
  92427. /** @hidden */
  92428. _webGLTexture: Nullable<WebGLTexture>;
  92429. /** @hidden */
  92430. _references: number;
  92431. private _engine;
  92432. /**
  92433. * Gets the Engine the texture belongs to.
  92434. * @returns The babylon engine
  92435. */
  92436. getEngine(): Engine;
  92437. /**
  92438. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  92439. */
  92440. readonly dataSource: number;
  92441. /**
  92442. * Creates a new InternalTexture
  92443. * @param engine defines the engine to use
  92444. * @param dataSource defines the type of data that will be used
  92445. * @param delayAllocation if the texture allocation should be delayed (default: false)
  92446. */
  92447. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  92448. /**
  92449. * Increments the number of references (ie. the number of Texture that point to it)
  92450. */
  92451. incrementReferences(): void;
  92452. /**
  92453. * Change the size of the texture (not the size of the content)
  92454. * @param width defines the new width
  92455. * @param height defines the new height
  92456. * @param depth defines the new depth (1 by default)
  92457. */
  92458. updateSize(width: int, height: int, depth?: int): void;
  92459. /** @hidden */
  92460. _rebuild(): void;
  92461. /** @hidden */
  92462. _swapAndDie(target: InternalTexture): void;
  92463. /**
  92464. * Dispose the current allocated resources
  92465. */
  92466. dispose(): void;
  92467. }
  92468. }
  92469. declare module BABYLON {
  92470. /**
  92471. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  92472. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  92473. */
  92474. export class EffectFallbacks {
  92475. private _defines;
  92476. private _currentRank;
  92477. private _maxRank;
  92478. private _mesh;
  92479. /**
  92480. * Removes the fallback from the bound mesh.
  92481. */
  92482. unBindMesh(): void;
  92483. /**
  92484. * Adds a fallback on the specified property.
  92485. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92486. * @param define The name of the define in the shader
  92487. */
  92488. addFallback(rank: number, define: string): void;
  92489. /**
  92490. * Sets the mesh to use CPU skinning when needing to fallback.
  92491. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92492. * @param mesh The mesh to use the fallbacks.
  92493. */
  92494. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92495. /**
  92496. * Checks to see if more fallbacks are still availible.
  92497. */
  92498. readonly isMoreFallbacks: boolean;
  92499. /**
  92500. * Removes the defines that should be removed when falling back.
  92501. * @param currentDefines defines the current define statements for the shader.
  92502. * @param effect defines the current effect we try to compile
  92503. * @returns The resulting defines with defines of the current rank removed.
  92504. */
  92505. reduce(currentDefines: string, effect: Effect): string;
  92506. }
  92507. /**
  92508. * Options to be used when creating an effect.
  92509. */
  92510. export class EffectCreationOptions {
  92511. /**
  92512. * Atrributes that will be used in the shader.
  92513. */
  92514. attributes: string[];
  92515. /**
  92516. * Uniform varible names that will be set in the shader.
  92517. */
  92518. uniformsNames: string[];
  92519. /**
  92520. * Uniform buffer varible names that will be set in the shader.
  92521. */
  92522. uniformBuffersNames: string[];
  92523. /**
  92524. * Sampler texture variable names that will be set in the shader.
  92525. */
  92526. samplers: string[];
  92527. /**
  92528. * Define statements that will be set in the shader.
  92529. */
  92530. defines: any;
  92531. /**
  92532. * Possible fallbacks for this effect to improve performance when needed.
  92533. */
  92534. fallbacks: Nullable<EffectFallbacks>;
  92535. /**
  92536. * Callback that will be called when the shader is compiled.
  92537. */
  92538. onCompiled: Nullable<(effect: Effect) => void>;
  92539. /**
  92540. * Callback that will be called if an error occurs during shader compilation.
  92541. */
  92542. onError: Nullable<(effect: Effect, errors: string) => void>;
  92543. /**
  92544. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92545. */
  92546. indexParameters: any;
  92547. /**
  92548. * Max number of lights that can be used in the shader.
  92549. */
  92550. maxSimultaneousLights: number;
  92551. /**
  92552. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  92553. */
  92554. transformFeedbackVaryings: Nullable<string[]>;
  92555. }
  92556. /**
  92557. * Effect containing vertex and fragment shader that can be executed on an object.
  92558. */
  92559. export class Effect implements IDisposable {
  92560. /**
  92561. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  92562. */
  92563. static ShadersRepository: string;
  92564. /**
  92565. * Name of the effect.
  92566. */
  92567. name: any;
  92568. /**
  92569. * String container all the define statements that should be set on the shader.
  92570. */
  92571. defines: string;
  92572. /**
  92573. * Callback that will be called when the shader is compiled.
  92574. */
  92575. onCompiled: Nullable<(effect: Effect) => void>;
  92576. /**
  92577. * Callback that will be called if an error occurs during shader compilation.
  92578. */
  92579. onError: Nullable<(effect: Effect, errors: string) => void>;
  92580. /**
  92581. * Callback that will be called when effect is bound.
  92582. */
  92583. onBind: Nullable<(effect: Effect) => void>;
  92584. /**
  92585. * Unique ID of the effect.
  92586. */
  92587. uniqueId: number;
  92588. /**
  92589. * Observable that will be called when the shader is compiled.
  92590. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  92591. */
  92592. onCompileObservable: Observable<Effect>;
  92593. /**
  92594. * Observable that will be called if an error occurs during shader compilation.
  92595. */
  92596. onErrorObservable: Observable<Effect>;
  92597. /** @hidden */
  92598. _onBindObservable: Nullable<Observable<Effect>>;
  92599. /**
  92600. * Observable that will be called when effect is bound.
  92601. */
  92602. readonly onBindObservable: Observable<Effect>;
  92603. /** @hidden */
  92604. _bonesComputationForcedToCPU: boolean;
  92605. private static _uniqueIdSeed;
  92606. private _engine;
  92607. private _uniformBuffersNames;
  92608. private _uniformsNames;
  92609. private _samplerList;
  92610. private _samplers;
  92611. private _isReady;
  92612. private _compilationError;
  92613. private _attributesNames;
  92614. private _attributes;
  92615. private _uniforms;
  92616. /**
  92617. * Key for the effect.
  92618. * @hidden
  92619. */
  92620. _key: string;
  92621. private _indexParameters;
  92622. private _fallbacks;
  92623. private _vertexSourceCode;
  92624. private _fragmentSourceCode;
  92625. private _vertexSourceCodeOverride;
  92626. private _fragmentSourceCodeOverride;
  92627. private _transformFeedbackVaryings;
  92628. /**
  92629. * Compiled shader to webGL program.
  92630. * @hidden
  92631. */
  92632. _pipelineContext: Nullable<IPipelineContext>;
  92633. private _valueCache;
  92634. private static _baseCache;
  92635. /**
  92636. * Instantiates an effect.
  92637. * An effect can be used to create/manage/execute vertex and fragment shaders.
  92638. * @param baseName Name of the effect.
  92639. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  92640. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  92641. * @param samplers List of sampler variables that will be passed to the shader.
  92642. * @param engine Engine to be used to render the effect
  92643. * @param defines Define statements to be added to the shader.
  92644. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  92645. * @param onCompiled Callback that will be called when the shader is compiled.
  92646. * @param onError Callback that will be called if an error occurs during shader compilation.
  92647. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92648. */
  92649. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  92650. private _useFinalCode;
  92651. /**
  92652. * Unique key for this effect
  92653. */
  92654. readonly key: string;
  92655. /**
  92656. * If the effect has been compiled and prepared.
  92657. * @returns if the effect is compiled and prepared.
  92658. */
  92659. isReady(): boolean;
  92660. /**
  92661. * The engine the effect was initialized with.
  92662. * @returns the engine.
  92663. */
  92664. getEngine(): Engine;
  92665. /**
  92666. * The pipeline context for this effect
  92667. * @returns the associated pipeline context
  92668. */
  92669. getPipelineContext(): Nullable<IPipelineContext>;
  92670. /**
  92671. * The set of names of attribute variables for the shader.
  92672. * @returns An array of attribute names.
  92673. */
  92674. getAttributesNames(): string[];
  92675. /**
  92676. * Returns the attribute at the given index.
  92677. * @param index The index of the attribute.
  92678. * @returns The location of the attribute.
  92679. */
  92680. getAttributeLocation(index: number): number;
  92681. /**
  92682. * Returns the attribute based on the name of the variable.
  92683. * @param name of the attribute to look up.
  92684. * @returns the attribute location.
  92685. */
  92686. getAttributeLocationByName(name: string): number;
  92687. /**
  92688. * The number of attributes.
  92689. * @returns the numnber of attributes.
  92690. */
  92691. getAttributesCount(): number;
  92692. /**
  92693. * Gets the index of a uniform variable.
  92694. * @param uniformName of the uniform to look up.
  92695. * @returns the index.
  92696. */
  92697. getUniformIndex(uniformName: string): number;
  92698. /**
  92699. * Returns the attribute based on the name of the variable.
  92700. * @param uniformName of the uniform to look up.
  92701. * @returns the location of the uniform.
  92702. */
  92703. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  92704. /**
  92705. * Returns an array of sampler variable names
  92706. * @returns The array of sampler variable neames.
  92707. */
  92708. getSamplers(): string[];
  92709. /**
  92710. * The error from the last compilation.
  92711. * @returns the error string.
  92712. */
  92713. getCompilationError(): string;
  92714. /**
  92715. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  92716. * @param func The callback to be used.
  92717. */
  92718. executeWhenCompiled(func: (effect: Effect) => void): void;
  92719. private _checkIsReady;
  92720. /** @hidden */
  92721. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  92722. /** @hidden */
  92723. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  92724. /** @hidden */
  92725. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  92726. /**
  92727. * Recompiles the webGL program
  92728. * @param vertexSourceCode The source code for the vertex shader.
  92729. * @param fragmentSourceCode The source code for the fragment shader.
  92730. * @param onCompiled Callback called when completed.
  92731. * @param onError Callback called on error.
  92732. * @hidden
  92733. */
  92734. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  92735. /**
  92736. * Prepares the effect
  92737. * @hidden
  92738. */
  92739. _prepareEffect(): void;
  92740. /**
  92741. * Checks if the effect is supported. (Must be called after compilation)
  92742. */
  92743. readonly isSupported: boolean;
  92744. /**
  92745. * Binds a texture to the engine to be used as output of the shader.
  92746. * @param channel Name of the output variable.
  92747. * @param texture Texture to bind.
  92748. * @hidden
  92749. */
  92750. _bindTexture(channel: string, texture: InternalTexture): void;
  92751. /**
  92752. * Sets a texture on the engine to be used in the shader.
  92753. * @param channel Name of the sampler variable.
  92754. * @param texture Texture to set.
  92755. */
  92756. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92757. /**
  92758. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92759. * @param channel Name of the sampler variable.
  92760. * @param texture Texture to set.
  92761. */
  92762. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92763. /**
  92764. * Sets an array of textures on the engine to be used in the shader.
  92765. * @param channel Name of the variable.
  92766. * @param textures Textures to set.
  92767. */
  92768. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92769. /**
  92770. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  92771. * @param channel Name of the sampler variable.
  92772. * @param postProcess Post process to get the input texture from.
  92773. */
  92774. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92775. /**
  92776. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92777. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  92778. * @param channel Name of the sampler variable.
  92779. * @param postProcess Post process to get the output texture from.
  92780. */
  92781. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92782. /** @hidden */
  92783. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92784. /** @hidden */
  92785. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92786. /** @hidden */
  92787. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92788. /** @hidden */
  92789. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92790. /**
  92791. * Binds a buffer to a uniform.
  92792. * @param buffer Buffer to bind.
  92793. * @param name Name of the uniform variable to bind to.
  92794. */
  92795. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92796. /**
  92797. * Binds block to a uniform.
  92798. * @param blockName Name of the block to bind.
  92799. * @param index Index to bind.
  92800. */
  92801. bindUniformBlock(blockName: string, index: number): void;
  92802. /**
  92803. * Sets an interger value on a uniform variable.
  92804. * @param uniformName Name of the variable.
  92805. * @param value Value to be set.
  92806. * @returns this effect.
  92807. */
  92808. setInt(uniformName: string, value: number): Effect;
  92809. /**
  92810. * Sets an int array on a uniform variable.
  92811. * @param uniformName Name of the variable.
  92812. * @param array array to be set.
  92813. * @returns this effect.
  92814. */
  92815. setIntArray(uniformName: string, array: Int32Array): Effect;
  92816. /**
  92817. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  92818. * @param uniformName Name of the variable.
  92819. * @param array array to be set.
  92820. * @returns this effect.
  92821. */
  92822. setIntArray2(uniformName: string, array: Int32Array): Effect;
  92823. /**
  92824. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  92825. * @param uniformName Name of the variable.
  92826. * @param array array to be set.
  92827. * @returns this effect.
  92828. */
  92829. setIntArray3(uniformName: string, array: Int32Array): Effect;
  92830. /**
  92831. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  92832. * @param uniformName Name of the variable.
  92833. * @param array array to be set.
  92834. * @returns this effect.
  92835. */
  92836. setIntArray4(uniformName: string, array: Int32Array): Effect;
  92837. /**
  92838. * Sets an float array on a uniform variable.
  92839. * @param uniformName Name of the variable.
  92840. * @param array array to be set.
  92841. * @returns this effect.
  92842. */
  92843. setFloatArray(uniformName: string, array: Float32Array): Effect;
  92844. /**
  92845. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  92846. * @param uniformName Name of the variable.
  92847. * @param array array to be set.
  92848. * @returns this effect.
  92849. */
  92850. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  92851. /**
  92852. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  92853. * @param uniformName Name of the variable.
  92854. * @param array array to be set.
  92855. * @returns this effect.
  92856. */
  92857. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  92858. /**
  92859. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  92860. * @param uniformName Name of the variable.
  92861. * @param array array to be set.
  92862. * @returns this effect.
  92863. */
  92864. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  92865. /**
  92866. * Sets an array on a uniform variable.
  92867. * @param uniformName Name of the variable.
  92868. * @param array array to be set.
  92869. * @returns this effect.
  92870. */
  92871. setArray(uniformName: string, array: number[]): Effect;
  92872. /**
  92873. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  92874. * @param uniformName Name of the variable.
  92875. * @param array array to be set.
  92876. * @returns this effect.
  92877. */
  92878. setArray2(uniformName: string, array: number[]): Effect;
  92879. /**
  92880. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  92881. * @param uniformName Name of the variable.
  92882. * @param array array to be set.
  92883. * @returns this effect.
  92884. */
  92885. setArray3(uniformName: string, array: number[]): Effect;
  92886. /**
  92887. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  92888. * @param uniformName Name of the variable.
  92889. * @param array array to be set.
  92890. * @returns this effect.
  92891. */
  92892. setArray4(uniformName: string, array: number[]): Effect;
  92893. /**
  92894. * Sets matrices on a uniform variable.
  92895. * @param uniformName Name of the variable.
  92896. * @param matrices matrices to be set.
  92897. * @returns this effect.
  92898. */
  92899. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  92900. /**
  92901. * Sets matrix on a uniform variable.
  92902. * @param uniformName Name of the variable.
  92903. * @param matrix matrix to be set.
  92904. * @returns this effect.
  92905. */
  92906. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  92907. /**
  92908. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  92909. * @param uniformName Name of the variable.
  92910. * @param matrix matrix to be set.
  92911. * @returns this effect.
  92912. */
  92913. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  92914. /**
  92915. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  92916. * @param uniformName Name of the variable.
  92917. * @param matrix matrix to be set.
  92918. * @returns this effect.
  92919. */
  92920. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  92921. /**
  92922. * Sets a float on a uniform variable.
  92923. * @param uniformName Name of the variable.
  92924. * @param value value to be set.
  92925. * @returns this effect.
  92926. */
  92927. setFloat(uniformName: string, value: number): Effect;
  92928. /**
  92929. * Sets a boolean on a uniform variable.
  92930. * @param uniformName Name of the variable.
  92931. * @param bool value to be set.
  92932. * @returns this effect.
  92933. */
  92934. setBool(uniformName: string, bool: boolean): Effect;
  92935. /**
  92936. * Sets a Vector2 on a uniform variable.
  92937. * @param uniformName Name of the variable.
  92938. * @param vector2 vector2 to be set.
  92939. * @returns this effect.
  92940. */
  92941. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  92942. /**
  92943. * Sets a float2 on a uniform variable.
  92944. * @param uniformName Name of the variable.
  92945. * @param x First float in float2.
  92946. * @param y Second float in float2.
  92947. * @returns this effect.
  92948. */
  92949. setFloat2(uniformName: string, x: number, y: number): Effect;
  92950. /**
  92951. * Sets a Vector3 on a uniform variable.
  92952. * @param uniformName Name of the variable.
  92953. * @param vector3 Value to be set.
  92954. * @returns this effect.
  92955. */
  92956. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  92957. /**
  92958. * Sets a float3 on a uniform variable.
  92959. * @param uniformName Name of the variable.
  92960. * @param x First float in float3.
  92961. * @param y Second float in float3.
  92962. * @param z Third float in float3.
  92963. * @returns this effect.
  92964. */
  92965. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  92966. /**
  92967. * Sets a Vector4 on a uniform variable.
  92968. * @param uniformName Name of the variable.
  92969. * @param vector4 Value to be set.
  92970. * @returns this effect.
  92971. */
  92972. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  92973. /**
  92974. * Sets a float4 on a uniform variable.
  92975. * @param uniformName Name of the variable.
  92976. * @param x First float in float4.
  92977. * @param y Second float in float4.
  92978. * @param z Third float in float4.
  92979. * @param w Fourth float in float4.
  92980. * @returns this effect.
  92981. */
  92982. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  92983. /**
  92984. * Sets a Color3 on a uniform variable.
  92985. * @param uniformName Name of the variable.
  92986. * @param color3 Value to be set.
  92987. * @returns this effect.
  92988. */
  92989. setColor3(uniformName: string, color3: IColor3Like): Effect;
  92990. /**
  92991. * Sets a Color4 on a uniform variable.
  92992. * @param uniformName Name of the variable.
  92993. * @param color3 Value to be set.
  92994. * @param alpha Alpha value to be set.
  92995. * @returns this effect.
  92996. */
  92997. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  92998. /**
  92999. * Sets a Color4 on a uniform variable
  93000. * @param uniformName defines the name of the variable
  93001. * @param color4 defines the value to be set
  93002. * @returns this effect.
  93003. */
  93004. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  93005. /** Release all associated resources */
  93006. dispose(): void;
  93007. /**
  93008. * This function will add a new shader to the shader store
  93009. * @param name the name of the shader
  93010. * @param pixelShader optional pixel shader content
  93011. * @param vertexShader optional vertex shader content
  93012. */
  93013. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  93014. /**
  93015. * Store of each shader (The can be looked up using effect.key)
  93016. */
  93017. static ShadersStore: {
  93018. [key: string]: string;
  93019. };
  93020. /**
  93021. * Store of each included file for a shader (The can be looked up using effect.key)
  93022. */
  93023. static IncludesShadersStore: {
  93024. [key: string]: string;
  93025. };
  93026. /**
  93027. * Resets the cache of effects.
  93028. */
  93029. static ResetCache(): void;
  93030. }
  93031. }
  93032. declare module BABYLON {
  93033. /**
  93034. * Uniform buffer objects.
  93035. *
  93036. * Handles blocks of uniform on the GPU.
  93037. *
  93038. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93039. *
  93040. * For more information, please refer to :
  93041. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93042. */
  93043. export class UniformBuffer {
  93044. private _engine;
  93045. private _buffer;
  93046. private _data;
  93047. private _bufferData;
  93048. private _dynamic?;
  93049. private _uniformLocations;
  93050. private _uniformSizes;
  93051. private _uniformLocationPointer;
  93052. private _needSync;
  93053. private _noUBO;
  93054. private _currentEffect;
  93055. private static _MAX_UNIFORM_SIZE;
  93056. private static _tempBuffer;
  93057. /**
  93058. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  93059. * This is dynamic to allow compat with webgl 1 and 2.
  93060. * You will need to pass the name of the uniform as well as the value.
  93061. */
  93062. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  93063. /**
  93064. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  93065. * This is dynamic to allow compat with webgl 1 and 2.
  93066. * You will need to pass the name of the uniform as well as the value.
  93067. */
  93068. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  93069. /**
  93070. * Lambda to Update a single float in a uniform buffer.
  93071. * This is dynamic to allow compat with webgl 1 and 2.
  93072. * You will need to pass the name of the uniform as well as the value.
  93073. */
  93074. updateFloat: (name: string, x: number) => void;
  93075. /**
  93076. * Lambda to Update a vec2 of float in a uniform buffer.
  93077. * This is dynamic to allow compat with webgl 1 and 2.
  93078. * You will need to pass the name of the uniform as well as the value.
  93079. */
  93080. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  93081. /**
  93082. * Lambda to Update a vec3 of float in a uniform buffer.
  93083. * This is dynamic to allow compat with webgl 1 and 2.
  93084. * You will need to pass the name of the uniform as well as the value.
  93085. */
  93086. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  93087. /**
  93088. * Lambda to Update a vec4 of float in a uniform buffer.
  93089. * This is dynamic to allow compat with webgl 1 and 2.
  93090. * You will need to pass the name of the uniform as well as the value.
  93091. */
  93092. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  93093. /**
  93094. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  93095. * This is dynamic to allow compat with webgl 1 and 2.
  93096. * You will need to pass the name of the uniform as well as the value.
  93097. */
  93098. updateMatrix: (name: string, mat: Matrix) => void;
  93099. /**
  93100. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  93101. * This is dynamic to allow compat with webgl 1 and 2.
  93102. * You will need to pass the name of the uniform as well as the value.
  93103. */
  93104. updateVector3: (name: string, vector: Vector3) => void;
  93105. /**
  93106. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  93107. * This is dynamic to allow compat with webgl 1 and 2.
  93108. * You will need to pass the name of the uniform as well as the value.
  93109. */
  93110. updateVector4: (name: string, vector: Vector4) => void;
  93111. /**
  93112. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  93113. * This is dynamic to allow compat with webgl 1 and 2.
  93114. * You will need to pass the name of the uniform as well as the value.
  93115. */
  93116. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  93117. /**
  93118. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  93119. * This is dynamic to allow compat with webgl 1 and 2.
  93120. * You will need to pass the name of the uniform as well as the value.
  93121. */
  93122. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  93123. /**
  93124. * Instantiates a new Uniform buffer objects.
  93125. *
  93126. * Handles blocks of uniform on the GPU.
  93127. *
  93128. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93129. *
  93130. * For more information, please refer to :
  93131. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93132. * @param engine Define the engine the buffer is associated with
  93133. * @param data Define the data contained in the buffer
  93134. * @param dynamic Define if the buffer is updatable
  93135. */
  93136. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  93137. /**
  93138. * Indicates if the buffer is using the WebGL2 UBO implementation,
  93139. * or just falling back on setUniformXXX calls.
  93140. */
  93141. readonly useUbo: boolean;
  93142. /**
  93143. * Indicates if the WebGL underlying uniform buffer is in sync
  93144. * with the javascript cache data.
  93145. */
  93146. readonly isSync: boolean;
  93147. /**
  93148. * Indicates if the WebGL underlying uniform buffer is dynamic.
  93149. * Also, a dynamic UniformBuffer will disable cache verification and always
  93150. * update the underlying WebGL uniform buffer to the GPU.
  93151. * @returns if Dynamic, otherwise false
  93152. */
  93153. isDynamic(): boolean;
  93154. /**
  93155. * The data cache on JS side.
  93156. * @returns the underlying data as a float array
  93157. */
  93158. getData(): Float32Array;
  93159. /**
  93160. * The underlying WebGL Uniform buffer.
  93161. * @returns the webgl buffer
  93162. */
  93163. getBuffer(): Nullable<DataBuffer>;
  93164. /**
  93165. * std140 layout specifies how to align data within an UBO structure.
  93166. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  93167. * for specs.
  93168. */
  93169. private _fillAlignment;
  93170. /**
  93171. * Adds an uniform in the buffer.
  93172. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  93173. * for the layout to be correct !
  93174. * @param name Name of the uniform, as used in the uniform block in the shader.
  93175. * @param size Data size, or data directly.
  93176. */
  93177. addUniform(name: string, size: number | number[]): void;
  93178. /**
  93179. * Adds a Matrix 4x4 to the uniform buffer.
  93180. * @param name Name of the uniform, as used in the uniform block in the shader.
  93181. * @param mat A 4x4 matrix.
  93182. */
  93183. addMatrix(name: string, mat: Matrix): void;
  93184. /**
  93185. * Adds a vec2 to the uniform buffer.
  93186. * @param name Name of the uniform, as used in the uniform block in the shader.
  93187. * @param x Define the x component value of the vec2
  93188. * @param y Define the y component value of the vec2
  93189. */
  93190. addFloat2(name: string, x: number, y: number): void;
  93191. /**
  93192. * Adds a vec3 to the uniform buffer.
  93193. * @param name Name of the uniform, as used in the uniform block in the shader.
  93194. * @param x Define the x component value of the vec3
  93195. * @param y Define the y component value of the vec3
  93196. * @param z Define the z component value of the vec3
  93197. */
  93198. addFloat3(name: string, x: number, y: number, z: number): void;
  93199. /**
  93200. * Adds a vec3 to the uniform buffer.
  93201. * @param name Name of the uniform, as used in the uniform block in the shader.
  93202. * @param color Define the vec3 from a Color
  93203. */
  93204. addColor3(name: string, color: Color3): void;
  93205. /**
  93206. * Adds a vec4 to the uniform buffer.
  93207. * @param name Name of the uniform, as used in the uniform block in the shader.
  93208. * @param color Define the rgb components from a Color
  93209. * @param alpha Define the a component of the vec4
  93210. */
  93211. addColor4(name: string, color: Color3, alpha: number): void;
  93212. /**
  93213. * Adds a vec3 to the uniform buffer.
  93214. * @param name Name of the uniform, as used in the uniform block in the shader.
  93215. * @param vector Define the vec3 components from a Vector
  93216. */
  93217. addVector3(name: string, vector: Vector3): void;
  93218. /**
  93219. * Adds a Matrix 3x3 to the uniform buffer.
  93220. * @param name Name of the uniform, as used in the uniform block in the shader.
  93221. */
  93222. addMatrix3x3(name: string): void;
  93223. /**
  93224. * Adds a Matrix 2x2 to the uniform buffer.
  93225. * @param name Name of the uniform, as used in the uniform block in the shader.
  93226. */
  93227. addMatrix2x2(name: string): void;
  93228. /**
  93229. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  93230. */
  93231. create(): void;
  93232. /** @hidden */
  93233. _rebuild(): void;
  93234. /**
  93235. * Updates the WebGL Uniform Buffer on the GPU.
  93236. * If the `dynamic` flag is set to true, no cache comparison is done.
  93237. * Otherwise, the buffer will be updated only if the cache differs.
  93238. */
  93239. update(): void;
  93240. /**
  93241. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  93242. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93243. * @param data Define the flattened data
  93244. * @param size Define the size of the data.
  93245. */
  93246. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  93247. private _updateMatrix3x3ForUniform;
  93248. private _updateMatrix3x3ForEffect;
  93249. private _updateMatrix2x2ForEffect;
  93250. private _updateMatrix2x2ForUniform;
  93251. private _updateFloatForEffect;
  93252. private _updateFloatForUniform;
  93253. private _updateFloat2ForEffect;
  93254. private _updateFloat2ForUniform;
  93255. private _updateFloat3ForEffect;
  93256. private _updateFloat3ForUniform;
  93257. private _updateFloat4ForEffect;
  93258. private _updateFloat4ForUniform;
  93259. private _updateMatrixForEffect;
  93260. private _updateMatrixForUniform;
  93261. private _updateVector3ForEffect;
  93262. private _updateVector3ForUniform;
  93263. private _updateVector4ForEffect;
  93264. private _updateVector4ForUniform;
  93265. private _updateColor3ForEffect;
  93266. private _updateColor3ForUniform;
  93267. private _updateColor4ForEffect;
  93268. private _updateColor4ForUniform;
  93269. /**
  93270. * Sets a sampler uniform on the effect.
  93271. * @param name Define the name of the sampler.
  93272. * @param texture Define the texture to set in the sampler
  93273. */
  93274. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  93275. /**
  93276. * Directly updates the value of the uniform in the cache AND on the GPU.
  93277. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93278. * @param data Define the flattened data
  93279. */
  93280. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  93281. /**
  93282. * Binds this uniform buffer to an effect.
  93283. * @param effect Define the effect to bind the buffer to
  93284. * @param name Name of the uniform block in the shader.
  93285. */
  93286. bindToEffect(effect: Effect, name: string): void;
  93287. /**
  93288. * Disposes the uniform buffer.
  93289. */
  93290. dispose(): void;
  93291. }
  93292. }
  93293. declare module BABYLON {
  93294. /**
  93295. * Class used to work with sound analyzer using fast fourier transform (FFT)
  93296. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93297. */
  93298. export class Analyser {
  93299. /**
  93300. * Gets or sets the smoothing
  93301. * @ignorenaming
  93302. */
  93303. SMOOTHING: number;
  93304. /**
  93305. * Gets or sets the FFT table size
  93306. * @ignorenaming
  93307. */
  93308. FFT_SIZE: number;
  93309. /**
  93310. * Gets or sets the bar graph amplitude
  93311. * @ignorenaming
  93312. */
  93313. BARGRAPHAMPLITUDE: number;
  93314. /**
  93315. * Gets or sets the position of the debug canvas
  93316. * @ignorenaming
  93317. */
  93318. DEBUGCANVASPOS: {
  93319. x: number;
  93320. y: number;
  93321. };
  93322. /**
  93323. * Gets or sets the debug canvas size
  93324. * @ignorenaming
  93325. */
  93326. DEBUGCANVASSIZE: {
  93327. width: number;
  93328. height: number;
  93329. };
  93330. private _byteFreqs;
  93331. private _byteTime;
  93332. private _floatFreqs;
  93333. private _webAudioAnalyser;
  93334. private _debugCanvas;
  93335. private _debugCanvasContext;
  93336. private _scene;
  93337. private _registerFunc;
  93338. private _audioEngine;
  93339. /**
  93340. * Creates a new analyser
  93341. * @param scene defines hosting scene
  93342. */
  93343. constructor(scene: Scene);
  93344. /**
  93345. * Get the number of data values you will have to play with for the visualization
  93346. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  93347. * @returns a number
  93348. */
  93349. getFrequencyBinCount(): number;
  93350. /**
  93351. * Gets the current frequency data as a byte array
  93352. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93353. * @returns a Uint8Array
  93354. */
  93355. getByteFrequencyData(): Uint8Array;
  93356. /**
  93357. * Gets the current waveform as a byte array
  93358. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  93359. * @returns a Uint8Array
  93360. */
  93361. getByteTimeDomainData(): Uint8Array;
  93362. /**
  93363. * Gets the current frequency data as a float array
  93364. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93365. * @returns a Float32Array
  93366. */
  93367. getFloatFrequencyData(): Float32Array;
  93368. /**
  93369. * Renders the debug canvas
  93370. */
  93371. drawDebugCanvas(): void;
  93372. /**
  93373. * Stops rendering the debug canvas and removes it
  93374. */
  93375. stopDebugCanvas(): void;
  93376. /**
  93377. * Connects two audio nodes
  93378. * @param inputAudioNode defines first node to connect
  93379. * @param outputAudioNode defines second node to connect
  93380. */
  93381. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  93382. /**
  93383. * Releases all associated resources
  93384. */
  93385. dispose(): void;
  93386. }
  93387. }
  93388. declare module BABYLON {
  93389. /**
  93390. * This represents an audio engine and it is responsible
  93391. * to play, synchronize and analyse sounds throughout the application.
  93392. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93393. */
  93394. export interface IAudioEngine extends IDisposable {
  93395. /**
  93396. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93397. */
  93398. readonly canUseWebAudio: boolean;
  93399. /**
  93400. * Gets the current AudioContext if available.
  93401. */
  93402. readonly audioContext: Nullable<AudioContext>;
  93403. /**
  93404. * The master gain node defines the global audio volume of your audio engine.
  93405. */
  93406. readonly masterGain: GainNode;
  93407. /**
  93408. * Gets whether or not mp3 are supported by your browser.
  93409. */
  93410. readonly isMP3supported: boolean;
  93411. /**
  93412. * Gets whether or not ogg are supported by your browser.
  93413. */
  93414. readonly isOGGsupported: boolean;
  93415. /**
  93416. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93417. * @ignoreNaming
  93418. */
  93419. WarnedWebAudioUnsupported: boolean;
  93420. /**
  93421. * Defines if the audio engine relies on a custom unlocked button.
  93422. * In this case, the embedded button will not be displayed.
  93423. */
  93424. useCustomUnlockedButton: boolean;
  93425. /**
  93426. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  93427. */
  93428. readonly unlocked: boolean;
  93429. /**
  93430. * Event raised when audio has been unlocked on the browser.
  93431. */
  93432. onAudioUnlockedObservable: Observable<AudioEngine>;
  93433. /**
  93434. * Event raised when audio has been locked on the browser.
  93435. */
  93436. onAudioLockedObservable: Observable<AudioEngine>;
  93437. /**
  93438. * Flags the audio engine in Locked state.
  93439. * This happens due to new browser policies preventing audio to autoplay.
  93440. */
  93441. lock(): void;
  93442. /**
  93443. * Unlocks the audio engine once a user action has been done on the dom.
  93444. * This is helpful to resume play once browser policies have been satisfied.
  93445. */
  93446. unlock(): void;
  93447. }
  93448. /**
  93449. * This represents the default audio engine used in babylon.
  93450. * It is responsible to play, synchronize and analyse sounds throughout the application.
  93451. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93452. */
  93453. export class AudioEngine implements IAudioEngine {
  93454. private _audioContext;
  93455. private _audioContextInitialized;
  93456. private _muteButton;
  93457. private _hostElement;
  93458. /**
  93459. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93460. */
  93461. canUseWebAudio: boolean;
  93462. /**
  93463. * The master gain node defines the global audio volume of your audio engine.
  93464. */
  93465. masterGain: GainNode;
  93466. /**
  93467. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93468. * @ignoreNaming
  93469. */
  93470. WarnedWebAudioUnsupported: boolean;
  93471. /**
  93472. * Gets whether or not mp3 are supported by your browser.
  93473. */
  93474. isMP3supported: boolean;
  93475. /**
  93476. * Gets whether or not ogg are supported by your browser.
  93477. */
  93478. isOGGsupported: boolean;
  93479. /**
  93480. * Gets whether audio has been unlocked on the device.
  93481. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  93482. * a user interaction has happened.
  93483. */
  93484. unlocked: boolean;
  93485. /**
  93486. * Defines if the audio engine relies on a custom unlocked button.
  93487. * In this case, the embedded button will not be displayed.
  93488. */
  93489. useCustomUnlockedButton: boolean;
  93490. /**
  93491. * Event raised when audio has been unlocked on the browser.
  93492. */
  93493. onAudioUnlockedObservable: Observable<AudioEngine>;
  93494. /**
  93495. * Event raised when audio has been locked on the browser.
  93496. */
  93497. onAudioLockedObservable: Observable<AudioEngine>;
  93498. /**
  93499. * Gets the current AudioContext if available.
  93500. */
  93501. readonly audioContext: Nullable<AudioContext>;
  93502. private _connectedAnalyser;
  93503. /**
  93504. * Instantiates a new audio engine.
  93505. *
  93506. * There should be only one per page as some browsers restrict the number
  93507. * of audio contexts you can create.
  93508. * @param hostElement defines the host element where to display the mute icon if necessary
  93509. */
  93510. constructor(hostElement?: Nullable<HTMLElement>);
  93511. /**
  93512. * Flags the audio engine in Locked state.
  93513. * This happens due to new browser policies preventing audio to autoplay.
  93514. */
  93515. lock(): void;
  93516. /**
  93517. * Unlocks the audio engine once a user action has been done on the dom.
  93518. * This is helpful to resume play once browser policies have been satisfied.
  93519. */
  93520. unlock(): void;
  93521. private _resumeAudioContext;
  93522. private _initializeAudioContext;
  93523. private _tryToRun;
  93524. private _triggerRunningState;
  93525. private _triggerSuspendedState;
  93526. private _displayMuteButton;
  93527. private _moveButtonToTopLeft;
  93528. private _onResize;
  93529. private _hideMuteButton;
  93530. /**
  93531. * Destroy and release the resources associated with the audio ccontext.
  93532. */
  93533. dispose(): void;
  93534. /**
  93535. * Gets the global volume sets on the master gain.
  93536. * @returns the global volume if set or -1 otherwise
  93537. */
  93538. getGlobalVolume(): number;
  93539. /**
  93540. * Sets the global volume of your experience (sets on the master gain).
  93541. * @param newVolume Defines the new global volume of the application
  93542. */
  93543. setGlobalVolume(newVolume: number): void;
  93544. /**
  93545. * Connect the audio engine to an audio analyser allowing some amazing
  93546. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  93547. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  93548. * @param analyser The analyser to connect to the engine
  93549. */
  93550. connectToAnalyser(analyser: Analyser): void;
  93551. }
  93552. }
  93553. declare module BABYLON {
  93554. /**
  93555. * Interface used to present a loading screen while loading a scene
  93556. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93557. */
  93558. export interface ILoadingScreen {
  93559. /**
  93560. * Function called to display the loading screen
  93561. */
  93562. displayLoadingUI: () => void;
  93563. /**
  93564. * Function called to hide the loading screen
  93565. */
  93566. hideLoadingUI: () => void;
  93567. /**
  93568. * Gets or sets the color to use for the background
  93569. */
  93570. loadingUIBackgroundColor: string;
  93571. /**
  93572. * Gets or sets the text to display while loading
  93573. */
  93574. loadingUIText: string;
  93575. }
  93576. /**
  93577. * Class used for the default loading screen
  93578. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93579. */
  93580. export class DefaultLoadingScreen implements ILoadingScreen {
  93581. private _renderingCanvas;
  93582. private _loadingText;
  93583. private _loadingDivBackgroundColor;
  93584. private _loadingDiv;
  93585. private _loadingTextDiv;
  93586. /** Gets or sets the logo url to use for the default loading screen */
  93587. static DefaultLogoUrl: string;
  93588. /** Gets or sets the spinner url to use for the default loading screen */
  93589. static DefaultSpinnerUrl: string;
  93590. /**
  93591. * Creates a new default loading screen
  93592. * @param _renderingCanvas defines the canvas used to render the scene
  93593. * @param _loadingText defines the default text to display
  93594. * @param _loadingDivBackgroundColor defines the default background color
  93595. */
  93596. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  93597. /**
  93598. * Function called to display the loading screen
  93599. */
  93600. displayLoadingUI(): void;
  93601. /**
  93602. * Function called to hide the loading screen
  93603. */
  93604. hideLoadingUI(): void;
  93605. /**
  93606. * Gets or sets the text to display while loading
  93607. */
  93608. loadingUIText: string;
  93609. /**
  93610. * Gets or sets the color to use for the background
  93611. */
  93612. loadingUIBackgroundColor: string;
  93613. private _resizeLoadingUI;
  93614. }
  93615. }
  93616. declare module BABYLON {
  93617. /** @hidden */
  93618. export class WebGLPipelineContext implements IPipelineContext {
  93619. engine: Engine;
  93620. program: Nullable<WebGLProgram>;
  93621. context?: WebGLRenderingContext;
  93622. vertexShader?: WebGLShader;
  93623. fragmentShader?: WebGLShader;
  93624. isParallelCompiled: boolean;
  93625. onCompiled?: () => void;
  93626. transformFeedback?: WebGLTransformFeedback | null;
  93627. readonly isAsync: boolean;
  93628. readonly isReady: boolean;
  93629. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  93630. }
  93631. }
  93632. declare module BABYLON {
  93633. /** @hidden */
  93634. export class WebGLDataBuffer extends DataBuffer {
  93635. private _buffer;
  93636. constructor(resource: WebGLBuffer);
  93637. readonly underlyingResource: any;
  93638. }
  93639. }
  93640. declare module BABYLON {
  93641. /** @hidden */
  93642. export class WebGL2ShaderProcessor implements IShaderProcessor {
  93643. attributeProcessor(attribute: string): string;
  93644. varyingProcessor(varying: string, isFragment: boolean): string;
  93645. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  93646. }
  93647. }
  93648. declare module BABYLON {
  93649. /**
  93650. * This class is used to track a performance counter which is number based.
  93651. * The user has access to many properties which give statistics of different nature.
  93652. *
  93653. * The implementer can track two kinds of Performance Counter: time and count.
  93654. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  93655. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  93656. */
  93657. export class PerfCounter {
  93658. /**
  93659. * Gets or sets a global boolean to turn on and off all the counters
  93660. */
  93661. static Enabled: boolean;
  93662. /**
  93663. * Returns the smallest value ever
  93664. */
  93665. readonly min: number;
  93666. /**
  93667. * Returns the biggest value ever
  93668. */
  93669. readonly max: number;
  93670. /**
  93671. * Returns the average value since the performance counter is running
  93672. */
  93673. readonly average: number;
  93674. /**
  93675. * Returns the average value of the last second the counter was monitored
  93676. */
  93677. readonly lastSecAverage: number;
  93678. /**
  93679. * Returns the current value
  93680. */
  93681. readonly current: number;
  93682. /**
  93683. * Gets the accumulated total
  93684. */
  93685. readonly total: number;
  93686. /**
  93687. * Gets the total value count
  93688. */
  93689. readonly count: number;
  93690. /**
  93691. * Creates a new counter
  93692. */
  93693. constructor();
  93694. /**
  93695. * Call this method to start monitoring a new frame.
  93696. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  93697. */
  93698. fetchNewFrame(): void;
  93699. /**
  93700. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  93701. * @param newCount the count value to add to the monitored count
  93702. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  93703. */
  93704. addCount(newCount: number, fetchResult: boolean): void;
  93705. /**
  93706. * Start monitoring this performance counter
  93707. */
  93708. beginMonitoring(): void;
  93709. /**
  93710. * Compute the time lapsed since the previous beginMonitoring() call.
  93711. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  93712. */
  93713. endMonitoring(newFrame?: boolean): void;
  93714. private _fetchResult;
  93715. private _startMonitoringTime;
  93716. private _min;
  93717. private _max;
  93718. private _average;
  93719. private _current;
  93720. private _totalValueCount;
  93721. private _totalAccumulated;
  93722. private _lastSecAverage;
  93723. private _lastSecAccumulated;
  93724. private _lastSecTime;
  93725. private _lastSecValueCount;
  93726. }
  93727. }
  93728. declare module BABYLON {
  93729. /**
  93730. * Interface for any object that can request an animation frame
  93731. */
  93732. export interface ICustomAnimationFrameRequester {
  93733. /**
  93734. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  93735. */
  93736. renderFunction?: Function;
  93737. /**
  93738. * Called to request the next frame to render to
  93739. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  93740. */
  93741. requestAnimationFrame: Function;
  93742. /**
  93743. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  93744. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  93745. */
  93746. requestID?: number;
  93747. }
  93748. }
  93749. declare module BABYLON {
  93750. /**
  93751. * Settings for finer control over video usage
  93752. */
  93753. export interface VideoTextureSettings {
  93754. /**
  93755. * Applies `autoplay` to video, if specified
  93756. */
  93757. autoPlay?: boolean;
  93758. /**
  93759. * Applies `loop` to video, if specified
  93760. */
  93761. loop?: boolean;
  93762. /**
  93763. * Automatically updates internal texture from video at every frame in the render loop
  93764. */
  93765. autoUpdateTexture: boolean;
  93766. /**
  93767. * Image src displayed during the video loading or until the user interacts with the video.
  93768. */
  93769. poster?: string;
  93770. }
  93771. /**
  93772. * If you want to display a video in your scene, this is the special texture for that.
  93773. * This special texture works similar to other textures, with the exception of a few parameters.
  93774. * @see https://doc.babylonjs.com/how_to/video_texture
  93775. */
  93776. export class VideoTexture extends Texture {
  93777. /**
  93778. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93779. */
  93780. readonly autoUpdateTexture: boolean;
  93781. /**
  93782. * The video instance used by the texture internally
  93783. */
  93784. readonly video: HTMLVideoElement;
  93785. private _onUserActionRequestedObservable;
  93786. /**
  93787. * Event triggerd when a dom action is required by the user to play the video.
  93788. * This happens due to recent changes in browser policies preventing video to auto start.
  93789. */
  93790. readonly onUserActionRequestedObservable: Observable<Texture>;
  93791. private _generateMipMaps;
  93792. private _engine;
  93793. private _stillImageCaptured;
  93794. private _displayingPosterTexture;
  93795. private _settings;
  93796. private _createInternalTextureOnEvent;
  93797. /**
  93798. * Creates a video texture.
  93799. * If you want to display a video in your scene, this is the special texture for that.
  93800. * This special texture works similar to other textures, with the exception of a few parameters.
  93801. * @see https://doc.babylonjs.com/how_to/video_texture
  93802. * @param name optional name, will detect from video source, if not defined
  93803. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  93804. * @param scene is obviously the current scene.
  93805. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  93806. * @param invertY is false by default but can be used to invert video on Y axis
  93807. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  93808. * @param settings allows finer control over video usage
  93809. */
  93810. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  93811. private _getName;
  93812. private _getVideo;
  93813. private _createInternalTexture;
  93814. private reset;
  93815. /**
  93816. * @hidden Internal method to initiate `update`.
  93817. */
  93818. _rebuild(): void;
  93819. /**
  93820. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  93821. */
  93822. update(): void;
  93823. /**
  93824. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  93825. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  93826. */
  93827. updateTexture(isVisible: boolean): void;
  93828. protected _updateInternalTexture: () => void;
  93829. /**
  93830. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  93831. * @param url New url.
  93832. */
  93833. updateURL(url: string): void;
  93834. /**
  93835. * Dispose the texture and release its associated resources.
  93836. */
  93837. dispose(): void;
  93838. /**
  93839. * Creates a video texture straight from a stream.
  93840. * @param scene Define the scene the texture should be created in
  93841. * @param stream Define the stream the texture should be created from
  93842. * @returns The created video texture as a promise
  93843. */
  93844. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  93845. /**
  93846. * Creates a video texture straight from your WebCam video feed.
  93847. * @param scene Define the scene the texture should be created in
  93848. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93849. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93850. * @returns The created video texture as a promise
  93851. */
  93852. static CreateFromWebCamAsync(scene: Scene, constraints: {
  93853. minWidth: number;
  93854. maxWidth: number;
  93855. minHeight: number;
  93856. maxHeight: number;
  93857. deviceId: string;
  93858. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  93859. /**
  93860. * Creates a video texture straight from your WebCam video feed.
  93861. * @param scene Define the scene the texture should be created in
  93862. * @param onReady Define a callback to triggered once the texture will be ready
  93863. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93864. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93865. */
  93866. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  93867. minWidth: number;
  93868. maxWidth: number;
  93869. minHeight: number;
  93870. maxHeight: number;
  93871. deviceId: string;
  93872. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  93873. }
  93874. }
  93875. declare module BABYLON {
  93876. /**
  93877. * Defines the interface used by objects containing a viewport (like a camera)
  93878. */
  93879. interface IViewportOwnerLike {
  93880. /**
  93881. * Gets or sets the viewport
  93882. */
  93883. viewport: IViewportLike;
  93884. }
  93885. /**
  93886. * Interface for attribute information associated with buffer instanciation
  93887. */
  93888. export class InstancingAttributeInfo {
  93889. /**
  93890. * Index/offset of the attribute in the vertex shader
  93891. */
  93892. index: number;
  93893. /**
  93894. * size of the attribute, 1, 2, 3 or 4
  93895. */
  93896. attributeSize: number;
  93897. /**
  93898. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  93899. * default is FLOAT
  93900. */
  93901. attribyteType: number;
  93902. /**
  93903. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  93904. */
  93905. normalized: boolean;
  93906. /**
  93907. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  93908. */
  93909. offset: number;
  93910. /**
  93911. * Name of the GLSL attribute, for debugging purpose only
  93912. */
  93913. attributeName: string;
  93914. }
  93915. /**
  93916. * Define options used to create a depth texture
  93917. */
  93918. export class DepthTextureCreationOptions {
  93919. /** Specifies whether or not a stencil should be allocated in the texture */
  93920. generateStencil?: boolean;
  93921. /** Specifies whether or not bilinear filtering is enable on the texture */
  93922. bilinearFiltering?: boolean;
  93923. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  93924. comparisonFunction?: number;
  93925. /** Specifies if the created texture is a cube texture */
  93926. isCube?: boolean;
  93927. }
  93928. /**
  93929. * Class used to describe the capabilities of the engine relatively to the current browser
  93930. */
  93931. export class EngineCapabilities {
  93932. /** Maximum textures units per fragment shader */
  93933. maxTexturesImageUnits: number;
  93934. /** Maximum texture units per vertex shader */
  93935. maxVertexTextureImageUnits: number;
  93936. /** Maximum textures units in the entire pipeline */
  93937. maxCombinedTexturesImageUnits: number;
  93938. /** Maximum texture size */
  93939. maxTextureSize: number;
  93940. /** Maximum cube texture size */
  93941. maxCubemapTextureSize: number;
  93942. /** Maximum render texture size */
  93943. maxRenderTextureSize: number;
  93944. /** Maximum number of vertex attributes */
  93945. maxVertexAttribs: number;
  93946. /** Maximum number of varyings */
  93947. maxVaryingVectors: number;
  93948. /** Maximum number of uniforms per vertex shader */
  93949. maxVertexUniformVectors: number;
  93950. /** Maximum number of uniforms per fragment shader */
  93951. maxFragmentUniformVectors: number;
  93952. /** Defines if standard derivates (dx/dy) are supported */
  93953. standardDerivatives: boolean;
  93954. /** Defines if s3tc texture compression is supported */
  93955. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  93956. /** Defines if pvrtc texture compression is supported */
  93957. pvrtc: any;
  93958. /** Defines if etc1 texture compression is supported */
  93959. etc1: any;
  93960. /** Defines if etc2 texture compression is supported */
  93961. etc2: any;
  93962. /** Defines if astc texture compression is supported */
  93963. astc: any;
  93964. /** Defines if float textures are supported */
  93965. textureFloat: boolean;
  93966. /** Defines if vertex array objects are supported */
  93967. vertexArrayObject: boolean;
  93968. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  93969. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  93970. /** Gets the maximum level of anisotropy supported */
  93971. maxAnisotropy: number;
  93972. /** Defines if instancing is supported */
  93973. instancedArrays: boolean;
  93974. /** Defines if 32 bits indices are supported */
  93975. uintIndices: boolean;
  93976. /** Defines if high precision shaders are supported */
  93977. highPrecisionShaderSupported: boolean;
  93978. /** Defines if depth reading in the fragment shader is supported */
  93979. fragmentDepthSupported: boolean;
  93980. /** Defines if float texture linear filtering is supported*/
  93981. textureFloatLinearFiltering: boolean;
  93982. /** Defines if rendering to float textures is supported */
  93983. textureFloatRender: boolean;
  93984. /** Defines if half float textures are supported*/
  93985. textureHalfFloat: boolean;
  93986. /** Defines if half float texture linear filtering is supported*/
  93987. textureHalfFloatLinearFiltering: boolean;
  93988. /** Defines if rendering to half float textures is supported */
  93989. textureHalfFloatRender: boolean;
  93990. /** Defines if textureLOD shader command is supported */
  93991. textureLOD: boolean;
  93992. /** Defines if draw buffers extension is supported */
  93993. drawBuffersExtension: boolean;
  93994. /** Defines if depth textures are supported */
  93995. depthTextureExtension: boolean;
  93996. /** Defines if float color buffer are supported */
  93997. colorBufferFloat: boolean;
  93998. /** Gets disjoint timer query extension (null if not supported) */
  93999. timerQuery: EXT_disjoint_timer_query;
  94000. /** Defines if timestamp can be used with timer query */
  94001. canUseTimestampForTimerQuery: boolean;
  94002. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  94003. multiview: any;
  94004. /** Function used to let the system compiles shaders in background */
  94005. parallelShaderCompile: {
  94006. COMPLETION_STATUS_KHR: number;
  94007. };
  94008. /** Max number of texture samples for MSAA */
  94009. maxMSAASamples: number;
  94010. }
  94011. /** Interface defining initialization parameters for Engine class */
  94012. export interface EngineOptions extends WebGLContextAttributes {
  94013. /**
  94014. * Defines if the engine should no exceed a specified device ratio
  94015. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  94016. */
  94017. limitDeviceRatio?: number;
  94018. /**
  94019. * Defines if webvr should be enabled automatically
  94020. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94021. */
  94022. autoEnableWebVR?: boolean;
  94023. /**
  94024. * Defines if webgl2 should be turned off even if supported
  94025. * @see http://doc.babylonjs.com/features/webgl2
  94026. */
  94027. disableWebGL2Support?: boolean;
  94028. /**
  94029. * Defines if webaudio should be initialized as well
  94030. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94031. */
  94032. audioEngine?: boolean;
  94033. /**
  94034. * Defines if animations should run using a deterministic lock step
  94035. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94036. */
  94037. deterministicLockstep?: boolean;
  94038. /** Defines the maximum steps to use with deterministic lock step mode */
  94039. lockstepMaxSteps?: number;
  94040. /**
  94041. * Defines that engine should ignore context lost events
  94042. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  94043. */
  94044. doNotHandleContextLost?: boolean;
  94045. /**
  94046. * Defines that engine should ignore modifying touch action attribute and style
  94047. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  94048. */
  94049. doNotHandleTouchAction?: boolean;
  94050. /**
  94051. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  94052. */
  94053. useHighPrecisionFloats?: boolean;
  94054. }
  94055. /**
  94056. * Defines the interface used by display changed events
  94057. */
  94058. export interface IDisplayChangedEventArgs {
  94059. /** Gets the vrDisplay object (if any) */
  94060. vrDisplay: Nullable<any>;
  94061. /** Gets a boolean indicating if webVR is supported */
  94062. vrSupported: boolean;
  94063. }
  94064. /**
  94065. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  94066. */
  94067. export class Engine {
  94068. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  94069. static ExceptionList: ({
  94070. key: string;
  94071. capture: string;
  94072. captureConstraint: number;
  94073. targets: string[];
  94074. } | {
  94075. key: string;
  94076. capture: null;
  94077. captureConstraint: null;
  94078. targets: string[];
  94079. })[];
  94080. /** Gets the list of created engines */
  94081. static readonly Instances: Engine[];
  94082. /**
  94083. * Gets the latest created engine
  94084. */
  94085. static readonly LastCreatedEngine: Nullable<Engine>;
  94086. /**
  94087. * Gets the latest created scene
  94088. */
  94089. static readonly LastCreatedScene: Nullable<Scene>;
  94090. /**
  94091. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  94092. * @param flag defines which part of the materials must be marked as dirty
  94093. * @param predicate defines a predicate used to filter which materials should be affected
  94094. */
  94095. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  94096. /** @hidden */
  94097. static _TextureLoaders: IInternalTextureLoader[];
  94098. /** Defines that alpha blending is disabled */
  94099. static readonly ALPHA_DISABLE: number;
  94100. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  94101. static readonly ALPHA_ADD: number;
  94102. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  94103. static readonly ALPHA_COMBINE: number;
  94104. /** Defines that alpha blending to DEST - SRC * DEST */
  94105. static readonly ALPHA_SUBTRACT: number;
  94106. /** Defines that alpha blending to SRC * DEST */
  94107. static readonly ALPHA_MULTIPLY: number;
  94108. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  94109. static readonly ALPHA_MAXIMIZED: number;
  94110. /** Defines that alpha blending to SRC + DEST */
  94111. static readonly ALPHA_ONEONE: number;
  94112. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  94113. static readonly ALPHA_PREMULTIPLIED: number;
  94114. /**
  94115. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  94116. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  94117. */
  94118. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  94119. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  94120. static readonly ALPHA_INTERPOLATE: number;
  94121. /**
  94122. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  94123. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  94124. */
  94125. static readonly ALPHA_SCREENMODE: number;
  94126. /** Defines that the ressource is not delayed*/
  94127. static readonly DELAYLOADSTATE_NONE: number;
  94128. /** Defines that the ressource was successfully delay loaded */
  94129. static readonly DELAYLOADSTATE_LOADED: number;
  94130. /** Defines that the ressource is currently delay loading */
  94131. static readonly DELAYLOADSTATE_LOADING: number;
  94132. /** Defines that the ressource is delayed and has not started loading */
  94133. static readonly DELAYLOADSTATE_NOTLOADED: number;
  94134. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  94135. static readonly NEVER: number;
  94136. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  94137. static readonly ALWAYS: number;
  94138. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  94139. static readonly LESS: number;
  94140. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  94141. static readonly EQUAL: number;
  94142. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  94143. static readonly LEQUAL: number;
  94144. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  94145. static readonly GREATER: number;
  94146. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  94147. static readonly GEQUAL: number;
  94148. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  94149. static readonly NOTEQUAL: number;
  94150. /** Passed to stencilOperation to specify that stencil value must be kept */
  94151. static readonly KEEP: number;
  94152. /** Passed to stencilOperation to specify that stencil value must be replaced */
  94153. static readonly REPLACE: number;
  94154. /** Passed to stencilOperation to specify that stencil value must be incremented */
  94155. static readonly INCR: number;
  94156. /** Passed to stencilOperation to specify that stencil value must be decremented */
  94157. static readonly DECR: number;
  94158. /** Passed to stencilOperation to specify that stencil value must be inverted */
  94159. static readonly INVERT: number;
  94160. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  94161. static readonly INCR_WRAP: number;
  94162. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  94163. static readonly DECR_WRAP: number;
  94164. /** Texture is not repeating outside of 0..1 UVs */
  94165. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  94166. /** Texture is repeating outside of 0..1 UVs */
  94167. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  94168. /** Texture is repeating and mirrored */
  94169. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  94170. /** ALPHA */
  94171. static readonly TEXTUREFORMAT_ALPHA: number;
  94172. /** LUMINANCE */
  94173. static readonly TEXTUREFORMAT_LUMINANCE: number;
  94174. /** LUMINANCE_ALPHA */
  94175. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  94176. /** RGB */
  94177. static readonly TEXTUREFORMAT_RGB: number;
  94178. /** RGBA */
  94179. static readonly TEXTUREFORMAT_RGBA: number;
  94180. /** RED */
  94181. static readonly TEXTUREFORMAT_RED: number;
  94182. /** RED (2nd reference) */
  94183. static readonly TEXTUREFORMAT_R: number;
  94184. /** RG */
  94185. static readonly TEXTUREFORMAT_RG: number;
  94186. /** RED_INTEGER */
  94187. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  94188. /** RED_INTEGER (2nd reference) */
  94189. static readonly TEXTUREFORMAT_R_INTEGER: number;
  94190. /** RG_INTEGER */
  94191. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  94192. /** RGB_INTEGER */
  94193. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  94194. /** RGBA_INTEGER */
  94195. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  94196. /** UNSIGNED_BYTE */
  94197. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  94198. /** UNSIGNED_BYTE (2nd reference) */
  94199. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  94200. /** FLOAT */
  94201. static readonly TEXTURETYPE_FLOAT: number;
  94202. /** HALF_FLOAT */
  94203. static readonly TEXTURETYPE_HALF_FLOAT: number;
  94204. /** BYTE */
  94205. static readonly TEXTURETYPE_BYTE: number;
  94206. /** SHORT */
  94207. static readonly TEXTURETYPE_SHORT: number;
  94208. /** UNSIGNED_SHORT */
  94209. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  94210. /** INT */
  94211. static readonly TEXTURETYPE_INT: number;
  94212. /** UNSIGNED_INT */
  94213. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  94214. /** UNSIGNED_SHORT_4_4_4_4 */
  94215. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  94216. /** UNSIGNED_SHORT_5_5_5_1 */
  94217. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  94218. /** UNSIGNED_SHORT_5_6_5 */
  94219. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  94220. /** UNSIGNED_INT_2_10_10_10_REV */
  94221. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  94222. /** UNSIGNED_INT_24_8 */
  94223. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  94224. /** UNSIGNED_INT_10F_11F_11F_REV */
  94225. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  94226. /** UNSIGNED_INT_5_9_9_9_REV */
  94227. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  94228. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  94229. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  94230. /** nearest is mag = nearest and min = nearest and mip = linear */
  94231. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  94232. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94233. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  94234. /** Trilinear is mag = linear and min = linear and mip = linear */
  94235. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  94236. /** nearest is mag = nearest and min = nearest and mip = linear */
  94237. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  94238. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94239. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  94240. /** Trilinear is mag = linear and min = linear and mip = linear */
  94241. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  94242. /** mag = nearest and min = nearest and mip = nearest */
  94243. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  94244. /** mag = nearest and min = linear and mip = nearest */
  94245. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  94246. /** mag = nearest and min = linear and mip = linear */
  94247. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  94248. /** mag = nearest and min = linear and mip = none */
  94249. static readonly TEXTURE_NEAREST_LINEAR: number;
  94250. /** mag = nearest and min = nearest and mip = none */
  94251. static readonly TEXTURE_NEAREST_NEAREST: number;
  94252. /** mag = linear and min = nearest and mip = nearest */
  94253. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  94254. /** mag = linear and min = nearest and mip = linear */
  94255. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  94256. /** mag = linear and min = linear and mip = none */
  94257. static readonly TEXTURE_LINEAR_LINEAR: number;
  94258. /** mag = linear and min = nearest and mip = none */
  94259. static readonly TEXTURE_LINEAR_NEAREST: number;
  94260. /** Explicit coordinates mode */
  94261. static readonly TEXTURE_EXPLICIT_MODE: number;
  94262. /** Spherical coordinates mode */
  94263. static readonly TEXTURE_SPHERICAL_MODE: number;
  94264. /** Planar coordinates mode */
  94265. static readonly TEXTURE_PLANAR_MODE: number;
  94266. /** Cubic coordinates mode */
  94267. static readonly TEXTURE_CUBIC_MODE: number;
  94268. /** Projection coordinates mode */
  94269. static readonly TEXTURE_PROJECTION_MODE: number;
  94270. /** Skybox coordinates mode */
  94271. static readonly TEXTURE_SKYBOX_MODE: number;
  94272. /** Inverse Cubic coordinates mode */
  94273. static readonly TEXTURE_INVCUBIC_MODE: number;
  94274. /** Equirectangular coordinates mode */
  94275. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  94276. /** Equirectangular Fixed coordinates mode */
  94277. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  94278. /** Equirectangular Fixed Mirrored coordinates mode */
  94279. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  94280. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  94281. static readonly SCALEMODE_FLOOR: number;
  94282. /** Defines that texture rescaling will look for the nearest power of 2 size */
  94283. static readonly SCALEMODE_NEAREST: number;
  94284. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  94285. static readonly SCALEMODE_CEILING: number;
  94286. /**
  94287. * Returns the current npm package of the sdk
  94288. */
  94289. static readonly NpmPackage: string;
  94290. /**
  94291. * Returns the current version of the framework
  94292. */
  94293. static readonly Version: string;
  94294. /**
  94295. * Returns a string describing the current engine
  94296. */
  94297. readonly description: string;
  94298. /**
  94299. * Gets or sets the epsilon value used by collision engine
  94300. */
  94301. static CollisionsEpsilon: number;
  94302. /**
  94303. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  94304. */
  94305. static ShadersRepository: string;
  94306. /**
  94307. * Method called to create the default loading screen.
  94308. * This can be overriden in your own app.
  94309. * @param canvas The rendering canvas element
  94310. * @returns The loading screen
  94311. */
  94312. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  94313. /**
  94314. * Method called to create the default rescale post process on each engine.
  94315. */
  94316. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  94317. /** @hidden */
  94318. _shaderProcessor: IShaderProcessor;
  94319. /**
  94320. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  94321. */
  94322. forcePOTTextures: boolean;
  94323. /**
  94324. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  94325. */
  94326. isFullscreen: boolean;
  94327. /**
  94328. * Gets a boolean indicating if the pointer is currently locked
  94329. */
  94330. isPointerLock: boolean;
  94331. /**
  94332. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  94333. */
  94334. cullBackFaces: boolean;
  94335. /**
  94336. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  94337. */
  94338. renderEvenInBackground: boolean;
  94339. /**
  94340. * Gets or sets a boolean indicating that cache can be kept between frames
  94341. */
  94342. preventCacheWipeBetweenFrames: boolean;
  94343. /**
  94344. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  94345. **/
  94346. enableOfflineSupport: boolean;
  94347. /**
  94348. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  94349. **/
  94350. disableManifestCheck: boolean;
  94351. /**
  94352. * Gets the list of created scenes
  94353. */
  94354. scenes: Scene[];
  94355. /**
  94356. * Event raised when a new scene is created
  94357. */
  94358. onNewSceneAddedObservable: Observable<Scene>;
  94359. /**
  94360. * Gets the list of created postprocesses
  94361. */
  94362. postProcesses: PostProcess[];
  94363. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  94364. validateShaderPrograms: boolean;
  94365. /**
  94366. * Observable event triggered each time the rendering canvas is resized
  94367. */
  94368. onResizeObservable: Observable<Engine>;
  94369. /**
  94370. * Observable event triggered each time the canvas loses focus
  94371. */
  94372. onCanvasBlurObservable: Observable<Engine>;
  94373. /**
  94374. * Observable event triggered each time the canvas gains focus
  94375. */
  94376. onCanvasFocusObservable: Observable<Engine>;
  94377. /**
  94378. * Observable event triggered each time the canvas receives pointerout event
  94379. */
  94380. onCanvasPointerOutObservable: Observable<PointerEvent>;
  94381. /**
  94382. * Observable event triggered before each texture is initialized
  94383. */
  94384. onBeforeTextureInitObservable: Observable<Texture>;
  94385. /**
  94386. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  94387. */
  94388. disableUniformBuffers: boolean;
  94389. /** @hidden */
  94390. _uniformBuffers: UniformBuffer[];
  94391. /**
  94392. * Gets a boolean indicating that the engine supports uniform buffers
  94393. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94394. */
  94395. readonly supportsUniformBuffers: boolean;
  94396. /**
  94397. * Observable raised when the engine begins a new frame
  94398. */
  94399. onBeginFrameObservable: Observable<Engine>;
  94400. /**
  94401. * If set, will be used to request the next animation frame for the render loop
  94402. */
  94403. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  94404. /**
  94405. * Observable raised when the engine ends the current frame
  94406. */
  94407. onEndFrameObservable: Observable<Engine>;
  94408. /**
  94409. * Observable raised when the engine is about to compile a shader
  94410. */
  94411. onBeforeShaderCompilationObservable: Observable<Engine>;
  94412. /**
  94413. * Observable raised when the engine has jsut compiled a shader
  94414. */
  94415. onAfterShaderCompilationObservable: Observable<Engine>;
  94416. /** @hidden */
  94417. _gl: WebGLRenderingContext;
  94418. private _renderingCanvas;
  94419. private _windowIsBackground;
  94420. private _webGLVersion;
  94421. protected _highPrecisionShadersAllowed: boolean;
  94422. /** @hidden */
  94423. readonly _shouldUseHighPrecisionShader: boolean;
  94424. /**
  94425. * Gets a boolean indicating that only power of 2 textures are supported
  94426. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  94427. */
  94428. readonly needPOTTextures: boolean;
  94429. /** @hidden */
  94430. _badOS: boolean;
  94431. /** @hidden */
  94432. _badDesktopOS: boolean;
  94433. /**
  94434. * Gets the audio engine
  94435. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94436. * @ignorenaming
  94437. */
  94438. static audioEngine: IAudioEngine;
  94439. /**
  94440. * Default AudioEngine factory responsible of creating the Audio Engine.
  94441. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  94442. */
  94443. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  94444. /**
  94445. * Default offline support factory responsible of creating a tool used to store data locally.
  94446. * By default, this will create a Database object if the workload has been embedded.
  94447. */
  94448. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  94449. private _onFocus;
  94450. private _onBlur;
  94451. private _onCanvasPointerOut;
  94452. private _onCanvasBlur;
  94453. private _onCanvasFocus;
  94454. private _onFullscreenChange;
  94455. private _onPointerLockChange;
  94456. private _hardwareScalingLevel;
  94457. /** @hidden */
  94458. _caps: EngineCapabilities;
  94459. private _pointerLockRequested;
  94460. private _isStencilEnable;
  94461. private _colorWrite;
  94462. private _loadingScreen;
  94463. /** @hidden */
  94464. _drawCalls: PerfCounter;
  94465. private _glVersion;
  94466. private _glRenderer;
  94467. private _glVendor;
  94468. private _videoTextureSupported;
  94469. private _renderingQueueLaunched;
  94470. private _activeRenderLoops;
  94471. private _deterministicLockstep;
  94472. private _lockstepMaxSteps;
  94473. /**
  94474. * Observable signaled when a context lost event is raised
  94475. */
  94476. onContextLostObservable: Observable<Engine>;
  94477. /**
  94478. * Observable signaled when a context restored event is raised
  94479. */
  94480. onContextRestoredObservable: Observable<Engine>;
  94481. private _onContextLost;
  94482. private _onContextRestored;
  94483. private _contextWasLost;
  94484. /** @hidden */
  94485. _doNotHandleContextLost: boolean;
  94486. /**
  94487. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  94488. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94489. */
  94490. doNotHandleContextLost: boolean;
  94491. private _performanceMonitor;
  94492. private _fps;
  94493. private _deltaTime;
  94494. /**
  94495. * Turn this value on if you want to pause FPS computation when in background
  94496. */
  94497. disablePerformanceMonitorInBackground: boolean;
  94498. /**
  94499. * Gets the performance monitor attached to this engine
  94500. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  94501. */
  94502. readonly performanceMonitor: PerformanceMonitor;
  94503. /**
  94504. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  94505. */
  94506. disableVertexArrayObjects: boolean;
  94507. /** @hidden */
  94508. protected _depthCullingState: _DepthCullingState;
  94509. /** @hidden */
  94510. protected _stencilState: _StencilState;
  94511. /** @hidden */
  94512. protected _alphaState: _AlphaState;
  94513. /** @hidden */
  94514. protected _alphaMode: number;
  94515. /** @hidden */
  94516. _internalTexturesCache: InternalTexture[];
  94517. /** @hidden */
  94518. protected _activeChannel: number;
  94519. private _currentTextureChannel;
  94520. /** @hidden */
  94521. protected _boundTexturesCache: {
  94522. [key: string]: Nullable<InternalTexture>;
  94523. };
  94524. /** @hidden */
  94525. protected _currentEffect: Nullable<Effect>;
  94526. /** @hidden */
  94527. protected _currentProgram: Nullable<WebGLProgram>;
  94528. private _compiledEffects;
  94529. private _vertexAttribArraysEnabled;
  94530. /** @hidden */
  94531. protected _cachedViewport: Nullable<IViewportLike>;
  94532. private _cachedVertexArrayObject;
  94533. /** @hidden */
  94534. protected _cachedVertexBuffers: any;
  94535. /** @hidden */
  94536. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  94537. /** @hidden */
  94538. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  94539. /** @hidden */
  94540. _currentRenderTarget: Nullable<InternalTexture>;
  94541. private _uintIndicesCurrentlySet;
  94542. private _currentBoundBuffer;
  94543. /** @hidden */
  94544. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  94545. private _currentBufferPointers;
  94546. private _currentInstanceLocations;
  94547. private _currentInstanceBuffers;
  94548. private _textureUnits;
  94549. /** @hidden */
  94550. _workingCanvas: Nullable<HTMLCanvasElement>;
  94551. /** @hidden */
  94552. _workingContext: Nullable<CanvasRenderingContext2D>;
  94553. private _rescalePostProcess;
  94554. private _dummyFramebuffer;
  94555. private _externalData;
  94556. /** @hidden */
  94557. _bindedRenderFunction: any;
  94558. private _vaoRecordInProgress;
  94559. private _mustWipeVertexAttributes;
  94560. private _emptyTexture;
  94561. private _emptyCubeTexture;
  94562. private _emptyTexture3D;
  94563. /** @hidden */
  94564. _frameHandler: number;
  94565. private _nextFreeTextureSlots;
  94566. private _maxSimultaneousTextures;
  94567. private _activeRequests;
  94568. private _texturesSupported;
  94569. /** @hidden */
  94570. _textureFormatInUse: Nullable<string>;
  94571. /**
  94572. * Gets the list of texture formats supported
  94573. */
  94574. readonly texturesSupported: Array<string>;
  94575. /**
  94576. * Gets the list of texture formats in use
  94577. */
  94578. readonly textureFormatInUse: Nullable<string>;
  94579. /**
  94580. * Gets the current viewport
  94581. */
  94582. readonly currentViewport: Nullable<IViewportLike>;
  94583. /**
  94584. * Gets the default empty texture
  94585. */
  94586. readonly emptyTexture: InternalTexture;
  94587. /**
  94588. * Gets the default empty 3D texture
  94589. */
  94590. readonly emptyTexture3D: InternalTexture;
  94591. /**
  94592. * Gets the default empty cube texture
  94593. */
  94594. readonly emptyCubeTexture: InternalTexture;
  94595. /**
  94596. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  94597. */
  94598. readonly premultipliedAlpha: boolean;
  94599. /**
  94600. * Creates a new engine
  94601. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  94602. * @param antialias defines enable antialiasing (default: false)
  94603. * @param options defines further options to be sent to the getContext() function
  94604. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  94605. */
  94606. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  94607. /**
  94608. * Initializes a webVR display and starts listening to display change events
  94609. * The onVRDisplayChangedObservable will be notified upon these changes
  94610. * @returns The onVRDisplayChangedObservable
  94611. */
  94612. initWebVR(): Observable<IDisplayChangedEventArgs>;
  94613. /** @hidden */
  94614. _prepareVRComponent(): void;
  94615. /** @hidden */
  94616. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  94617. /** @hidden */
  94618. _submitVRFrame(): void;
  94619. /**
  94620. * Call this function to leave webVR mode
  94621. * Will do nothing if webVR is not supported or if there is no webVR device
  94622. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94623. */
  94624. disableVR(): void;
  94625. /**
  94626. * Gets a boolean indicating that the system is in VR mode and is presenting
  94627. * @returns true if VR mode is engaged
  94628. */
  94629. isVRPresenting(): boolean;
  94630. /** @hidden */
  94631. _requestVRFrame(): void;
  94632. private _disableTouchAction;
  94633. private _rebuildInternalTextures;
  94634. private _rebuildEffects;
  94635. /**
  94636. * Gets a boolean indicating if all created effects are ready
  94637. * @returns true if all effects are ready
  94638. */
  94639. areAllEffectsReady(): boolean;
  94640. private _rebuildBuffers;
  94641. private _initGLContext;
  94642. /**
  94643. * Gets version of the current webGL context
  94644. */
  94645. readonly webGLVersion: number;
  94646. /**
  94647. * Gets a string idenfifying the name of the class
  94648. * @returns "Engine" string
  94649. */
  94650. getClassName(): string;
  94651. /**
  94652. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  94653. */
  94654. readonly isStencilEnable: boolean;
  94655. /** @hidden */
  94656. _prepareWorkingCanvas(): void;
  94657. /**
  94658. * Reset the texture cache to empty state
  94659. */
  94660. resetTextureCache(): void;
  94661. /**
  94662. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  94663. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94664. * @returns true if engine is in deterministic lock step mode
  94665. */
  94666. isDeterministicLockStep(): boolean;
  94667. /**
  94668. * Gets the max steps when engine is running in deterministic lock step
  94669. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94670. * @returns the max steps
  94671. */
  94672. getLockstepMaxSteps(): number;
  94673. /**
  94674. * Gets an object containing information about the current webGL context
  94675. * @returns an object containing the vender, the renderer and the version of the current webGL context
  94676. */
  94677. getGlInfo(): {
  94678. vendor: string;
  94679. renderer: string;
  94680. version: string;
  94681. };
  94682. /**
  94683. * Gets current aspect ratio
  94684. * @param viewportOwner defines the camera to use to get the aspect ratio
  94685. * @param useScreen defines if screen size must be used (or the current render target if any)
  94686. * @returns a number defining the aspect ratio
  94687. */
  94688. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  94689. /**
  94690. * Gets current screen aspect ratio
  94691. * @returns a number defining the aspect ratio
  94692. */
  94693. getScreenAspectRatio(): number;
  94694. /**
  94695. * Gets the current render width
  94696. * @param useScreen defines if screen size must be used (or the current render target if any)
  94697. * @returns a number defining the current render width
  94698. */
  94699. getRenderWidth(useScreen?: boolean): number;
  94700. /**
  94701. * Gets the current render height
  94702. * @param useScreen defines if screen size must be used (or the current render target if any)
  94703. * @returns a number defining the current render height
  94704. */
  94705. getRenderHeight(useScreen?: boolean): number;
  94706. /**
  94707. * Gets the HTML canvas attached with the current webGL context
  94708. * @returns a HTML canvas
  94709. */
  94710. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  94711. /**
  94712. * Gets host window
  94713. * @returns the host window object
  94714. */
  94715. getHostWindow(): Window;
  94716. /**
  94717. * Gets host document
  94718. * @returns the host document object
  94719. */
  94720. getHostDocument(): Document;
  94721. /**
  94722. * Gets the client rect of the HTML canvas attached with the current webGL context
  94723. * @returns a client rectanglee
  94724. */
  94725. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  94726. /**
  94727. * Defines the hardware scaling level.
  94728. * By default the hardware scaling level is computed from the window device ratio.
  94729. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  94730. * @param level defines the level to use
  94731. */
  94732. setHardwareScalingLevel(level: number): void;
  94733. /**
  94734. * Gets the current hardware scaling level.
  94735. * By default the hardware scaling level is computed from the window device ratio.
  94736. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  94737. * @returns a number indicating the current hardware scaling level
  94738. */
  94739. getHardwareScalingLevel(): number;
  94740. /**
  94741. * Gets the list of loaded textures
  94742. * @returns an array containing all loaded textures
  94743. */
  94744. getLoadedTexturesCache(): InternalTexture[];
  94745. /**
  94746. * Gets the object containing all engine capabilities
  94747. * @returns the EngineCapabilities object
  94748. */
  94749. getCaps(): EngineCapabilities;
  94750. /**
  94751. * Gets the current depth function
  94752. * @returns a number defining the depth function
  94753. */
  94754. getDepthFunction(): Nullable<number>;
  94755. /**
  94756. * Sets the current depth function
  94757. * @param depthFunc defines the function to use
  94758. */
  94759. setDepthFunction(depthFunc: number): void;
  94760. /**
  94761. * Sets the current depth function to GREATER
  94762. */
  94763. setDepthFunctionToGreater(): void;
  94764. /**
  94765. * Sets the current depth function to GEQUAL
  94766. */
  94767. setDepthFunctionToGreaterOrEqual(): void;
  94768. /**
  94769. * Sets the current depth function to LESS
  94770. */
  94771. setDepthFunctionToLess(): void;
  94772. private _cachedStencilBuffer;
  94773. private _cachedStencilFunction;
  94774. private _cachedStencilMask;
  94775. private _cachedStencilOperationPass;
  94776. private _cachedStencilOperationFail;
  94777. private _cachedStencilOperationDepthFail;
  94778. private _cachedStencilReference;
  94779. /**
  94780. * Caches the the state of the stencil buffer
  94781. */
  94782. cacheStencilState(): void;
  94783. /**
  94784. * Restores the state of the stencil buffer
  94785. */
  94786. restoreStencilState(): void;
  94787. /**
  94788. * Sets the current depth function to LEQUAL
  94789. */
  94790. setDepthFunctionToLessOrEqual(): void;
  94791. /**
  94792. * Gets a boolean indicating if stencil buffer is enabled
  94793. * @returns the current stencil buffer state
  94794. */
  94795. getStencilBuffer(): boolean;
  94796. /**
  94797. * Enable or disable the stencil buffer
  94798. * @param enable defines if the stencil buffer must be enabled or disabled
  94799. */
  94800. setStencilBuffer(enable: boolean): void;
  94801. /**
  94802. * Gets the current stencil mask
  94803. * @returns a number defining the new stencil mask to use
  94804. */
  94805. getStencilMask(): number;
  94806. /**
  94807. * Sets the current stencil mask
  94808. * @param mask defines the new stencil mask to use
  94809. */
  94810. setStencilMask(mask: number): void;
  94811. /**
  94812. * Gets the current stencil function
  94813. * @returns a number defining the stencil function to use
  94814. */
  94815. getStencilFunction(): number;
  94816. /**
  94817. * Gets the current stencil reference value
  94818. * @returns a number defining the stencil reference value to use
  94819. */
  94820. getStencilFunctionReference(): number;
  94821. /**
  94822. * Gets the current stencil mask
  94823. * @returns a number defining the stencil mask to use
  94824. */
  94825. getStencilFunctionMask(): number;
  94826. /**
  94827. * Sets the current stencil function
  94828. * @param stencilFunc defines the new stencil function to use
  94829. */
  94830. setStencilFunction(stencilFunc: number): void;
  94831. /**
  94832. * Sets the current stencil reference
  94833. * @param reference defines the new stencil reference to use
  94834. */
  94835. setStencilFunctionReference(reference: number): void;
  94836. /**
  94837. * Sets the current stencil mask
  94838. * @param mask defines the new stencil mask to use
  94839. */
  94840. setStencilFunctionMask(mask: number): void;
  94841. /**
  94842. * Gets the current stencil operation when stencil fails
  94843. * @returns a number defining stencil operation to use when stencil fails
  94844. */
  94845. getStencilOperationFail(): number;
  94846. /**
  94847. * Gets the current stencil operation when depth fails
  94848. * @returns a number defining stencil operation to use when depth fails
  94849. */
  94850. getStencilOperationDepthFail(): number;
  94851. /**
  94852. * Gets the current stencil operation when stencil passes
  94853. * @returns a number defining stencil operation to use when stencil passes
  94854. */
  94855. getStencilOperationPass(): number;
  94856. /**
  94857. * Sets the stencil operation to use when stencil fails
  94858. * @param operation defines the stencil operation to use when stencil fails
  94859. */
  94860. setStencilOperationFail(operation: number): void;
  94861. /**
  94862. * Sets the stencil operation to use when depth fails
  94863. * @param operation defines the stencil operation to use when depth fails
  94864. */
  94865. setStencilOperationDepthFail(operation: number): void;
  94866. /**
  94867. * Sets the stencil operation to use when stencil passes
  94868. * @param operation defines the stencil operation to use when stencil passes
  94869. */
  94870. setStencilOperationPass(operation: number): void;
  94871. /**
  94872. * Sets a boolean indicating if the dithering state is enabled or disabled
  94873. * @param value defines the dithering state
  94874. */
  94875. setDitheringState(value: boolean): void;
  94876. /**
  94877. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  94878. * @param value defines the rasterizer state
  94879. */
  94880. setRasterizerState(value: boolean): void;
  94881. /**
  94882. * stop executing a render loop function and remove it from the execution array
  94883. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  94884. */
  94885. stopRenderLoop(renderFunction?: () => void): void;
  94886. /** @hidden */
  94887. _renderLoop(): void;
  94888. /**
  94889. * Register and execute a render loop. The engine can have more than one render function
  94890. * @param renderFunction defines the function to continuously execute
  94891. */
  94892. runRenderLoop(renderFunction: () => void): void;
  94893. /**
  94894. * Toggle full screen mode
  94895. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94896. */
  94897. switchFullscreen(requestPointerLock: boolean): void;
  94898. /**
  94899. * Enters full screen mode
  94900. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94901. */
  94902. enterFullscreen(requestPointerLock: boolean): void;
  94903. /**
  94904. * Exits full screen mode
  94905. */
  94906. exitFullscreen(): void;
  94907. /**
  94908. * Enters Pointerlock mode
  94909. */
  94910. enterPointerlock(): void;
  94911. /**
  94912. * Exits Pointerlock mode
  94913. */
  94914. exitPointerlock(): void;
  94915. /**
  94916. * Clear the current render buffer or the current render target (if any is set up)
  94917. * @param color defines the color to use
  94918. * @param backBuffer defines if the back buffer must be cleared
  94919. * @param depth defines if the depth buffer must be cleared
  94920. * @param stencil defines if the stencil buffer must be cleared
  94921. */
  94922. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  94923. /**
  94924. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  94925. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94926. * @param y defines the y-coordinate of the corner of the clear rectangle
  94927. * @param width defines the width of the clear rectangle
  94928. * @param height defines the height of the clear rectangle
  94929. * @param clearColor defines the clear color
  94930. */
  94931. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  94932. /**
  94933. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  94934. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94935. * @param y defines the y-coordinate of the corner of the clear rectangle
  94936. * @param width defines the width of the clear rectangle
  94937. * @param height defines the height of the clear rectangle
  94938. */
  94939. enableScissor(x: number, y: number, width: number, height: number): void;
  94940. /**
  94941. * Disable previously set scissor test rectangle
  94942. */
  94943. disableScissor(): void;
  94944. private _viewportCached;
  94945. /** @hidden */
  94946. _viewport(x: number, y: number, width: number, height: number): void;
  94947. /**
  94948. * Set the WebGL's viewport
  94949. * @param viewport defines the viewport element to be used
  94950. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  94951. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  94952. */
  94953. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  94954. /**
  94955. * Directly set the WebGL Viewport
  94956. * @param x defines the x coordinate of the viewport (in screen space)
  94957. * @param y defines the y coordinate of the viewport (in screen space)
  94958. * @param width defines the width of the viewport (in screen space)
  94959. * @param height defines the height of the viewport (in screen space)
  94960. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  94961. */
  94962. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  94963. /**
  94964. * Begin a new frame
  94965. */
  94966. beginFrame(): void;
  94967. /**
  94968. * Enf the current frame
  94969. */
  94970. endFrame(): void;
  94971. /**
  94972. * Resize the view according to the canvas' size
  94973. */
  94974. resize(): void;
  94975. /**
  94976. * Force a specific size of the canvas
  94977. * @param width defines the new canvas' width
  94978. * @param height defines the new canvas' height
  94979. */
  94980. setSize(width: number, height: number): void;
  94981. /**
  94982. * Binds the frame buffer to the specified texture.
  94983. * @param texture The texture to render to or null for the default canvas
  94984. * @param faceIndex The face of the texture to render to in case of cube texture
  94985. * @param requiredWidth The width of the target to render to
  94986. * @param requiredHeight The height of the target to render to
  94987. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  94988. * @param depthStencilTexture The depth stencil texture to use to render
  94989. * @param lodLevel defines le lod level to bind to the frame buffer
  94990. */
  94991. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  94992. /** @hidden */
  94993. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  94994. /**
  94995. * Unbind the current render target texture from the webGL context
  94996. * @param texture defines the render target texture to unbind
  94997. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  94998. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  94999. */
  95000. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  95001. /**
  95002. * Force the mipmap generation for the given render target texture
  95003. * @param texture defines the render target texture to use
  95004. */
  95005. generateMipMapsForCubemap(texture: InternalTexture): void;
  95006. /**
  95007. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  95008. */
  95009. flushFramebuffer(): void;
  95010. /**
  95011. * Unbind the current render target and bind the default framebuffer
  95012. */
  95013. restoreDefaultFramebuffer(): void;
  95014. /**
  95015. * Create an uniform buffer
  95016. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95017. * @param elements defines the content of the uniform buffer
  95018. * @returns the webGL uniform buffer
  95019. */
  95020. createUniformBuffer(elements: FloatArray): DataBuffer;
  95021. /**
  95022. * Create a dynamic uniform buffer
  95023. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95024. * @param elements defines the content of the uniform buffer
  95025. * @returns the webGL uniform buffer
  95026. */
  95027. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  95028. /**
  95029. * Update an existing uniform buffer
  95030. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95031. * @param uniformBuffer defines the target uniform buffer
  95032. * @param elements defines the content to update
  95033. * @param offset defines the offset in the uniform buffer where update should start
  95034. * @param count defines the size of the data to update
  95035. */
  95036. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  95037. private _resetVertexBufferBinding;
  95038. /**
  95039. * Creates a vertex buffer
  95040. * @param data the data for the vertex buffer
  95041. * @returns the new WebGL static buffer
  95042. */
  95043. createVertexBuffer(data: DataArray): DataBuffer;
  95044. /**
  95045. * Creates a dynamic vertex buffer
  95046. * @param data the data for the dynamic vertex buffer
  95047. * @returns the new WebGL dynamic buffer
  95048. */
  95049. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  95050. /**
  95051. * Update a dynamic index buffer
  95052. * @param indexBuffer defines the target index buffer
  95053. * @param indices defines the data to update
  95054. * @param offset defines the offset in the target index buffer where update should start
  95055. */
  95056. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  95057. /**
  95058. * Updates a dynamic vertex buffer.
  95059. * @param vertexBuffer the vertex buffer to update
  95060. * @param data the data used to update the vertex buffer
  95061. * @param byteOffset the byte offset of the data
  95062. * @param byteLength the byte length of the data
  95063. */
  95064. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  95065. private _resetIndexBufferBinding;
  95066. /**
  95067. * Creates a new index buffer
  95068. * @param indices defines the content of the index buffer
  95069. * @param updatable defines if the index buffer must be updatable
  95070. * @returns a new webGL buffer
  95071. */
  95072. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  95073. /**
  95074. * Bind a webGL buffer to the webGL context
  95075. * @param buffer defines the buffer to bind
  95076. */
  95077. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  95078. /**
  95079. * Bind an uniform buffer to the current webGL context
  95080. * @param buffer defines the buffer to bind
  95081. */
  95082. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  95083. /**
  95084. * Bind a buffer to the current webGL context at a given location
  95085. * @param buffer defines the buffer to bind
  95086. * @param location defines the index where to bind the buffer
  95087. */
  95088. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  95089. /**
  95090. * Bind a specific block at a given index in a specific shader program
  95091. * @param pipelineContext defines the pipeline context to use
  95092. * @param blockName defines the block name
  95093. * @param index defines the index where to bind the block
  95094. */
  95095. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  95096. private bindIndexBuffer;
  95097. private bindBuffer;
  95098. /**
  95099. * update the bound buffer with the given data
  95100. * @param data defines the data to update
  95101. */
  95102. updateArrayBuffer(data: Float32Array): void;
  95103. private _vertexAttribPointer;
  95104. private _bindIndexBufferWithCache;
  95105. private _bindVertexBuffersAttributes;
  95106. /**
  95107. * Records a vertex array object
  95108. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95109. * @param vertexBuffers defines the list of vertex buffers to store
  95110. * @param indexBuffer defines the index buffer to store
  95111. * @param effect defines the effect to store
  95112. * @returns the new vertex array object
  95113. */
  95114. recordVertexArrayObject(vertexBuffers: {
  95115. [key: string]: VertexBuffer;
  95116. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  95117. /**
  95118. * Bind a specific vertex array object
  95119. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95120. * @param vertexArrayObject defines the vertex array object to bind
  95121. * @param indexBuffer defines the index buffer to bind
  95122. */
  95123. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  95124. /**
  95125. * Bind webGl buffers directly to the webGL context
  95126. * @param vertexBuffer defines the vertex buffer to bind
  95127. * @param indexBuffer defines the index buffer to bind
  95128. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  95129. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  95130. * @param effect defines the effect associated with the vertex buffer
  95131. */
  95132. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  95133. private _unbindVertexArrayObject;
  95134. /**
  95135. * Bind a list of vertex buffers to the webGL context
  95136. * @param vertexBuffers defines the list of vertex buffers to bind
  95137. * @param indexBuffer defines the index buffer to bind
  95138. * @param effect defines the effect associated with the vertex buffers
  95139. */
  95140. bindBuffers(vertexBuffers: {
  95141. [key: string]: Nullable<VertexBuffer>;
  95142. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  95143. /**
  95144. * Unbind all instance attributes
  95145. */
  95146. unbindInstanceAttributes(): void;
  95147. /**
  95148. * Release and free the memory of a vertex array object
  95149. * @param vao defines the vertex array object to delete
  95150. */
  95151. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  95152. /** @hidden */
  95153. _releaseBuffer(buffer: DataBuffer): boolean;
  95154. /**
  95155. * Creates a webGL buffer to use with instanciation
  95156. * @param capacity defines the size of the buffer
  95157. * @returns the webGL buffer
  95158. */
  95159. createInstancesBuffer(capacity: number): DataBuffer;
  95160. /**
  95161. * Delete a webGL buffer used with instanciation
  95162. * @param buffer defines the webGL buffer to delete
  95163. */
  95164. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  95165. /**
  95166. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  95167. * @param instancesBuffer defines the webGL buffer to update and bind
  95168. * @param data defines the data to store in the buffer
  95169. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  95170. */
  95171. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  95172. /**
  95173. * Apply all cached states (depth, culling, stencil and alpha)
  95174. */
  95175. applyStates(): void;
  95176. /**
  95177. * Send a draw order
  95178. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95179. * @param indexStart defines the starting index
  95180. * @param indexCount defines the number of index to draw
  95181. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95182. */
  95183. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  95184. /**
  95185. * Draw a list of points
  95186. * @param verticesStart defines the index of first vertex to draw
  95187. * @param verticesCount defines the count of vertices to draw
  95188. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95189. */
  95190. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95191. /**
  95192. * Draw a list of unindexed primitives
  95193. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95194. * @param verticesStart defines the index of first vertex to draw
  95195. * @param verticesCount defines the count of vertices to draw
  95196. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95197. */
  95198. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95199. /**
  95200. * Draw a list of indexed primitives
  95201. * @param fillMode defines the primitive to use
  95202. * @param indexStart defines the starting index
  95203. * @param indexCount defines the number of index to draw
  95204. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95205. */
  95206. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  95207. /**
  95208. * Draw a list of unindexed primitives
  95209. * @param fillMode defines the primitive to use
  95210. * @param verticesStart defines the index of first vertex to draw
  95211. * @param verticesCount defines the count of vertices to draw
  95212. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95213. */
  95214. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95215. private _drawMode;
  95216. /** @hidden */
  95217. _releaseEffect(effect: Effect): void;
  95218. /** @hidden */
  95219. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  95220. /**
  95221. * Create a new effect (used to store vertex/fragment shaders)
  95222. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  95223. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  95224. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  95225. * @param samplers defines an array of string used to represent textures
  95226. * @param defines defines the string containing the defines to use to compile the shaders
  95227. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  95228. * @param onCompiled defines a function to call when the effect creation is successful
  95229. * @param onError defines a function to call when the effect creation has failed
  95230. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  95231. * @returns the new Effect
  95232. */
  95233. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  95234. private _compileShader;
  95235. private _compileRawShader;
  95236. /**
  95237. * Directly creates a webGL program
  95238. * @param pipelineContext defines the pipeline context to attach to
  95239. * @param vertexCode defines the vertex shader code to use
  95240. * @param fragmentCode defines the fragment shader code to use
  95241. * @param context defines the webGL context to use (if not set, the current one will be used)
  95242. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95243. * @returns the new webGL program
  95244. */
  95245. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95246. /**
  95247. * Creates a webGL program
  95248. * @param pipelineContext defines the pipeline context to attach to
  95249. * @param vertexCode defines the vertex shader code to use
  95250. * @param fragmentCode defines the fragment shader code to use
  95251. * @param defines defines the string containing the defines to use to compile the shaders
  95252. * @param context defines the webGL context to use (if not set, the current one will be used)
  95253. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95254. * @returns the new webGL program
  95255. */
  95256. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95257. /**
  95258. * Creates a new pipeline context
  95259. * @returns the new pipeline
  95260. */
  95261. createPipelineContext(): WebGLPipelineContext;
  95262. private _createShaderProgram;
  95263. private _finalizePipelineContext;
  95264. /** @hidden */
  95265. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  95266. /** @hidden */
  95267. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  95268. /** @hidden */
  95269. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  95270. /**
  95271. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  95272. * @param pipelineContext defines the pipeline context to use
  95273. * @param uniformsNames defines the list of uniform names
  95274. * @returns an array of webGL uniform locations
  95275. */
  95276. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  95277. /**
  95278. * Gets the lsit of active attributes for a given webGL program
  95279. * @param pipelineContext defines the pipeline context to use
  95280. * @param attributesNames defines the list of attribute names to get
  95281. * @returns an array of indices indicating the offset of each attribute
  95282. */
  95283. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  95284. /**
  95285. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  95286. * @param effect defines the effect to activate
  95287. */
  95288. enableEffect(effect: Nullable<Effect>): void;
  95289. /**
  95290. * Set the value of an uniform to an array of int32
  95291. * @param uniform defines the webGL uniform location where to store the value
  95292. * @param array defines the array of int32 to store
  95293. */
  95294. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95295. /**
  95296. * Set the value of an uniform to an array of int32 (stored as vec2)
  95297. * @param uniform defines the webGL uniform location where to store the value
  95298. * @param array defines the array of int32 to store
  95299. */
  95300. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95301. /**
  95302. * Set the value of an uniform to an array of int32 (stored as vec3)
  95303. * @param uniform defines the webGL uniform location where to store the value
  95304. * @param array defines the array of int32 to store
  95305. */
  95306. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95307. /**
  95308. * Set the value of an uniform to an array of int32 (stored as vec4)
  95309. * @param uniform defines the webGL uniform location where to store the value
  95310. * @param array defines the array of int32 to store
  95311. */
  95312. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95313. /**
  95314. * Set the value of an uniform to an array of float32
  95315. * @param uniform defines the webGL uniform location where to store the value
  95316. * @param array defines the array of float32 to store
  95317. */
  95318. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95319. /**
  95320. * Set the value of an uniform to an array of float32 (stored as vec2)
  95321. * @param uniform defines the webGL uniform location where to store the value
  95322. * @param array defines the array of float32 to store
  95323. */
  95324. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95325. /**
  95326. * Set the value of an uniform to an array of float32 (stored as vec3)
  95327. * @param uniform defines the webGL uniform location where to store the value
  95328. * @param array defines the array of float32 to store
  95329. */
  95330. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95331. /**
  95332. * Set the value of an uniform to an array of float32 (stored as vec4)
  95333. * @param uniform defines the webGL uniform location where to store the value
  95334. * @param array defines the array of float32 to store
  95335. */
  95336. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95337. /**
  95338. * Set the value of an uniform to an array of number
  95339. * @param uniform defines the webGL uniform location where to store the value
  95340. * @param array defines the array of number to store
  95341. */
  95342. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95343. /**
  95344. * Set the value of an uniform to an array of number (stored as vec2)
  95345. * @param uniform defines the webGL uniform location where to store the value
  95346. * @param array defines the array of number to store
  95347. */
  95348. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95349. /**
  95350. * Set the value of an uniform to an array of number (stored as vec3)
  95351. * @param uniform defines the webGL uniform location where to store the value
  95352. * @param array defines the array of number to store
  95353. */
  95354. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95355. /**
  95356. * Set the value of an uniform to an array of number (stored as vec4)
  95357. * @param uniform defines the webGL uniform location where to store the value
  95358. * @param array defines the array of number to store
  95359. */
  95360. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95361. /**
  95362. * Set the value of an uniform to an array of float32 (stored as matrices)
  95363. * @param uniform defines the webGL uniform location where to store the value
  95364. * @param matrices defines the array of float32 to store
  95365. */
  95366. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  95367. /**
  95368. * Set the value of an uniform to a matrix (3x3)
  95369. * @param uniform defines the webGL uniform location where to store the value
  95370. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  95371. */
  95372. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95373. /**
  95374. * Set the value of an uniform to a matrix (2x2)
  95375. * @param uniform defines the webGL uniform location where to store the value
  95376. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  95377. */
  95378. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95379. /**
  95380. * Set the value of an uniform to a number (int)
  95381. * @param uniform defines the webGL uniform location where to store the value
  95382. * @param value defines the int number to store
  95383. */
  95384. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95385. /**
  95386. * Set the value of an uniform to a number (float)
  95387. * @param uniform defines the webGL uniform location where to store the value
  95388. * @param value defines the float number to store
  95389. */
  95390. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95391. /**
  95392. * Set the value of an uniform to a vec2
  95393. * @param uniform defines the webGL uniform location where to store the value
  95394. * @param x defines the 1st component of the value
  95395. * @param y defines the 2nd component of the value
  95396. */
  95397. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  95398. /**
  95399. * Set the value of an uniform to a vec3
  95400. * @param uniform defines the webGL uniform location where to store the value
  95401. * @param x defines the 1st component of the value
  95402. * @param y defines the 2nd component of the value
  95403. * @param z defines the 3rd component of the value
  95404. */
  95405. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  95406. /**
  95407. * Set the value of an uniform to a boolean
  95408. * @param uniform defines the webGL uniform location where to store the value
  95409. * @param bool defines the boolean to store
  95410. */
  95411. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  95412. /**
  95413. * Set the value of an uniform to a vec4
  95414. * @param uniform defines the webGL uniform location where to store the value
  95415. * @param x defines the 1st component of the value
  95416. * @param y defines the 2nd component of the value
  95417. * @param z defines the 3rd component of the value
  95418. * @param w defines the 4th component of the value
  95419. */
  95420. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  95421. /**
  95422. * Sets a Color4 on a uniform variable
  95423. * @param uniform defines the uniform location
  95424. * @param color4 defines the value to be set
  95425. */
  95426. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  95427. /**
  95428. * Set various states to the webGL context
  95429. * @param culling defines backface culling state
  95430. * @param zOffset defines the value to apply to zOffset (0 by default)
  95431. * @param force defines if states must be applied even if cache is up to date
  95432. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  95433. */
  95434. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  95435. /**
  95436. * Set the z offset to apply to current rendering
  95437. * @param value defines the offset to apply
  95438. */
  95439. setZOffset(value: number): void;
  95440. /**
  95441. * Gets the current value of the zOffset
  95442. * @returns the current zOffset state
  95443. */
  95444. getZOffset(): number;
  95445. /**
  95446. * Enable or disable depth buffering
  95447. * @param enable defines the state to set
  95448. */
  95449. setDepthBuffer(enable: boolean): void;
  95450. /**
  95451. * Gets a boolean indicating if depth writing is enabled
  95452. * @returns the current depth writing state
  95453. */
  95454. getDepthWrite(): boolean;
  95455. /**
  95456. * Enable or disable depth writing
  95457. * @param enable defines the state to set
  95458. */
  95459. setDepthWrite(enable: boolean): void;
  95460. /**
  95461. * Enable or disable color writing
  95462. * @param enable defines the state to set
  95463. */
  95464. setColorWrite(enable: boolean): void;
  95465. /**
  95466. * Gets a boolean indicating if color writing is enabled
  95467. * @returns the current color writing state
  95468. */
  95469. getColorWrite(): boolean;
  95470. /**
  95471. * Sets alpha constants used by some alpha blending modes
  95472. * @param r defines the red component
  95473. * @param g defines the green component
  95474. * @param b defines the blue component
  95475. * @param a defines the alpha component
  95476. */
  95477. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  95478. /**
  95479. * Sets the current alpha mode
  95480. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  95481. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  95482. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95483. */
  95484. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  95485. /**
  95486. * Gets the current alpha mode
  95487. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95488. * @returns the current alpha mode
  95489. */
  95490. getAlphaMode(): number;
  95491. /**
  95492. * Clears the list of texture accessible through engine.
  95493. * This can help preventing texture load conflict due to name collision.
  95494. */
  95495. clearInternalTexturesCache(): void;
  95496. /**
  95497. * Force the entire cache to be cleared
  95498. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  95499. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  95500. */
  95501. wipeCaches(bruteForce?: boolean): void;
  95502. /**
  95503. * Set the compressed texture format to use, based on the formats you have, and the formats
  95504. * supported by the hardware / browser.
  95505. *
  95506. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  95507. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  95508. * to API arguments needed to compressed textures. This puts the burden on the container
  95509. * generator to house the arcane code for determining these for current & future formats.
  95510. *
  95511. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  95512. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  95513. *
  95514. * Note: The result of this call is not taken into account when a texture is base64.
  95515. *
  95516. * @param formatsAvailable defines the list of those format families you have created
  95517. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  95518. *
  95519. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  95520. * @returns The extension selected.
  95521. */
  95522. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  95523. /** @hidden */
  95524. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  95525. min: number;
  95526. mag: number;
  95527. };
  95528. /** @hidden */
  95529. _createTexture(): WebGLTexture;
  95530. /**
  95531. * Usually called from Texture.ts.
  95532. * Passed information to create a WebGLTexture
  95533. * @param urlArg defines a value which contains one of the following:
  95534. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  95535. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  95536. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  95537. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  95538. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  95539. * @param scene needed for loading to the correct scene
  95540. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  95541. * @param onLoad optional callback to be called upon successful completion
  95542. * @param onError optional callback to be called upon failure
  95543. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  95544. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  95545. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  95546. * @param forcedExtension defines the extension to use to pick the right loader
  95547. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  95548. * @returns a InternalTexture for assignment back into BABYLON.Texture
  95549. */
  95550. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  95551. /**
  95552. * @hidden
  95553. * Rescales a texture
  95554. * @param source input texutre
  95555. * @param destination destination texture
  95556. * @param scene scene to use to render the resize
  95557. * @param internalFormat format to use when resizing
  95558. * @param onComplete callback to be called when resize has completed
  95559. */
  95560. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  95561. private _unpackFlipYCached;
  95562. /**
  95563. * In case you are sharing the context with other applications, it might
  95564. * be interested to not cache the unpack flip y state to ensure a consistent
  95565. * value would be set.
  95566. */
  95567. enableUnpackFlipYCached: boolean;
  95568. /** @hidden */
  95569. _unpackFlipY(value: boolean): void;
  95570. /** @hidden */
  95571. _getUnpackAlignement(): number;
  95572. /**
  95573. * Creates a dynamic texture
  95574. * @param width defines the width of the texture
  95575. * @param height defines the height of the texture
  95576. * @param generateMipMaps defines if the engine should generate the mip levels
  95577. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  95578. * @returns the dynamic texture inside an InternalTexture
  95579. */
  95580. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  95581. /**
  95582. * Update the sampling mode of a given texture
  95583. * @param samplingMode defines the required sampling mode
  95584. * @param texture defines the texture to update
  95585. */
  95586. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  95587. /**
  95588. * Update the content of a dynamic texture
  95589. * @param texture defines the texture to update
  95590. * @param canvas defines the canvas containing the source
  95591. * @param invertY defines if data must be stored with Y axis inverted
  95592. * @param premulAlpha defines if alpha is stored as premultiplied
  95593. * @param format defines the format of the data
  95594. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  95595. */
  95596. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  95597. /**
  95598. * Update a video texture
  95599. * @param texture defines the texture to update
  95600. * @param video defines the video element to use
  95601. * @param invertY defines if data must be stored with Y axis inverted
  95602. */
  95603. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  95604. /**
  95605. * Updates a depth texture Comparison Mode and Function.
  95606. * If the comparison Function is equal to 0, the mode will be set to none.
  95607. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  95608. * @param texture The texture to set the comparison function for
  95609. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  95610. */
  95611. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  95612. /** @hidden */
  95613. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  95614. width: number;
  95615. height: number;
  95616. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  95617. /**
  95618. * Creates a depth stencil texture.
  95619. * This is only available in WebGL 2 or with the depth texture extension available.
  95620. * @param size The size of face edge in the texture.
  95621. * @param options The options defining the texture.
  95622. * @returns The texture
  95623. */
  95624. createDepthStencilTexture(size: number | {
  95625. width: number;
  95626. height: number;
  95627. }, options: DepthTextureCreationOptions): InternalTexture;
  95628. /**
  95629. * Creates a depth stencil texture.
  95630. * This is only available in WebGL 2 or with the depth texture extension available.
  95631. * @param size The size of face edge in the texture.
  95632. * @param options The options defining the texture.
  95633. * @returns The texture
  95634. */
  95635. private _createDepthStencilTexture;
  95636. /**
  95637. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  95638. * @param renderTarget The render target to set the frame buffer for
  95639. */
  95640. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  95641. /**
  95642. * Creates a new render target texture
  95643. * @param size defines the size of the texture
  95644. * @param options defines the options used to create the texture
  95645. * @returns a new render target texture stored in an InternalTexture
  95646. */
  95647. createRenderTargetTexture(size: number | {
  95648. width: number;
  95649. height: number;
  95650. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  95651. /** @hidden */
  95652. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  95653. /**
  95654. * Updates the sample count of a render target texture
  95655. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  95656. * @param texture defines the texture to update
  95657. * @param samples defines the sample count to set
  95658. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  95659. */
  95660. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  95661. /** @hidden */
  95662. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95663. /** @hidden */
  95664. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  95665. /** @hidden */
  95666. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95667. /** @hidden */
  95668. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  95669. /**
  95670. * @hidden
  95671. */
  95672. _setCubeMapTextureParams(loadMipmap: boolean): void;
  95673. private _prepareWebGLTextureContinuation;
  95674. private _prepareWebGLTexture;
  95675. /** @hidden */
  95676. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  95677. /** @hidden */
  95678. _releaseFramebufferObjects(texture: InternalTexture): void;
  95679. /** @hidden */
  95680. _releaseTexture(texture: InternalTexture): void;
  95681. private setProgram;
  95682. private _boundUniforms;
  95683. /**
  95684. * Binds an effect to the webGL context
  95685. * @param effect defines the effect to bind
  95686. */
  95687. bindSamplers(effect: Effect): void;
  95688. private _activateCurrentTexture;
  95689. /** @hidden */
  95690. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  95691. /** @hidden */
  95692. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  95693. /**
  95694. * Sets a texture to the webGL context from a postprocess
  95695. * @param channel defines the channel to use
  95696. * @param postProcess defines the source postprocess
  95697. */
  95698. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  95699. /**
  95700. * Binds the output of the passed in post process to the texture channel specified
  95701. * @param channel The channel the texture should be bound to
  95702. * @param postProcess The post process which's output should be bound
  95703. */
  95704. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  95705. /**
  95706. * Unbind all textures from the webGL context
  95707. */
  95708. unbindAllTextures(): void;
  95709. /**
  95710. * Sets a texture to the according uniform.
  95711. * @param channel The texture channel
  95712. * @param uniform The uniform to set
  95713. * @param texture The texture to apply
  95714. */
  95715. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  95716. /**
  95717. * Sets a depth stencil texture from a render target to the according uniform.
  95718. * @param channel The texture channel
  95719. * @param uniform The uniform to set
  95720. * @param texture The render target texture containing the depth stencil texture to apply
  95721. */
  95722. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  95723. private _bindSamplerUniformToChannel;
  95724. private _getTextureWrapMode;
  95725. private _setTexture;
  95726. /**
  95727. * Sets an array of texture to the webGL context
  95728. * @param channel defines the channel where the texture array must be set
  95729. * @param uniform defines the associated uniform location
  95730. * @param textures defines the array of textures to bind
  95731. */
  95732. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  95733. /** @hidden */
  95734. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  95735. private _setTextureParameterFloat;
  95736. private _setTextureParameterInteger;
  95737. /**
  95738. * Reads pixels from the current frame buffer. Please note that this function can be slow
  95739. * @param x defines the x coordinate of the rectangle where pixels must be read
  95740. * @param y defines the y coordinate of the rectangle where pixels must be read
  95741. * @param width defines the width of the rectangle where pixels must be read
  95742. * @param height defines the height of the rectangle where pixels must be read
  95743. * @returns a Uint8Array containing RGBA colors
  95744. */
  95745. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  95746. /**
  95747. * Add an externaly attached data from its key.
  95748. * This method call will fail and return false, if such key already exists.
  95749. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  95750. * @param key the unique key that identifies the data
  95751. * @param data the data object to associate to the key for this Engine instance
  95752. * @return true if no such key were already present and the data was added successfully, false otherwise
  95753. */
  95754. addExternalData<T>(key: string, data: T): boolean;
  95755. /**
  95756. * Get an externaly attached data from its key
  95757. * @param key the unique key that identifies the data
  95758. * @return the associated data, if present (can be null), or undefined if not present
  95759. */
  95760. getExternalData<T>(key: string): T;
  95761. /**
  95762. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95763. * @param key the unique key that identifies the data
  95764. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95765. * @return the associated data, can be null if the factory returned null.
  95766. */
  95767. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95768. /**
  95769. * Remove an externaly attached data from the Engine instance
  95770. * @param key the unique key that identifies the data
  95771. * @return true if the data was successfully removed, false if it doesn't exist
  95772. */
  95773. removeExternalData(key: string): boolean;
  95774. /**
  95775. * Unbind all vertex attributes from the webGL context
  95776. */
  95777. unbindAllAttributes(): void;
  95778. /**
  95779. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  95780. */
  95781. releaseEffects(): void;
  95782. /**
  95783. * Dispose and release all associated resources
  95784. */
  95785. dispose(): void;
  95786. /**
  95787. * Display the loading screen
  95788. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95789. */
  95790. displayLoadingUI(): void;
  95791. /**
  95792. * Hide the loading screen
  95793. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95794. */
  95795. hideLoadingUI(): void;
  95796. /**
  95797. * Gets the current loading screen object
  95798. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95799. */
  95800. /**
  95801. * Sets the current loading screen object
  95802. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95803. */
  95804. loadingScreen: ILoadingScreen;
  95805. /**
  95806. * Sets the current loading screen text
  95807. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95808. */
  95809. loadingUIText: string;
  95810. /**
  95811. * Sets the current loading screen background color
  95812. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95813. */
  95814. loadingUIBackgroundColor: string;
  95815. /**
  95816. * Attach a new callback raised when context lost event is fired
  95817. * @param callback defines the callback to call
  95818. */
  95819. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95820. /**
  95821. * Attach a new callback raised when context restored event is fired
  95822. * @param callback defines the callback to call
  95823. */
  95824. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95825. /**
  95826. * Gets the source code of the vertex shader associated with a specific webGL program
  95827. * @param program defines the program to use
  95828. * @returns a string containing the source code of the vertex shader associated with the program
  95829. */
  95830. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  95831. /**
  95832. * Gets the source code of the fragment shader associated with a specific webGL program
  95833. * @param program defines the program to use
  95834. * @returns a string containing the source code of the fragment shader associated with the program
  95835. */
  95836. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  95837. /**
  95838. * Get the current error code of the webGL context
  95839. * @returns the error code
  95840. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  95841. */
  95842. getError(): number;
  95843. /**
  95844. * Gets the current framerate
  95845. * @returns a number representing the framerate
  95846. */
  95847. getFps(): number;
  95848. /**
  95849. * Gets the time spent between current and previous frame
  95850. * @returns a number representing the delta time in ms
  95851. */
  95852. getDeltaTime(): number;
  95853. private _measureFps;
  95854. /** @hidden */
  95855. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  95856. private _canRenderToFloatFramebuffer;
  95857. private _canRenderToHalfFloatFramebuffer;
  95858. private _canRenderToFramebuffer;
  95859. /** @hidden */
  95860. _getWebGLTextureType(type: number): number;
  95861. /** @hidden */
  95862. _getInternalFormat(format: number): number;
  95863. /** @hidden */
  95864. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  95865. /** @hidden */
  95866. _getRGBAMultiSampleBufferFormat(type: number): number;
  95867. /** @hidden */
  95868. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  95869. /** @hidden */
  95870. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  95871. /**
  95872. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  95873. * @returns true if the engine can be created
  95874. * @ignorenaming
  95875. */
  95876. static isSupported(): boolean;
  95877. /**
  95878. * Find the next highest power of two.
  95879. * @param x Number to start search from.
  95880. * @return Next highest power of two.
  95881. */
  95882. static CeilingPOT(x: number): number;
  95883. /**
  95884. * Find the next lowest power of two.
  95885. * @param x Number to start search from.
  95886. * @return Next lowest power of two.
  95887. */
  95888. static FloorPOT(x: number): number;
  95889. /**
  95890. * Find the nearest power of two.
  95891. * @param x Number to start search from.
  95892. * @return Next nearest power of two.
  95893. */
  95894. static NearestPOT(x: number): number;
  95895. /**
  95896. * Get the closest exponent of two
  95897. * @param value defines the value to approximate
  95898. * @param max defines the maximum value to return
  95899. * @param mode defines how to define the closest value
  95900. * @returns closest exponent of two of the given value
  95901. */
  95902. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  95903. /**
  95904. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  95905. * @param func - the function to be called
  95906. * @param requester - the object that will request the next frame. Falls back to window.
  95907. * @returns frame number
  95908. */
  95909. static QueueNewFrame(func: () => void, requester?: any): number;
  95910. /**
  95911. * Ask the browser to promote the current element to pointerlock mode
  95912. * @param element defines the DOM element to promote
  95913. */
  95914. static _RequestPointerlock(element: HTMLElement): void;
  95915. /**
  95916. * Asks the browser to exit pointerlock mode
  95917. */
  95918. static _ExitPointerlock(): void;
  95919. /**
  95920. * Ask the browser to promote the current element to fullscreen rendering mode
  95921. * @param element defines the DOM element to promote
  95922. */
  95923. static _RequestFullscreen(element: HTMLElement): void;
  95924. /**
  95925. * Asks the browser to exit fullscreen mode
  95926. */
  95927. static _ExitFullscreen(): void;
  95928. }
  95929. }
  95930. declare module BABYLON {
  95931. /**
  95932. * The engine store class is responsible to hold all the instances of Engine and Scene created
  95933. * during the life time of the application.
  95934. */
  95935. export class EngineStore {
  95936. /** Gets the list of created engines */
  95937. static Instances: Engine[];
  95938. /** @hidden */
  95939. static _LastCreatedScene: Nullable<Scene>;
  95940. /**
  95941. * Gets the latest created engine
  95942. */
  95943. static readonly LastCreatedEngine: Nullable<Engine>;
  95944. /**
  95945. * Gets the latest created scene
  95946. */
  95947. static readonly LastCreatedScene: Nullable<Scene>;
  95948. /**
  95949. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95950. * @ignorenaming
  95951. */
  95952. static UseFallbackTexture: boolean;
  95953. /**
  95954. * Texture content used if a texture cannot loaded
  95955. * @ignorenaming
  95956. */
  95957. static FallbackTexture: string;
  95958. }
  95959. }
  95960. declare module BABYLON {
  95961. /**
  95962. * Helper class that provides a small promise polyfill
  95963. */
  95964. export class PromisePolyfill {
  95965. /**
  95966. * Static function used to check if the polyfill is required
  95967. * If this is the case then the function will inject the polyfill to window.Promise
  95968. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  95969. */
  95970. static Apply(force?: boolean): void;
  95971. }
  95972. }
  95973. declare module BABYLON {
  95974. /**
  95975. * Interface for screenshot methods with describe argument called `size` as object with options
  95976. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  95977. */
  95978. export interface IScreenshotSize {
  95979. /**
  95980. * number in pixels for canvas height
  95981. */
  95982. height?: number;
  95983. /**
  95984. * multiplier allowing render at a higher or lower resolution
  95985. * If value is defined then height and width will be ignored and taken from camera
  95986. */
  95987. precision?: number;
  95988. /**
  95989. * number in pixels for canvas width
  95990. */
  95991. width?: number;
  95992. }
  95993. }
  95994. declare module BABYLON {
  95995. interface IColor4Like {
  95996. r: float;
  95997. g: float;
  95998. b: float;
  95999. a: float;
  96000. }
  96001. /**
  96002. * Class containing a set of static utilities functions
  96003. */
  96004. export class Tools {
  96005. /**
  96006. * Gets or sets the base URL to use to load assets
  96007. */
  96008. static BaseUrl: string;
  96009. /**
  96010. * Enable/Disable Custom HTTP Request Headers globally.
  96011. * default = false
  96012. * @see CustomRequestHeaders
  96013. */
  96014. static UseCustomRequestHeaders: boolean;
  96015. /**
  96016. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  96017. * i.e. when loading files, where the server/service expects an Authorization header
  96018. */
  96019. static CustomRequestHeaders: {
  96020. [key: string]: string;
  96021. };
  96022. /**
  96023. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  96024. */
  96025. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  96026. /**
  96027. * Default behaviour for cors in the application.
  96028. * It can be a string if the expected behavior is identical in the entire app.
  96029. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  96030. */
  96031. static CorsBehavior: string | ((url: string | string[]) => string);
  96032. /**
  96033. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96034. * @ignorenaming
  96035. */
  96036. static UseFallbackTexture: boolean;
  96037. /**
  96038. * Use this object to register external classes like custom textures or material
  96039. * to allow the laoders to instantiate them
  96040. */
  96041. static RegisteredExternalClasses: {
  96042. [key: string]: Object;
  96043. };
  96044. /**
  96045. * Texture content used if a texture cannot loaded
  96046. * @ignorenaming
  96047. */
  96048. static fallbackTexture: string;
  96049. /**
  96050. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  96051. * @param u defines the coordinate on X axis
  96052. * @param v defines the coordinate on Y axis
  96053. * @param width defines the width of the source data
  96054. * @param height defines the height of the source data
  96055. * @param pixels defines the source byte array
  96056. * @param color defines the output color
  96057. */
  96058. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  96059. /**
  96060. * Interpolates between a and b via alpha
  96061. * @param a The lower value (returned when alpha = 0)
  96062. * @param b The upper value (returned when alpha = 1)
  96063. * @param alpha The interpolation-factor
  96064. * @return The mixed value
  96065. */
  96066. static Mix(a: number, b: number, alpha: number): number;
  96067. /**
  96068. * Tries to instantiate a new object from a given class name
  96069. * @param className defines the class name to instantiate
  96070. * @returns the new object or null if the system was not able to do the instantiation
  96071. */
  96072. static Instantiate(className: string): any;
  96073. /**
  96074. * Provides a slice function that will work even on IE
  96075. * @param data defines the array to slice
  96076. * @param start defines the start of the data (optional)
  96077. * @param end defines the end of the data (optional)
  96078. * @returns the new sliced array
  96079. */
  96080. static Slice<T>(data: T, start?: number, end?: number): T;
  96081. /**
  96082. * Polyfill for setImmediate
  96083. * @param action defines the action to execute after the current execution block
  96084. */
  96085. static SetImmediate(action: () => void): void;
  96086. /**
  96087. * Function indicating if a number is an exponent of 2
  96088. * @param value defines the value to test
  96089. * @returns true if the value is an exponent of 2
  96090. */
  96091. static IsExponentOfTwo(value: number): boolean;
  96092. private static _tmpFloatArray;
  96093. /**
  96094. * Returns the nearest 32-bit single precision float representation of a Number
  96095. * @param value A Number. If the parameter is of a different type, it will get converted
  96096. * to a number or to NaN if it cannot be converted
  96097. * @returns number
  96098. */
  96099. static FloatRound(value: number): number;
  96100. /**
  96101. * Extracts the filename from a path
  96102. * @param path defines the path to use
  96103. * @returns the filename
  96104. */
  96105. static GetFilename(path: string): string;
  96106. /**
  96107. * Extracts the "folder" part of a path (everything before the filename).
  96108. * @param uri The URI to extract the info from
  96109. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  96110. * @returns The "folder" part of the path
  96111. */
  96112. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  96113. /**
  96114. * Extracts text content from a DOM element hierarchy
  96115. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  96116. */
  96117. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  96118. /**
  96119. * Convert an angle in radians to degrees
  96120. * @param angle defines the angle to convert
  96121. * @returns the angle in degrees
  96122. */
  96123. static ToDegrees(angle: number): number;
  96124. /**
  96125. * Convert an angle in degrees to radians
  96126. * @param angle defines the angle to convert
  96127. * @returns the angle in radians
  96128. */
  96129. static ToRadians(angle: number): number;
  96130. /**
  96131. * Encode a buffer to a base64 string
  96132. * @param buffer defines the buffer to encode
  96133. * @returns the encoded string
  96134. */
  96135. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  96136. /**
  96137. * Returns an array if obj is not an array
  96138. * @param obj defines the object to evaluate as an array
  96139. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  96140. * @returns either obj directly if obj is an array or a new array containing obj
  96141. */
  96142. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  96143. /**
  96144. * Gets the pointer prefix to use
  96145. * @returns "pointer" if touch is enabled. Else returns "mouse"
  96146. */
  96147. static GetPointerPrefix(): string;
  96148. /**
  96149. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  96150. * @param url define the url we are trying
  96151. * @param element define the dom element where to configure the cors policy
  96152. */
  96153. static SetCorsBehavior(url: string | string[], element: {
  96154. crossOrigin: string | null;
  96155. }): void;
  96156. /**
  96157. * Removes unwanted characters from an url
  96158. * @param url defines the url to clean
  96159. * @returns the cleaned url
  96160. */
  96161. static CleanUrl(url: string): string;
  96162. /**
  96163. * Gets or sets a function used to pre-process url before using them to load assets
  96164. */
  96165. static PreprocessUrl: (url: string) => string;
  96166. /**
  96167. * Loads an image as an HTMLImageElement.
  96168. * @param input url string, ArrayBuffer, or Blob to load
  96169. * @param onLoad callback called when the image successfully loads
  96170. * @param onError callback called when the image fails to load
  96171. * @param offlineProvider offline provider for caching
  96172. * @returns the HTMLImageElement of the loaded image
  96173. */
  96174. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  96175. /**
  96176. * Loads a file
  96177. * @param url url string, ArrayBuffer, or Blob to load
  96178. * @param onSuccess callback called when the file successfully loads
  96179. * @param onProgress callback called while file is loading (if the server supports this mode)
  96180. * @param offlineProvider defines the offline provider for caching
  96181. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  96182. * @param onError callback called when the file fails to load
  96183. * @returns a file request object
  96184. */
  96185. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  96186. /**
  96187. * Loads a file from a url
  96188. * @param url the file url to load
  96189. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  96190. */
  96191. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  96192. /**
  96193. * Load a script (identified by an url). When the url returns, the
  96194. * content of this file is added into a new script element, attached to the DOM (body element)
  96195. * @param scriptUrl defines the url of the script to laod
  96196. * @param onSuccess defines the callback called when the script is loaded
  96197. * @param onError defines the callback to call if an error occurs
  96198. * @param scriptId defines the id of the script element
  96199. */
  96200. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  96201. /**
  96202. * Load an asynchronous script (identified by an url). When the url returns, the
  96203. * content of this file is added into a new script element, attached to the DOM (body element)
  96204. * @param scriptUrl defines the url of the script to laod
  96205. * @param scriptId defines the id of the script element
  96206. * @returns a promise request object
  96207. */
  96208. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  96209. /**
  96210. * Loads a file from a blob
  96211. * @param fileToLoad defines the blob to use
  96212. * @param callback defines the callback to call when data is loaded
  96213. * @param progressCallback defines the callback to call during loading process
  96214. * @returns a file request object
  96215. */
  96216. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  96217. /**
  96218. * Loads a file
  96219. * @param fileToLoad defines the file to load
  96220. * @param callback defines the callback to call when data is loaded
  96221. * @param progressCallBack defines the callback to call during loading process
  96222. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  96223. * @returns a file request object
  96224. */
  96225. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  96226. /**
  96227. * Creates a data url from a given string content
  96228. * @param content defines the content to convert
  96229. * @returns the new data url link
  96230. */
  96231. static FileAsURL(content: string): string;
  96232. /**
  96233. * Format the given number to a specific decimal format
  96234. * @param value defines the number to format
  96235. * @param decimals defines the number of decimals to use
  96236. * @returns the formatted string
  96237. */
  96238. static Format(value: number, decimals?: number): string;
  96239. /**
  96240. * Tries to copy an object by duplicating every property
  96241. * @param source defines the source object
  96242. * @param destination defines the target object
  96243. * @param doNotCopyList defines a list of properties to avoid
  96244. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  96245. */
  96246. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  96247. /**
  96248. * Gets a boolean indicating if the given object has no own property
  96249. * @param obj defines the object to test
  96250. * @returns true if object has no own property
  96251. */
  96252. static IsEmpty(obj: any): boolean;
  96253. /**
  96254. * Function used to register events at window level
  96255. * @param windowElement defines the Window object to use
  96256. * @param events defines the events to register
  96257. */
  96258. static RegisterTopRootEvents(windowElement: Window, events: {
  96259. name: string;
  96260. handler: Nullable<(e: FocusEvent) => any>;
  96261. }[]): void;
  96262. /**
  96263. * Function used to unregister events from window level
  96264. * @param windowElement defines the Window object to use
  96265. * @param events defines the events to unregister
  96266. */
  96267. static UnregisterTopRootEvents(windowElement: Window, events: {
  96268. name: string;
  96269. handler: Nullable<(e: FocusEvent) => any>;
  96270. }[]): void;
  96271. /**
  96272. * @ignore
  96273. */
  96274. static _ScreenshotCanvas: HTMLCanvasElement;
  96275. /**
  96276. * Dumps the current bound framebuffer
  96277. * @param width defines the rendering width
  96278. * @param height defines the rendering height
  96279. * @param engine defines the hosting engine
  96280. * @param successCallback defines the callback triggered once the data are available
  96281. * @param mimeType defines the mime type of the result
  96282. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  96283. */
  96284. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96285. /**
  96286. * Converts the canvas data to blob.
  96287. * This acts as a polyfill for browsers not supporting the to blob function.
  96288. * @param canvas Defines the canvas to extract the data from
  96289. * @param successCallback Defines the callback triggered once the data are available
  96290. * @param mimeType Defines the mime type of the result
  96291. */
  96292. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  96293. /**
  96294. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  96295. * @param successCallback defines the callback triggered once the data are available
  96296. * @param mimeType defines the mime type of the result
  96297. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  96298. */
  96299. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96300. /**
  96301. * Downloads a blob in the browser
  96302. * @param blob defines the blob to download
  96303. * @param fileName defines the name of the downloaded file
  96304. */
  96305. static Download(blob: Blob, fileName: string): void;
  96306. /**
  96307. * Captures a screenshot of the current rendering
  96308. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96309. * @param engine defines the rendering engine
  96310. * @param camera defines the source camera
  96311. * @param size This parameter can be set to a single number or to an object with the
  96312. * following (optional) properties: precision, width, height. If a single number is passed,
  96313. * it will be used for both width and height. If an object is passed, the screenshot size
  96314. * will be derived from the parameters. The precision property is a multiplier allowing
  96315. * rendering at a higher or lower resolution
  96316. * @param successCallback defines the callback receives a single parameter which contains the
  96317. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96318. * src parameter of an <img> to display it
  96319. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96320. * Check your browser for supported MIME types
  96321. */
  96322. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  96323. /**
  96324. * Captures a screenshot of the current rendering
  96325. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96326. * @param engine defines the rendering engine
  96327. * @param camera defines the source camera
  96328. * @param size This parameter can be set to a single number or to an object with the
  96329. * following (optional) properties: precision, width, height. If a single number is passed,
  96330. * it will be used for both width and height. If an object is passed, the screenshot size
  96331. * will be derived from the parameters. The precision property is a multiplier allowing
  96332. * rendering at a higher or lower resolution
  96333. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96334. * Check your browser for supported MIME types
  96335. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96336. * to the src parameter of an <img> to display it
  96337. */
  96338. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  96339. /**
  96340. * Generates an image screenshot from the specified camera.
  96341. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96342. * @param engine The engine to use for rendering
  96343. * @param camera The camera to use for rendering
  96344. * @param size This parameter can be set to a single number or to an object with the
  96345. * following (optional) properties: precision, width, height. If a single number is passed,
  96346. * it will be used for both width and height. If an object is passed, the screenshot size
  96347. * will be derived from the parameters. The precision property is a multiplier allowing
  96348. * rendering at a higher or lower resolution
  96349. * @param successCallback The callback receives a single parameter which contains the
  96350. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96351. * src parameter of an <img> to display it
  96352. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96353. * Check your browser for supported MIME types
  96354. * @param samples Texture samples (default: 1)
  96355. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96356. * @param fileName A name for for the downloaded file.
  96357. */
  96358. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  96359. /**
  96360. * Generates an image screenshot from the specified camera.
  96361. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96362. * @param engine The engine to use for rendering
  96363. * @param camera The camera to use for rendering
  96364. * @param size This parameter can be set to a single number or to an object with the
  96365. * following (optional) properties: precision, width, height. If a single number is passed,
  96366. * it will be used for both width and height. If an object is passed, the screenshot size
  96367. * will be derived from the parameters. The precision property is a multiplier allowing
  96368. * rendering at a higher or lower resolution
  96369. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96370. * Check your browser for supported MIME types
  96371. * @param samples Texture samples (default: 1)
  96372. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96373. * @param fileName A name for for the downloaded file.
  96374. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96375. * to the src parameter of an <img> to display it
  96376. */
  96377. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  96378. /**
  96379. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96380. * Be aware Math.random() could cause collisions, but:
  96381. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  96382. * @returns a pseudo random id
  96383. */
  96384. static RandomId(): string;
  96385. /**
  96386. * Test if the given uri is a base64 string
  96387. * @param uri The uri to test
  96388. * @return True if the uri is a base64 string or false otherwise
  96389. */
  96390. static IsBase64(uri: string): boolean;
  96391. /**
  96392. * Decode the given base64 uri.
  96393. * @param uri The uri to decode
  96394. * @return The decoded base64 data.
  96395. */
  96396. static DecodeBase64(uri: string): ArrayBuffer;
  96397. /**
  96398. * Gets the absolute url.
  96399. * @param url the input url
  96400. * @return the absolute url
  96401. */
  96402. static GetAbsoluteUrl(url: string): string;
  96403. /**
  96404. * No log
  96405. */
  96406. static readonly NoneLogLevel: number;
  96407. /**
  96408. * Only message logs
  96409. */
  96410. static readonly MessageLogLevel: number;
  96411. /**
  96412. * Only warning logs
  96413. */
  96414. static readonly WarningLogLevel: number;
  96415. /**
  96416. * Only error logs
  96417. */
  96418. static readonly ErrorLogLevel: number;
  96419. /**
  96420. * All logs
  96421. */
  96422. static readonly AllLogLevel: number;
  96423. /**
  96424. * Gets a value indicating the number of loading errors
  96425. * @ignorenaming
  96426. */
  96427. static readonly errorsCount: number;
  96428. /**
  96429. * Callback called when a new log is added
  96430. */
  96431. static OnNewCacheEntry: (entry: string) => void;
  96432. /**
  96433. * Log a message to the console
  96434. * @param message defines the message to log
  96435. */
  96436. static Log(message: string): void;
  96437. /**
  96438. * Write a warning message to the console
  96439. * @param message defines the message to log
  96440. */
  96441. static Warn(message: string): void;
  96442. /**
  96443. * Write an error message to the console
  96444. * @param message defines the message to log
  96445. */
  96446. static Error(message: string): void;
  96447. /**
  96448. * Gets current log cache (list of logs)
  96449. */
  96450. static readonly LogCache: string;
  96451. /**
  96452. * Clears the log cache
  96453. */
  96454. static ClearLogCache(): void;
  96455. /**
  96456. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  96457. */
  96458. static LogLevels: number;
  96459. /**
  96460. * Checks if the window object exists
  96461. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  96462. */
  96463. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  96464. /**
  96465. * No performance log
  96466. */
  96467. static readonly PerformanceNoneLogLevel: number;
  96468. /**
  96469. * Use user marks to log performance
  96470. */
  96471. static readonly PerformanceUserMarkLogLevel: number;
  96472. /**
  96473. * Log performance to the console
  96474. */
  96475. static readonly PerformanceConsoleLogLevel: number;
  96476. private static _performance;
  96477. /**
  96478. * Sets the current performance log level
  96479. */
  96480. static PerformanceLogLevel: number;
  96481. private static _StartPerformanceCounterDisabled;
  96482. private static _EndPerformanceCounterDisabled;
  96483. private static _StartUserMark;
  96484. private static _EndUserMark;
  96485. private static _StartPerformanceConsole;
  96486. private static _EndPerformanceConsole;
  96487. /**
  96488. * Starts a performance counter
  96489. */
  96490. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96491. /**
  96492. * Ends a specific performance coutner
  96493. */
  96494. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96495. /**
  96496. * Gets either window.performance.now() if supported or Date.now() else
  96497. */
  96498. static readonly Now: number;
  96499. /**
  96500. * This method will return the name of the class used to create the instance of the given object.
  96501. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  96502. * @param object the object to get the class name from
  96503. * @param isType defines if the object is actually a type
  96504. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  96505. */
  96506. static GetClassName(object: any, isType?: boolean): string;
  96507. /**
  96508. * Gets the first element of an array satisfying a given predicate
  96509. * @param array defines the array to browse
  96510. * @param predicate defines the predicate to use
  96511. * @returns null if not found or the element
  96512. */
  96513. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  96514. /**
  96515. * This method will return the name of the full name of the class, including its owning module (if any).
  96516. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  96517. * @param object the object to get the class name from
  96518. * @param isType defines if the object is actually a type
  96519. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  96520. * @ignorenaming
  96521. */
  96522. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  96523. /**
  96524. * Returns a promise that resolves after the given amount of time.
  96525. * @param delay Number of milliseconds to delay
  96526. * @returns Promise that resolves after the given amount of time
  96527. */
  96528. static DelayAsync(delay: number): Promise<void>;
  96529. }
  96530. /**
  96531. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  96532. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  96533. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  96534. * @param name The name of the class, case should be preserved
  96535. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  96536. */
  96537. export function className(name: string, module?: string): (target: Object) => void;
  96538. /**
  96539. * An implementation of a loop for asynchronous functions.
  96540. */
  96541. export class AsyncLoop {
  96542. /**
  96543. * Defines the number of iterations for the loop
  96544. */
  96545. iterations: number;
  96546. /**
  96547. * Defines the current index of the loop.
  96548. */
  96549. index: number;
  96550. private _done;
  96551. private _fn;
  96552. private _successCallback;
  96553. /**
  96554. * Constructor.
  96555. * @param iterations the number of iterations.
  96556. * @param func the function to run each iteration
  96557. * @param successCallback the callback that will be called upon succesful execution
  96558. * @param offset starting offset.
  96559. */
  96560. constructor(
  96561. /**
  96562. * Defines the number of iterations for the loop
  96563. */
  96564. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  96565. /**
  96566. * Execute the next iteration. Must be called after the last iteration was finished.
  96567. */
  96568. executeNext(): void;
  96569. /**
  96570. * Break the loop and run the success callback.
  96571. */
  96572. breakLoop(): void;
  96573. /**
  96574. * Create and run an async loop.
  96575. * @param iterations the number of iterations.
  96576. * @param fn the function to run each iteration
  96577. * @param successCallback the callback that will be called upon succesful execution
  96578. * @param offset starting offset.
  96579. * @returns the created async loop object
  96580. */
  96581. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  96582. /**
  96583. * A for-loop that will run a given number of iterations synchronous and the rest async.
  96584. * @param iterations total number of iterations
  96585. * @param syncedIterations number of synchronous iterations in each async iteration.
  96586. * @param fn the function to call each iteration.
  96587. * @param callback a success call back that will be called when iterating stops.
  96588. * @param breakFunction a break condition (optional)
  96589. * @param timeout timeout settings for the setTimeout function. default - 0.
  96590. * @returns the created async loop object
  96591. */
  96592. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  96593. }
  96594. }
  96595. declare module BABYLON {
  96596. /** @hidden */
  96597. export interface ICollisionCoordinator {
  96598. createCollider(): Collider;
  96599. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96600. init(scene: Scene): void;
  96601. }
  96602. /** @hidden */
  96603. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  96604. private _scene;
  96605. private _scaledPosition;
  96606. private _scaledVelocity;
  96607. private _finalPosition;
  96608. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96609. createCollider(): Collider;
  96610. init(scene: Scene): void;
  96611. private _collideWithWorld;
  96612. }
  96613. }
  96614. declare module BABYLON {
  96615. /**
  96616. * Class used to manage all inputs for the scene.
  96617. */
  96618. export class InputManager {
  96619. /** The distance in pixel that you have to move to prevent some events */
  96620. static DragMovementThreshold: number;
  96621. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  96622. static LongPressDelay: number;
  96623. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  96624. static DoubleClickDelay: number;
  96625. /** If you need to check double click without raising a single click at first click, enable this flag */
  96626. static ExclusiveDoubleClickMode: boolean;
  96627. private _wheelEventName;
  96628. private _onPointerMove;
  96629. private _onPointerDown;
  96630. private _onPointerUp;
  96631. private _initClickEvent;
  96632. private _initActionManager;
  96633. private _delayedSimpleClick;
  96634. private _delayedSimpleClickTimeout;
  96635. private _previousDelayedSimpleClickTimeout;
  96636. private _meshPickProceed;
  96637. private _previousButtonPressed;
  96638. private _currentPickResult;
  96639. private _previousPickResult;
  96640. private _totalPointersPressed;
  96641. private _doubleClickOccured;
  96642. private _pointerOverMesh;
  96643. private _pickedDownMesh;
  96644. private _pickedUpMesh;
  96645. private _pointerX;
  96646. private _pointerY;
  96647. private _unTranslatedPointerX;
  96648. private _unTranslatedPointerY;
  96649. private _startingPointerPosition;
  96650. private _previousStartingPointerPosition;
  96651. private _startingPointerTime;
  96652. private _previousStartingPointerTime;
  96653. private _pointerCaptures;
  96654. private _onKeyDown;
  96655. private _onKeyUp;
  96656. private _onCanvasFocusObserver;
  96657. private _onCanvasBlurObserver;
  96658. private _scene;
  96659. /**
  96660. * Creates a new InputManager
  96661. * @param scene defines the hosting scene
  96662. */
  96663. constructor(scene: Scene);
  96664. /**
  96665. * Gets the mesh that is currently under the pointer
  96666. */
  96667. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96668. /**
  96669. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  96670. */
  96671. readonly unTranslatedPointer: Vector2;
  96672. /**
  96673. * Gets or sets the current on-screen X position of the pointer
  96674. */
  96675. pointerX: number;
  96676. /**
  96677. * Gets or sets the current on-screen Y position of the pointer
  96678. */
  96679. pointerY: number;
  96680. private _updatePointerPosition;
  96681. private _processPointerMove;
  96682. private _setRayOnPointerInfo;
  96683. private _checkPrePointerObservable;
  96684. /**
  96685. * Use this method to simulate a pointer move on a mesh
  96686. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96687. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96688. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96689. */
  96690. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96691. /**
  96692. * Use this method to simulate a pointer down on a mesh
  96693. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96694. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96695. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96696. */
  96697. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96698. private _processPointerDown;
  96699. /** @hidden */
  96700. _isPointerSwiping(): boolean;
  96701. /**
  96702. * Use this method to simulate a pointer up on a mesh
  96703. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96704. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96705. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96706. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96707. */
  96708. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  96709. private _processPointerUp;
  96710. /**
  96711. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96712. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96713. * @returns true if the pointer was captured
  96714. */
  96715. isPointerCaptured(pointerId?: number): boolean;
  96716. /**
  96717. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96718. * @param attachUp defines if you want to attach events to pointerup
  96719. * @param attachDown defines if you want to attach events to pointerdown
  96720. * @param attachMove defines if you want to attach events to pointermove
  96721. */
  96722. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96723. /**
  96724. * Detaches all event handlers
  96725. */
  96726. detachControl(): void;
  96727. /**
  96728. * Force the value of meshUnderPointer
  96729. * @param mesh defines the mesh to use
  96730. */
  96731. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  96732. /**
  96733. * Gets the mesh under the pointer
  96734. * @returns a Mesh or null if no mesh is under the pointer
  96735. */
  96736. getPointerOverMesh(): Nullable<AbstractMesh>;
  96737. }
  96738. }
  96739. declare module BABYLON {
  96740. /**
  96741. * Helper class used to generate session unique ID
  96742. */
  96743. export class UniqueIdGenerator {
  96744. private static _UniqueIdCounter;
  96745. /**
  96746. * Gets an unique (relatively to the current scene) Id
  96747. */
  96748. static readonly UniqueId: number;
  96749. }
  96750. }
  96751. declare module BABYLON {
  96752. /**
  96753. * This class defines the direct association between an animation and a target
  96754. */
  96755. export class TargetedAnimation {
  96756. /**
  96757. * Animation to perform
  96758. */
  96759. animation: Animation;
  96760. /**
  96761. * Target to animate
  96762. */
  96763. target: any;
  96764. /**
  96765. * Serialize the object
  96766. * @returns the JSON object representing the current entity
  96767. */
  96768. serialize(): any;
  96769. }
  96770. /**
  96771. * Use this class to create coordinated animations on multiple targets
  96772. */
  96773. export class AnimationGroup implements IDisposable {
  96774. /** The name of the animation group */
  96775. name: string;
  96776. private _scene;
  96777. private _targetedAnimations;
  96778. private _animatables;
  96779. private _from;
  96780. private _to;
  96781. private _isStarted;
  96782. private _isPaused;
  96783. private _speedRatio;
  96784. private _loopAnimation;
  96785. /**
  96786. * Gets or sets the unique id of the node
  96787. */
  96788. uniqueId: number;
  96789. /**
  96790. * This observable will notify when one animation have ended
  96791. */
  96792. onAnimationEndObservable: Observable<TargetedAnimation>;
  96793. /**
  96794. * Observer raised when one animation loops
  96795. */
  96796. onAnimationLoopObservable: Observable<TargetedAnimation>;
  96797. /**
  96798. * This observable will notify when all animations have ended.
  96799. */
  96800. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  96801. /**
  96802. * This observable will notify when all animations have paused.
  96803. */
  96804. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  96805. /**
  96806. * This observable will notify when all animations are playing.
  96807. */
  96808. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  96809. /**
  96810. * Gets the first frame
  96811. */
  96812. readonly from: number;
  96813. /**
  96814. * Gets the last frame
  96815. */
  96816. readonly to: number;
  96817. /**
  96818. * Define if the animations are started
  96819. */
  96820. readonly isStarted: boolean;
  96821. /**
  96822. * Gets a value indicating that the current group is playing
  96823. */
  96824. readonly isPlaying: boolean;
  96825. /**
  96826. * Gets or sets the speed ratio to use for all animations
  96827. */
  96828. /**
  96829. * Gets or sets the speed ratio to use for all animations
  96830. */
  96831. speedRatio: number;
  96832. /**
  96833. * Gets or sets if all animations should loop or not
  96834. */
  96835. loopAnimation: boolean;
  96836. /**
  96837. * Gets the targeted animations for this animation group
  96838. */
  96839. readonly targetedAnimations: Array<TargetedAnimation>;
  96840. /**
  96841. * returning the list of animatables controlled by this animation group.
  96842. */
  96843. readonly animatables: Array<Animatable>;
  96844. /**
  96845. * Instantiates a new Animation Group.
  96846. * This helps managing several animations at once.
  96847. * @see http://doc.babylonjs.com/how_to/group
  96848. * @param name Defines the name of the group
  96849. * @param scene Defines the scene the group belongs to
  96850. */
  96851. constructor(
  96852. /** The name of the animation group */
  96853. name: string, scene?: Nullable<Scene>);
  96854. /**
  96855. * Add an animation (with its target) in the group
  96856. * @param animation defines the animation we want to add
  96857. * @param target defines the target of the animation
  96858. * @returns the TargetedAnimation object
  96859. */
  96860. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  96861. /**
  96862. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  96863. * It can add constant keys at begin or end
  96864. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  96865. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  96866. * @returns the animation group
  96867. */
  96868. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  96869. /**
  96870. * Start all animations on given targets
  96871. * @param loop defines if animations must loop
  96872. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  96873. * @param from defines the from key (optional)
  96874. * @param to defines the to key (optional)
  96875. * @returns the current animation group
  96876. */
  96877. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  96878. /**
  96879. * Pause all animations
  96880. * @returns the animation group
  96881. */
  96882. pause(): AnimationGroup;
  96883. /**
  96884. * Play all animations to initial state
  96885. * This function will start() the animations if they were not started or will restart() them if they were paused
  96886. * @param loop defines if animations must loop
  96887. * @returns the animation group
  96888. */
  96889. play(loop?: boolean): AnimationGroup;
  96890. /**
  96891. * Reset all animations to initial state
  96892. * @returns the animation group
  96893. */
  96894. reset(): AnimationGroup;
  96895. /**
  96896. * Restart animations from key 0
  96897. * @returns the animation group
  96898. */
  96899. restart(): AnimationGroup;
  96900. /**
  96901. * Stop all animations
  96902. * @returns the animation group
  96903. */
  96904. stop(): AnimationGroup;
  96905. /**
  96906. * Set animation weight for all animatables
  96907. * @param weight defines the weight to use
  96908. * @return the animationGroup
  96909. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96910. */
  96911. setWeightForAllAnimatables(weight: number): AnimationGroup;
  96912. /**
  96913. * Synchronize and normalize all animatables with a source animatable
  96914. * @param root defines the root animatable to synchronize with
  96915. * @return the animationGroup
  96916. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96917. */
  96918. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  96919. /**
  96920. * Goes to a specific frame in this animation group
  96921. * @param frame the frame number to go to
  96922. * @return the animationGroup
  96923. */
  96924. goToFrame(frame: number): AnimationGroup;
  96925. /**
  96926. * Dispose all associated resources
  96927. */
  96928. dispose(): void;
  96929. private _checkAnimationGroupEnded;
  96930. /**
  96931. * Clone the current animation group and returns a copy
  96932. * @param newName defines the name of the new group
  96933. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  96934. * @returns the new aniamtion group
  96935. */
  96936. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  96937. /**
  96938. * Serializes the animationGroup to an object
  96939. * @returns Serialized object
  96940. */
  96941. serialize(): any;
  96942. /**
  96943. * Returns a new AnimationGroup object parsed from the source provided.
  96944. * @param parsedAnimationGroup defines the source
  96945. * @param scene defines the scene that will receive the animationGroup
  96946. * @returns a new AnimationGroup
  96947. */
  96948. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  96949. /**
  96950. * Returns the string "AnimationGroup"
  96951. * @returns "AnimationGroup"
  96952. */
  96953. getClassName(): string;
  96954. /**
  96955. * Creates a detailled string about the object
  96956. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  96957. * @returns a string representing the object
  96958. */
  96959. toString(fullDetails?: boolean): string;
  96960. }
  96961. }
  96962. declare module BABYLON {
  96963. /**
  96964. * Define an interface for all classes that will hold resources
  96965. */
  96966. export interface IDisposable {
  96967. /**
  96968. * Releases all held resources
  96969. */
  96970. dispose(): void;
  96971. }
  96972. /** Interface defining initialization parameters for Scene class */
  96973. export interface SceneOptions {
  96974. /**
  96975. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  96976. * It will improve performance when the number of geometries becomes important.
  96977. */
  96978. useGeometryUniqueIdsMap?: boolean;
  96979. /**
  96980. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  96981. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96982. */
  96983. useMaterialMeshMap?: boolean;
  96984. /**
  96985. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  96986. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96987. */
  96988. useClonedMeshhMap?: boolean;
  96989. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  96990. virtual?: boolean;
  96991. }
  96992. /**
  96993. * Represents a scene to be rendered by the engine.
  96994. * @see http://doc.babylonjs.com/features/scene
  96995. */
  96996. export class Scene extends AbstractScene implements IAnimatable {
  96997. /** The fog is deactivated */
  96998. static readonly FOGMODE_NONE: number;
  96999. /** The fog density is following an exponential function */
  97000. static readonly FOGMODE_EXP: number;
  97001. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  97002. static readonly FOGMODE_EXP2: number;
  97003. /** The fog density is following a linear function. */
  97004. static readonly FOGMODE_LINEAR: number;
  97005. /**
  97006. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  97007. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97008. */
  97009. static MinDeltaTime: number;
  97010. /**
  97011. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  97012. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97013. */
  97014. static MaxDeltaTime: number;
  97015. /**
  97016. * Factory used to create the default material.
  97017. * @param name The name of the material to create
  97018. * @param scene The scene to create the material for
  97019. * @returns The default material
  97020. */
  97021. static DefaultMaterialFactory(scene: Scene): Material;
  97022. /**
  97023. * Factory used to create the a collision coordinator.
  97024. * @returns The collision coordinator
  97025. */
  97026. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  97027. /** @hidden */
  97028. _inputManager: InputManager;
  97029. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  97030. cameraToUseForPointers: Nullable<Camera>;
  97031. /** @hidden */
  97032. readonly _isScene: boolean;
  97033. /**
  97034. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  97035. */
  97036. autoClear: boolean;
  97037. /**
  97038. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  97039. */
  97040. autoClearDepthAndStencil: boolean;
  97041. /**
  97042. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  97043. */
  97044. clearColor: Color4;
  97045. /**
  97046. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  97047. */
  97048. ambientColor: Color3;
  97049. /**
  97050. * This is use to store the default BRDF lookup for PBR materials in your scene.
  97051. * It should only be one of the following (if not the default embedded one):
  97052. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  97053. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  97054. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  97055. * The material properties need to be setup according to the type of texture in use.
  97056. */
  97057. environmentBRDFTexture: BaseTexture;
  97058. /** @hidden */
  97059. protected _environmentTexture: Nullable<BaseTexture>;
  97060. /**
  97061. * Texture used in all pbr material as the reflection texture.
  97062. * As in the majority of the scene they are the same (exception for multi room and so on),
  97063. * this is easier to reference from here than from all the materials.
  97064. */
  97065. /**
  97066. * Texture used in all pbr material as the reflection texture.
  97067. * As in the majority of the scene they are the same (exception for multi room and so on),
  97068. * this is easier to set here than in all the materials.
  97069. */
  97070. environmentTexture: Nullable<BaseTexture>;
  97071. /** @hidden */
  97072. protected _environmentIntensity: number;
  97073. /**
  97074. * Intensity of the environment in all pbr material.
  97075. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97076. * As in the majority of the scene they are the same (exception for multi room and so on),
  97077. * this is easier to reference from here than from all the materials.
  97078. */
  97079. /**
  97080. * Intensity of the environment in all pbr material.
  97081. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97082. * As in the majority of the scene they are the same (exception for multi room and so on),
  97083. * this is easier to set here than in all the materials.
  97084. */
  97085. environmentIntensity: number;
  97086. /** @hidden */
  97087. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  97088. /**
  97089. * Default image processing configuration used either in the rendering
  97090. * Forward main pass or through the imageProcessingPostProcess if present.
  97091. * As in the majority of the scene they are the same (exception for multi camera),
  97092. * this is easier to reference from here than from all the materials and post process.
  97093. *
  97094. * No setter as we it is a shared configuration, you can set the values instead.
  97095. */
  97096. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  97097. private _forceWireframe;
  97098. /**
  97099. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  97100. */
  97101. forceWireframe: boolean;
  97102. private _forcePointsCloud;
  97103. /**
  97104. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  97105. */
  97106. forcePointsCloud: boolean;
  97107. /**
  97108. * Gets or sets the active clipplane 1
  97109. */
  97110. clipPlane: Nullable<Plane>;
  97111. /**
  97112. * Gets or sets the active clipplane 2
  97113. */
  97114. clipPlane2: Nullable<Plane>;
  97115. /**
  97116. * Gets or sets the active clipplane 3
  97117. */
  97118. clipPlane3: Nullable<Plane>;
  97119. /**
  97120. * Gets or sets the active clipplane 4
  97121. */
  97122. clipPlane4: Nullable<Plane>;
  97123. /**
  97124. * Gets or sets a boolean indicating if animations are enabled
  97125. */
  97126. animationsEnabled: boolean;
  97127. private _animationPropertiesOverride;
  97128. /**
  97129. * Gets or sets the animation properties override
  97130. */
  97131. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  97132. /**
  97133. * Gets or sets a boolean indicating if a constant deltatime has to be used
  97134. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  97135. */
  97136. useConstantAnimationDeltaTime: boolean;
  97137. /**
  97138. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  97139. * Please note that it requires to run a ray cast through the scene on every frame
  97140. */
  97141. constantlyUpdateMeshUnderPointer: boolean;
  97142. /**
  97143. * Defines the HTML cursor to use when hovering over interactive elements
  97144. */
  97145. hoverCursor: string;
  97146. /**
  97147. * Defines the HTML default cursor to use (empty by default)
  97148. */
  97149. defaultCursor: string;
  97150. /**
  97151. * This is used to call preventDefault() on pointer down
  97152. * in order to block unwanted artifacts like system double clicks
  97153. */
  97154. preventDefaultOnPointerDown: boolean;
  97155. /**
  97156. * This is used to call preventDefault() on pointer up
  97157. * in order to block unwanted artifacts like system double clicks
  97158. */
  97159. preventDefaultOnPointerUp: boolean;
  97160. /**
  97161. * Gets or sets user defined metadata
  97162. */
  97163. metadata: any;
  97164. /**
  97165. * For internal use only. Please do not use.
  97166. */
  97167. reservedDataStore: any;
  97168. /**
  97169. * Gets the name of the plugin used to load this scene (null by default)
  97170. */
  97171. loadingPluginName: string;
  97172. /**
  97173. * Use this array to add regular expressions used to disable offline support for specific urls
  97174. */
  97175. disableOfflineSupportExceptionRules: RegExp[];
  97176. /**
  97177. * An event triggered when the scene is disposed.
  97178. */
  97179. onDisposeObservable: Observable<Scene>;
  97180. private _onDisposeObserver;
  97181. /** Sets a function to be executed when this scene is disposed. */
  97182. onDispose: () => void;
  97183. /**
  97184. * An event triggered before rendering the scene (right after animations and physics)
  97185. */
  97186. onBeforeRenderObservable: Observable<Scene>;
  97187. private _onBeforeRenderObserver;
  97188. /** Sets a function to be executed before rendering this scene */
  97189. beforeRender: Nullable<() => void>;
  97190. /**
  97191. * An event triggered after rendering the scene
  97192. */
  97193. onAfterRenderObservable: Observable<Scene>;
  97194. /**
  97195. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  97196. */
  97197. onAfterRenderCameraObservable: Observable<Camera>;
  97198. private _onAfterRenderObserver;
  97199. /** Sets a function to be executed after rendering this scene */
  97200. afterRender: Nullable<() => void>;
  97201. /**
  97202. * An event triggered before animating the scene
  97203. */
  97204. onBeforeAnimationsObservable: Observable<Scene>;
  97205. /**
  97206. * An event triggered after animations processing
  97207. */
  97208. onAfterAnimationsObservable: Observable<Scene>;
  97209. /**
  97210. * An event triggered before draw calls are ready to be sent
  97211. */
  97212. onBeforeDrawPhaseObservable: Observable<Scene>;
  97213. /**
  97214. * An event triggered after draw calls have been sent
  97215. */
  97216. onAfterDrawPhaseObservable: Observable<Scene>;
  97217. /**
  97218. * An event triggered when the scene is ready
  97219. */
  97220. onReadyObservable: Observable<Scene>;
  97221. /**
  97222. * An event triggered before rendering a camera
  97223. */
  97224. onBeforeCameraRenderObservable: Observable<Camera>;
  97225. private _onBeforeCameraRenderObserver;
  97226. /** Sets a function to be executed before rendering a camera*/
  97227. beforeCameraRender: () => void;
  97228. /**
  97229. * An event triggered after rendering a camera
  97230. */
  97231. onAfterCameraRenderObservable: Observable<Camera>;
  97232. private _onAfterCameraRenderObserver;
  97233. /** Sets a function to be executed after rendering a camera*/
  97234. afterCameraRender: () => void;
  97235. /**
  97236. * An event triggered when active meshes evaluation is about to start
  97237. */
  97238. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  97239. /**
  97240. * An event triggered when active meshes evaluation is done
  97241. */
  97242. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  97243. /**
  97244. * An event triggered when particles rendering is about to start
  97245. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97246. */
  97247. onBeforeParticlesRenderingObservable: Observable<Scene>;
  97248. /**
  97249. * An event triggered when particles rendering is done
  97250. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97251. */
  97252. onAfterParticlesRenderingObservable: Observable<Scene>;
  97253. /**
  97254. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  97255. */
  97256. onDataLoadedObservable: Observable<Scene>;
  97257. /**
  97258. * An event triggered when a camera is created
  97259. */
  97260. onNewCameraAddedObservable: Observable<Camera>;
  97261. /**
  97262. * An event triggered when a camera is removed
  97263. */
  97264. onCameraRemovedObservable: Observable<Camera>;
  97265. /**
  97266. * An event triggered when a light is created
  97267. */
  97268. onNewLightAddedObservable: Observable<Light>;
  97269. /**
  97270. * An event triggered when a light is removed
  97271. */
  97272. onLightRemovedObservable: Observable<Light>;
  97273. /**
  97274. * An event triggered when a geometry is created
  97275. */
  97276. onNewGeometryAddedObservable: Observable<Geometry>;
  97277. /**
  97278. * An event triggered when a geometry is removed
  97279. */
  97280. onGeometryRemovedObservable: Observable<Geometry>;
  97281. /**
  97282. * An event triggered when a transform node is created
  97283. */
  97284. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  97285. /**
  97286. * An event triggered when a transform node is removed
  97287. */
  97288. onTransformNodeRemovedObservable: Observable<TransformNode>;
  97289. /**
  97290. * An event triggered when a mesh is created
  97291. */
  97292. onNewMeshAddedObservable: Observable<AbstractMesh>;
  97293. /**
  97294. * An event triggered when a mesh is removed
  97295. */
  97296. onMeshRemovedObservable: Observable<AbstractMesh>;
  97297. /**
  97298. * An event triggered when a skeleton is created
  97299. */
  97300. onNewSkeletonAddedObservable: Observable<Skeleton>;
  97301. /**
  97302. * An event triggered when a skeleton is removed
  97303. */
  97304. onSkeletonRemovedObservable: Observable<Skeleton>;
  97305. /**
  97306. * An event triggered when a material is created
  97307. */
  97308. onNewMaterialAddedObservable: Observable<Material>;
  97309. /**
  97310. * An event triggered when a material is removed
  97311. */
  97312. onMaterialRemovedObservable: Observable<Material>;
  97313. /**
  97314. * An event triggered when a texture is created
  97315. */
  97316. onNewTextureAddedObservable: Observable<BaseTexture>;
  97317. /**
  97318. * An event triggered when a texture is removed
  97319. */
  97320. onTextureRemovedObservable: Observable<BaseTexture>;
  97321. /**
  97322. * An event triggered when render targets are about to be rendered
  97323. * Can happen multiple times per frame.
  97324. */
  97325. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  97326. /**
  97327. * An event triggered when render targets were rendered.
  97328. * Can happen multiple times per frame.
  97329. */
  97330. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  97331. /**
  97332. * An event triggered before calculating deterministic simulation step
  97333. */
  97334. onBeforeStepObservable: Observable<Scene>;
  97335. /**
  97336. * An event triggered after calculating deterministic simulation step
  97337. */
  97338. onAfterStepObservable: Observable<Scene>;
  97339. /**
  97340. * An event triggered when the activeCamera property is updated
  97341. */
  97342. onActiveCameraChanged: Observable<Scene>;
  97343. /**
  97344. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  97345. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97346. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  97347. */
  97348. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97349. /**
  97350. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  97351. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97352. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  97353. */
  97354. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97355. /**
  97356. * This Observable will when a mesh has been imported into the scene.
  97357. */
  97358. onMeshImportedObservable: Observable<AbstractMesh>;
  97359. /**
  97360. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  97361. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  97362. */
  97363. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  97364. /** @hidden */
  97365. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  97366. /**
  97367. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  97368. */
  97369. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  97370. /**
  97371. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  97372. */
  97373. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  97374. /**
  97375. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  97376. */
  97377. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  97378. /** Callback called when a pointer move is detected */
  97379. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97380. /** Callback called when a pointer down is detected */
  97381. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97382. /** Callback called when a pointer up is detected */
  97383. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  97384. /** Callback called when a pointer pick is detected */
  97385. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  97386. /**
  97387. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  97388. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  97389. */
  97390. onPrePointerObservable: Observable<PointerInfoPre>;
  97391. /**
  97392. * Observable event triggered each time an input event is received from the rendering canvas
  97393. */
  97394. onPointerObservable: Observable<PointerInfo>;
  97395. /**
  97396. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  97397. */
  97398. readonly unTranslatedPointer: Vector2;
  97399. /**
  97400. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  97401. */
  97402. static DragMovementThreshold: number;
  97403. /**
  97404. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  97405. */
  97406. static LongPressDelay: number;
  97407. /**
  97408. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  97409. */
  97410. static DoubleClickDelay: number;
  97411. /** If you need to check double click without raising a single click at first click, enable this flag */
  97412. static ExclusiveDoubleClickMode: boolean;
  97413. /** @hidden */
  97414. _mirroredCameraPosition: Nullable<Vector3>;
  97415. /**
  97416. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  97417. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  97418. */
  97419. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  97420. /**
  97421. * Observable event triggered each time an keyboard event is received from the hosting window
  97422. */
  97423. onKeyboardObservable: Observable<KeyboardInfo>;
  97424. private _useRightHandedSystem;
  97425. /**
  97426. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  97427. */
  97428. useRightHandedSystem: boolean;
  97429. private _timeAccumulator;
  97430. private _currentStepId;
  97431. private _currentInternalStep;
  97432. /**
  97433. * Sets the step Id used by deterministic lock step
  97434. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97435. * @param newStepId defines the step Id
  97436. */
  97437. setStepId(newStepId: number): void;
  97438. /**
  97439. * Gets the step Id used by deterministic lock step
  97440. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97441. * @returns the step Id
  97442. */
  97443. getStepId(): number;
  97444. /**
  97445. * Gets the internal step used by deterministic lock step
  97446. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97447. * @returns the internal step
  97448. */
  97449. getInternalStep(): number;
  97450. private _fogEnabled;
  97451. /**
  97452. * Gets or sets a boolean indicating if fog is enabled on this scene
  97453. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97454. * (Default is true)
  97455. */
  97456. fogEnabled: boolean;
  97457. private _fogMode;
  97458. /**
  97459. * Gets or sets the fog mode to use
  97460. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97461. * | mode | value |
  97462. * | --- | --- |
  97463. * | FOGMODE_NONE | 0 |
  97464. * | FOGMODE_EXP | 1 |
  97465. * | FOGMODE_EXP2 | 2 |
  97466. * | FOGMODE_LINEAR | 3 |
  97467. */
  97468. fogMode: number;
  97469. /**
  97470. * Gets or sets the fog color to use
  97471. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97472. * (Default is Color3(0.2, 0.2, 0.3))
  97473. */
  97474. fogColor: Color3;
  97475. /**
  97476. * Gets or sets the fog density to use
  97477. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97478. * (Default is 0.1)
  97479. */
  97480. fogDensity: number;
  97481. /**
  97482. * Gets or sets the fog start distance to use
  97483. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97484. * (Default is 0)
  97485. */
  97486. fogStart: number;
  97487. /**
  97488. * Gets or sets the fog end distance to use
  97489. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97490. * (Default is 1000)
  97491. */
  97492. fogEnd: number;
  97493. private _shadowsEnabled;
  97494. /**
  97495. * Gets or sets a boolean indicating if shadows are enabled on this scene
  97496. */
  97497. shadowsEnabled: boolean;
  97498. private _lightsEnabled;
  97499. /**
  97500. * Gets or sets a boolean indicating if lights are enabled on this scene
  97501. */
  97502. lightsEnabled: boolean;
  97503. /** All of the active cameras added to this scene. */
  97504. activeCameras: Camera[];
  97505. /** @hidden */
  97506. _activeCamera: Nullable<Camera>;
  97507. /** Gets or sets the current active camera */
  97508. activeCamera: Nullable<Camera>;
  97509. private _defaultMaterial;
  97510. /** The default material used on meshes when no material is affected */
  97511. /** The default material used on meshes when no material is affected */
  97512. defaultMaterial: Material;
  97513. private _texturesEnabled;
  97514. /**
  97515. * Gets or sets a boolean indicating if textures are enabled on this scene
  97516. */
  97517. texturesEnabled: boolean;
  97518. /**
  97519. * Gets or sets a boolean indicating if particles are enabled on this scene
  97520. */
  97521. particlesEnabled: boolean;
  97522. /**
  97523. * Gets or sets a boolean indicating if sprites are enabled on this scene
  97524. */
  97525. spritesEnabled: boolean;
  97526. private _skeletonsEnabled;
  97527. /**
  97528. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  97529. */
  97530. skeletonsEnabled: boolean;
  97531. /**
  97532. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  97533. */
  97534. lensFlaresEnabled: boolean;
  97535. /**
  97536. * Gets or sets a boolean indicating if collisions are enabled on this scene
  97537. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97538. */
  97539. collisionsEnabled: boolean;
  97540. private _collisionCoordinator;
  97541. /** @hidden */
  97542. readonly collisionCoordinator: ICollisionCoordinator;
  97543. /**
  97544. * Defines the gravity applied to this scene (used only for collisions)
  97545. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97546. */
  97547. gravity: Vector3;
  97548. /**
  97549. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  97550. */
  97551. postProcessesEnabled: boolean;
  97552. /**
  97553. * The list of postprocesses added to the scene
  97554. */
  97555. postProcesses: PostProcess[];
  97556. /**
  97557. * Gets the current postprocess manager
  97558. */
  97559. postProcessManager: PostProcessManager;
  97560. /**
  97561. * Gets or sets a boolean indicating if render targets are enabled on this scene
  97562. */
  97563. renderTargetsEnabled: boolean;
  97564. /**
  97565. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  97566. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  97567. */
  97568. dumpNextRenderTargets: boolean;
  97569. /**
  97570. * The list of user defined render targets added to the scene
  97571. */
  97572. customRenderTargets: RenderTargetTexture[];
  97573. /**
  97574. * Defines if texture loading must be delayed
  97575. * If true, textures will only be loaded when they need to be rendered
  97576. */
  97577. useDelayedTextureLoading: boolean;
  97578. /**
  97579. * Gets the list of meshes imported to the scene through SceneLoader
  97580. */
  97581. importedMeshesFiles: String[];
  97582. /**
  97583. * Gets or sets a boolean indicating if probes are enabled on this scene
  97584. */
  97585. probesEnabled: boolean;
  97586. /**
  97587. * Gets or sets the current offline provider to use to store scene data
  97588. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  97589. */
  97590. offlineProvider: IOfflineProvider;
  97591. /**
  97592. * Gets or sets the action manager associated with the scene
  97593. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  97594. */
  97595. actionManager: AbstractActionManager;
  97596. private _meshesForIntersections;
  97597. /**
  97598. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  97599. */
  97600. proceduralTexturesEnabled: boolean;
  97601. private _engine;
  97602. private _totalVertices;
  97603. /** @hidden */
  97604. _activeIndices: PerfCounter;
  97605. /** @hidden */
  97606. _activeParticles: PerfCounter;
  97607. /** @hidden */
  97608. _activeBones: PerfCounter;
  97609. private _animationRatio;
  97610. /** @hidden */
  97611. _animationTimeLast: number;
  97612. /** @hidden */
  97613. _animationTime: number;
  97614. /**
  97615. * Gets or sets a general scale for animation speed
  97616. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  97617. */
  97618. animationTimeScale: number;
  97619. /** @hidden */
  97620. _cachedMaterial: Nullable<Material>;
  97621. /** @hidden */
  97622. _cachedEffect: Nullable<Effect>;
  97623. /** @hidden */
  97624. _cachedVisibility: Nullable<number>;
  97625. private _renderId;
  97626. private _frameId;
  97627. private _executeWhenReadyTimeoutId;
  97628. private _intermediateRendering;
  97629. private _viewUpdateFlag;
  97630. private _projectionUpdateFlag;
  97631. /** @hidden */
  97632. _toBeDisposed: Nullable<IDisposable>[];
  97633. private _activeRequests;
  97634. /** @hidden */
  97635. _pendingData: any[];
  97636. private _isDisposed;
  97637. /**
  97638. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  97639. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  97640. */
  97641. dispatchAllSubMeshesOfActiveMeshes: boolean;
  97642. private _activeMeshes;
  97643. private _processedMaterials;
  97644. private _renderTargets;
  97645. /** @hidden */
  97646. _activeParticleSystems: SmartArray<IParticleSystem>;
  97647. private _activeSkeletons;
  97648. private _softwareSkinnedMeshes;
  97649. private _renderingManager;
  97650. /** @hidden */
  97651. _activeAnimatables: Animatable[];
  97652. private _transformMatrix;
  97653. private _sceneUbo;
  97654. /** @hidden */
  97655. _viewMatrix: Matrix;
  97656. private _projectionMatrix;
  97657. /** @hidden */
  97658. _forcedViewPosition: Nullable<Vector3>;
  97659. /** @hidden */
  97660. _frustumPlanes: Plane[];
  97661. /**
  97662. * Gets the list of frustum planes (built from the active camera)
  97663. */
  97664. readonly frustumPlanes: Plane[];
  97665. /**
  97666. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  97667. * This is useful if there are more lights that the maximum simulteanous authorized
  97668. */
  97669. requireLightSorting: boolean;
  97670. /** @hidden */
  97671. readonly useMaterialMeshMap: boolean;
  97672. /** @hidden */
  97673. readonly useClonedMeshhMap: boolean;
  97674. private _externalData;
  97675. private _uid;
  97676. /**
  97677. * @hidden
  97678. * Backing store of defined scene components.
  97679. */
  97680. _components: ISceneComponent[];
  97681. /**
  97682. * @hidden
  97683. * Backing store of defined scene components.
  97684. */
  97685. _serializableComponents: ISceneSerializableComponent[];
  97686. /**
  97687. * List of components to register on the next registration step.
  97688. */
  97689. private _transientComponents;
  97690. /**
  97691. * Registers the transient components if needed.
  97692. */
  97693. private _registerTransientComponents;
  97694. /**
  97695. * @hidden
  97696. * Add a component to the scene.
  97697. * Note that the ccomponent could be registered on th next frame if this is called after
  97698. * the register component stage.
  97699. * @param component Defines the component to add to the scene
  97700. */
  97701. _addComponent(component: ISceneComponent): void;
  97702. /**
  97703. * @hidden
  97704. * Gets a component from the scene.
  97705. * @param name defines the name of the component to retrieve
  97706. * @returns the component or null if not present
  97707. */
  97708. _getComponent(name: string): Nullable<ISceneComponent>;
  97709. /**
  97710. * @hidden
  97711. * Defines the actions happening before camera updates.
  97712. */
  97713. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  97714. /**
  97715. * @hidden
  97716. * Defines the actions happening before clear the canvas.
  97717. */
  97718. _beforeClearStage: Stage<SimpleStageAction>;
  97719. /**
  97720. * @hidden
  97721. * Defines the actions when collecting render targets for the frame.
  97722. */
  97723. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97724. /**
  97725. * @hidden
  97726. * Defines the actions happening for one camera in the frame.
  97727. */
  97728. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97729. /**
  97730. * @hidden
  97731. * Defines the actions happening during the per mesh ready checks.
  97732. */
  97733. _isReadyForMeshStage: Stage<MeshStageAction>;
  97734. /**
  97735. * @hidden
  97736. * Defines the actions happening before evaluate active mesh checks.
  97737. */
  97738. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  97739. /**
  97740. * @hidden
  97741. * Defines the actions happening during the evaluate sub mesh checks.
  97742. */
  97743. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  97744. /**
  97745. * @hidden
  97746. * Defines the actions happening during the active mesh stage.
  97747. */
  97748. _activeMeshStage: Stage<ActiveMeshStageAction>;
  97749. /**
  97750. * @hidden
  97751. * Defines the actions happening during the per camera render target step.
  97752. */
  97753. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  97754. /**
  97755. * @hidden
  97756. * Defines the actions happening just before the active camera is drawing.
  97757. */
  97758. _beforeCameraDrawStage: Stage<CameraStageAction>;
  97759. /**
  97760. * @hidden
  97761. * Defines the actions happening just before a render target is drawing.
  97762. */
  97763. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97764. /**
  97765. * @hidden
  97766. * Defines the actions happening just before a rendering group is drawing.
  97767. */
  97768. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97769. /**
  97770. * @hidden
  97771. * Defines the actions happening just before a mesh is drawing.
  97772. */
  97773. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97774. /**
  97775. * @hidden
  97776. * Defines the actions happening just after a mesh has been drawn.
  97777. */
  97778. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97779. /**
  97780. * @hidden
  97781. * Defines the actions happening just after a rendering group has been drawn.
  97782. */
  97783. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97784. /**
  97785. * @hidden
  97786. * Defines the actions happening just after the active camera has been drawn.
  97787. */
  97788. _afterCameraDrawStage: Stage<CameraStageAction>;
  97789. /**
  97790. * @hidden
  97791. * Defines the actions happening just after a render target has been drawn.
  97792. */
  97793. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97794. /**
  97795. * @hidden
  97796. * Defines the actions happening just after rendering all cameras and computing intersections.
  97797. */
  97798. _afterRenderStage: Stage<SimpleStageAction>;
  97799. /**
  97800. * @hidden
  97801. * Defines the actions happening when a pointer move event happens.
  97802. */
  97803. _pointerMoveStage: Stage<PointerMoveStageAction>;
  97804. /**
  97805. * @hidden
  97806. * Defines the actions happening when a pointer down event happens.
  97807. */
  97808. _pointerDownStage: Stage<PointerUpDownStageAction>;
  97809. /**
  97810. * @hidden
  97811. * Defines the actions happening when a pointer up event happens.
  97812. */
  97813. _pointerUpStage: Stage<PointerUpDownStageAction>;
  97814. /**
  97815. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  97816. */
  97817. private geometriesByUniqueId;
  97818. /**
  97819. * Creates a new Scene
  97820. * @param engine defines the engine to use to render this scene
  97821. * @param options defines the scene options
  97822. */
  97823. constructor(engine: Engine, options?: SceneOptions);
  97824. /**
  97825. * Gets a string idenfifying the name of the class
  97826. * @returns "Scene" string
  97827. */
  97828. getClassName(): string;
  97829. private _defaultMeshCandidates;
  97830. /**
  97831. * @hidden
  97832. */
  97833. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  97834. private _defaultSubMeshCandidates;
  97835. /**
  97836. * @hidden
  97837. */
  97838. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  97839. /**
  97840. * Sets the default candidate providers for the scene.
  97841. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  97842. * and getCollidingSubMeshCandidates to their default function
  97843. */
  97844. setDefaultCandidateProviders(): void;
  97845. /**
  97846. * Gets the mesh that is currently under the pointer
  97847. */
  97848. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97849. /**
  97850. * Gets or sets the current on-screen X position of the pointer
  97851. */
  97852. pointerX: number;
  97853. /**
  97854. * Gets or sets the current on-screen Y position of the pointer
  97855. */
  97856. pointerY: number;
  97857. /**
  97858. * Gets the cached material (ie. the latest rendered one)
  97859. * @returns the cached material
  97860. */
  97861. getCachedMaterial(): Nullable<Material>;
  97862. /**
  97863. * Gets the cached effect (ie. the latest rendered one)
  97864. * @returns the cached effect
  97865. */
  97866. getCachedEffect(): Nullable<Effect>;
  97867. /**
  97868. * Gets the cached visibility state (ie. the latest rendered one)
  97869. * @returns the cached visibility state
  97870. */
  97871. getCachedVisibility(): Nullable<number>;
  97872. /**
  97873. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  97874. * @param material defines the current material
  97875. * @param effect defines the current effect
  97876. * @param visibility defines the current visibility state
  97877. * @returns true if one parameter is not cached
  97878. */
  97879. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  97880. /**
  97881. * Gets the engine associated with the scene
  97882. * @returns an Engine
  97883. */
  97884. getEngine(): Engine;
  97885. /**
  97886. * Gets the total number of vertices rendered per frame
  97887. * @returns the total number of vertices rendered per frame
  97888. */
  97889. getTotalVertices(): number;
  97890. /**
  97891. * Gets the performance counter for total vertices
  97892. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97893. */
  97894. readonly totalVerticesPerfCounter: PerfCounter;
  97895. /**
  97896. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  97897. * @returns the total number of active indices rendered per frame
  97898. */
  97899. getActiveIndices(): number;
  97900. /**
  97901. * Gets the performance counter for active indices
  97902. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97903. */
  97904. readonly totalActiveIndicesPerfCounter: PerfCounter;
  97905. /**
  97906. * Gets the total number of active particles rendered per frame
  97907. * @returns the total number of active particles rendered per frame
  97908. */
  97909. getActiveParticles(): number;
  97910. /**
  97911. * Gets the performance counter for active particles
  97912. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97913. */
  97914. readonly activeParticlesPerfCounter: PerfCounter;
  97915. /**
  97916. * Gets the total number of active bones rendered per frame
  97917. * @returns the total number of active bones rendered per frame
  97918. */
  97919. getActiveBones(): number;
  97920. /**
  97921. * Gets the performance counter for active bones
  97922. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97923. */
  97924. readonly activeBonesPerfCounter: PerfCounter;
  97925. /**
  97926. * Gets the array of active meshes
  97927. * @returns an array of AbstractMesh
  97928. */
  97929. getActiveMeshes(): SmartArray<AbstractMesh>;
  97930. /**
  97931. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  97932. * @returns a number
  97933. */
  97934. getAnimationRatio(): number;
  97935. /**
  97936. * Gets an unique Id for the current render phase
  97937. * @returns a number
  97938. */
  97939. getRenderId(): number;
  97940. /**
  97941. * Gets an unique Id for the current frame
  97942. * @returns a number
  97943. */
  97944. getFrameId(): number;
  97945. /** Call this function if you want to manually increment the render Id*/
  97946. incrementRenderId(): void;
  97947. private _createUbo;
  97948. /**
  97949. * Use this method to simulate a pointer move on a mesh
  97950. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97951. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97952. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97953. * @returns the current scene
  97954. */
  97955. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97956. /**
  97957. * Use this method to simulate a pointer down on a mesh
  97958. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97959. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97960. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97961. * @returns the current scene
  97962. */
  97963. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97964. /**
  97965. * Use this method to simulate a pointer up on a mesh
  97966. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97967. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97968. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97969. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97970. * @returns the current scene
  97971. */
  97972. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  97973. /**
  97974. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97975. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97976. * @returns true if the pointer was captured
  97977. */
  97978. isPointerCaptured(pointerId?: number): boolean;
  97979. /**
  97980. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97981. * @param attachUp defines if you want to attach events to pointerup
  97982. * @param attachDown defines if you want to attach events to pointerdown
  97983. * @param attachMove defines if you want to attach events to pointermove
  97984. */
  97985. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97986. /** Detaches all event handlers*/
  97987. detachControl(): void;
  97988. /**
  97989. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  97990. * Delay loaded resources are not taking in account
  97991. * @return true if all required resources are ready
  97992. */
  97993. isReady(): boolean;
  97994. /** Resets all cached information relative to material (including effect and visibility) */
  97995. resetCachedMaterial(): void;
  97996. /**
  97997. * Registers a function to be called before every frame render
  97998. * @param func defines the function to register
  97999. */
  98000. registerBeforeRender(func: () => void): void;
  98001. /**
  98002. * Unregisters a function called before every frame render
  98003. * @param func defines the function to unregister
  98004. */
  98005. unregisterBeforeRender(func: () => void): void;
  98006. /**
  98007. * Registers a function to be called after every frame render
  98008. * @param func defines the function to register
  98009. */
  98010. registerAfterRender(func: () => void): void;
  98011. /**
  98012. * Unregisters a function called after every frame render
  98013. * @param func defines the function to unregister
  98014. */
  98015. unregisterAfterRender(func: () => void): void;
  98016. private _executeOnceBeforeRender;
  98017. /**
  98018. * The provided function will run before render once and will be disposed afterwards.
  98019. * A timeout delay can be provided so that the function will be executed in N ms.
  98020. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  98021. * @param func The function to be executed.
  98022. * @param timeout optional delay in ms
  98023. */
  98024. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  98025. /** @hidden */
  98026. _addPendingData(data: any): void;
  98027. /** @hidden */
  98028. _removePendingData(data: any): void;
  98029. /**
  98030. * Returns the number of items waiting to be loaded
  98031. * @returns the number of items waiting to be loaded
  98032. */
  98033. getWaitingItemsCount(): number;
  98034. /**
  98035. * Returns a boolean indicating if the scene is still loading data
  98036. */
  98037. readonly isLoading: boolean;
  98038. /**
  98039. * Registers a function to be executed when the scene is ready
  98040. * @param {Function} func - the function to be executed
  98041. */
  98042. executeWhenReady(func: () => void): void;
  98043. /**
  98044. * Returns a promise that resolves when the scene is ready
  98045. * @returns A promise that resolves when the scene is ready
  98046. */
  98047. whenReadyAsync(): Promise<void>;
  98048. /** @hidden */
  98049. _checkIsReady(): void;
  98050. /**
  98051. * Gets all animatable attached to the scene
  98052. */
  98053. readonly animatables: Animatable[];
  98054. /**
  98055. * Resets the last animation time frame.
  98056. * Useful to override when animations start running when loading a scene for the first time.
  98057. */
  98058. resetLastAnimationTimeFrame(): void;
  98059. /**
  98060. * Gets the current view matrix
  98061. * @returns a Matrix
  98062. */
  98063. getViewMatrix(): Matrix;
  98064. /**
  98065. * Gets the current projection matrix
  98066. * @returns a Matrix
  98067. */
  98068. getProjectionMatrix(): Matrix;
  98069. /**
  98070. * Gets the current transform matrix
  98071. * @returns a Matrix made of View * Projection
  98072. */
  98073. getTransformMatrix(): Matrix;
  98074. /**
  98075. * Sets the current transform matrix
  98076. * @param viewL defines the View matrix to use
  98077. * @param projectionL defines the Projection matrix to use
  98078. * @param viewR defines the right View matrix to use (if provided)
  98079. * @param projectionR defines the right Projection matrix to use (if provided)
  98080. */
  98081. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  98082. /**
  98083. * Gets the uniform buffer used to store scene data
  98084. * @returns a UniformBuffer
  98085. */
  98086. getSceneUniformBuffer(): UniformBuffer;
  98087. /**
  98088. * Gets an unique (relatively to the current scene) Id
  98089. * @returns an unique number for the scene
  98090. */
  98091. getUniqueId(): number;
  98092. /**
  98093. * Add a mesh to the list of scene's meshes
  98094. * @param newMesh defines the mesh to add
  98095. * @param recursive if all child meshes should also be added to the scene
  98096. */
  98097. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  98098. /**
  98099. * Remove a mesh for the list of scene's meshes
  98100. * @param toRemove defines the mesh to remove
  98101. * @param recursive if all child meshes should also be removed from the scene
  98102. * @returns the index where the mesh was in the mesh list
  98103. */
  98104. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  98105. /**
  98106. * Add a transform node to the list of scene's transform nodes
  98107. * @param newTransformNode defines the transform node to add
  98108. */
  98109. addTransformNode(newTransformNode: TransformNode): void;
  98110. /**
  98111. * Remove a transform node for the list of scene's transform nodes
  98112. * @param toRemove defines the transform node to remove
  98113. * @returns the index where the transform node was in the transform node list
  98114. */
  98115. removeTransformNode(toRemove: TransformNode): number;
  98116. /**
  98117. * Remove a skeleton for the list of scene's skeletons
  98118. * @param toRemove defines the skeleton to remove
  98119. * @returns the index where the skeleton was in the skeleton list
  98120. */
  98121. removeSkeleton(toRemove: Skeleton): number;
  98122. /**
  98123. * Remove a morph target for the list of scene's morph targets
  98124. * @param toRemove defines the morph target to remove
  98125. * @returns the index where the morph target was in the morph target list
  98126. */
  98127. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  98128. /**
  98129. * Remove a light for the list of scene's lights
  98130. * @param toRemove defines the light to remove
  98131. * @returns the index where the light was in the light list
  98132. */
  98133. removeLight(toRemove: Light): number;
  98134. /**
  98135. * Remove a camera for the list of scene's cameras
  98136. * @param toRemove defines the camera to remove
  98137. * @returns the index where the camera was in the camera list
  98138. */
  98139. removeCamera(toRemove: Camera): number;
  98140. /**
  98141. * Remove a particle system for the list of scene's particle systems
  98142. * @param toRemove defines the particle system to remove
  98143. * @returns the index where the particle system was in the particle system list
  98144. */
  98145. removeParticleSystem(toRemove: IParticleSystem): number;
  98146. /**
  98147. * Remove a animation for the list of scene's animations
  98148. * @param toRemove defines the animation to remove
  98149. * @returns the index where the animation was in the animation list
  98150. */
  98151. removeAnimation(toRemove: Animation): number;
  98152. /**
  98153. * Will stop the animation of the given target
  98154. * @param target - the target
  98155. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  98156. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  98157. */
  98158. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  98159. /**
  98160. * Removes the given animation group from this scene.
  98161. * @param toRemove The animation group to remove
  98162. * @returns The index of the removed animation group
  98163. */
  98164. removeAnimationGroup(toRemove: AnimationGroup): number;
  98165. /**
  98166. * Removes the given multi-material from this scene.
  98167. * @param toRemove The multi-material to remove
  98168. * @returns The index of the removed multi-material
  98169. */
  98170. removeMultiMaterial(toRemove: MultiMaterial): number;
  98171. /**
  98172. * Removes the given material from this scene.
  98173. * @param toRemove The material to remove
  98174. * @returns The index of the removed material
  98175. */
  98176. removeMaterial(toRemove: Material): number;
  98177. /**
  98178. * Removes the given action manager from this scene.
  98179. * @param toRemove The action manager to remove
  98180. * @returns The index of the removed action manager
  98181. */
  98182. removeActionManager(toRemove: AbstractActionManager): number;
  98183. /**
  98184. * Removes the given texture from this scene.
  98185. * @param toRemove The texture to remove
  98186. * @returns The index of the removed texture
  98187. */
  98188. removeTexture(toRemove: BaseTexture): number;
  98189. /**
  98190. * Adds the given light to this scene
  98191. * @param newLight The light to add
  98192. */
  98193. addLight(newLight: Light): void;
  98194. /**
  98195. * Sorts the list list based on light priorities
  98196. */
  98197. sortLightsByPriority(): void;
  98198. /**
  98199. * Adds the given camera to this scene
  98200. * @param newCamera The camera to add
  98201. */
  98202. addCamera(newCamera: Camera): void;
  98203. /**
  98204. * Adds the given skeleton to this scene
  98205. * @param newSkeleton The skeleton to add
  98206. */
  98207. addSkeleton(newSkeleton: Skeleton): void;
  98208. /**
  98209. * Adds the given particle system to this scene
  98210. * @param newParticleSystem The particle system to add
  98211. */
  98212. addParticleSystem(newParticleSystem: IParticleSystem): void;
  98213. /**
  98214. * Adds the given animation to this scene
  98215. * @param newAnimation The animation to add
  98216. */
  98217. addAnimation(newAnimation: Animation): void;
  98218. /**
  98219. * Adds the given animation group to this scene.
  98220. * @param newAnimationGroup The animation group to add
  98221. */
  98222. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  98223. /**
  98224. * Adds the given multi-material to this scene
  98225. * @param newMultiMaterial The multi-material to add
  98226. */
  98227. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  98228. /**
  98229. * Adds the given material to this scene
  98230. * @param newMaterial The material to add
  98231. */
  98232. addMaterial(newMaterial: Material): void;
  98233. /**
  98234. * Adds the given morph target to this scene
  98235. * @param newMorphTargetManager The morph target to add
  98236. */
  98237. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  98238. /**
  98239. * Adds the given geometry to this scene
  98240. * @param newGeometry The geometry to add
  98241. */
  98242. addGeometry(newGeometry: Geometry): void;
  98243. /**
  98244. * Adds the given action manager to this scene
  98245. * @param newActionManager The action manager to add
  98246. */
  98247. addActionManager(newActionManager: AbstractActionManager): void;
  98248. /**
  98249. * Adds the given texture to this scene.
  98250. * @param newTexture The texture to add
  98251. */
  98252. addTexture(newTexture: BaseTexture): void;
  98253. /**
  98254. * Switch active camera
  98255. * @param newCamera defines the new active camera
  98256. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  98257. */
  98258. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  98259. /**
  98260. * sets the active camera of the scene using its ID
  98261. * @param id defines the camera's ID
  98262. * @return the new active camera or null if none found.
  98263. */
  98264. setActiveCameraByID(id: string): Nullable<Camera>;
  98265. /**
  98266. * sets the active camera of the scene using its name
  98267. * @param name defines the camera's name
  98268. * @returns the new active camera or null if none found.
  98269. */
  98270. setActiveCameraByName(name: string): Nullable<Camera>;
  98271. /**
  98272. * get an animation group using its name
  98273. * @param name defines the material's name
  98274. * @return the animation group or null if none found.
  98275. */
  98276. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  98277. /**
  98278. * Get a material using its unique id
  98279. * @param uniqueId defines the material's unique id
  98280. * @return the material or null if none found.
  98281. */
  98282. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  98283. /**
  98284. * get a material using its id
  98285. * @param id defines the material's ID
  98286. * @return the material or null if none found.
  98287. */
  98288. getMaterialByID(id: string): Nullable<Material>;
  98289. /**
  98290. * Gets a the last added material using a given id
  98291. * @param id defines the material's ID
  98292. * @return the last material with the given id or null if none found.
  98293. */
  98294. getLastMaterialByID(id: string): Nullable<Material>;
  98295. /**
  98296. * Gets a material using its name
  98297. * @param name defines the material's name
  98298. * @return the material or null if none found.
  98299. */
  98300. getMaterialByName(name: string): Nullable<Material>;
  98301. /**
  98302. * Get a texture using its unique id
  98303. * @param uniqueId defines the texture's unique id
  98304. * @return the texture or null if none found.
  98305. */
  98306. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  98307. /**
  98308. * Gets a camera using its id
  98309. * @param id defines the id to look for
  98310. * @returns the camera or null if not found
  98311. */
  98312. getCameraByID(id: string): Nullable<Camera>;
  98313. /**
  98314. * Gets a camera using its unique id
  98315. * @param uniqueId defines the unique id to look for
  98316. * @returns the camera or null if not found
  98317. */
  98318. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  98319. /**
  98320. * Gets a camera using its name
  98321. * @param name defines the camera's name
  98322. * @return the camera or null if none found.
  98323. */
  98324. getCameraByName(name: string): Nullable<Camera>;
  98325. /**
  98326. * Gets a bone using its id
  98327. * @param id defines the bone's id
  98328. * @return the bone or null if not found
  98329. */
  98330. getBoneByID(id: string): Nullable<Bone>;
  98331. /**
  98332. * Gets a bone using its id
  98333. * @param name defines the bone's name
  98334. * @return the bone or null if not found
  98335. */
  98336. getBoneByName(name: string): Nullable<Bone>;
  98337. /**
  98338. * Gets a light node using its name
  98339. * @param name defines the the light's name
  98340. * @return the light or null if none found.
  98341. */
  98342. getLightByName(name: string): Nullable<Light>;
  98343. /**
  98344. * Gets a light node using its id
  98345. * @param id defines the light's id
  98346. * @return the light or null if none found.
  98347. */
  98348. getLightByID(id: string): Nullable<Light>;
  98349. /**
  98350. * Gets a light node using its scene-generated unique ID
  98351. * @param uniqueId defines the light's unique id
  98352. * @return the light or null if none found.
  98353. */
  98354. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  98355. /**
  98356. * Gets a particle system by id
  98357. * @param id defines the particle system id
  98358. * @return the corresponding system or null if none found
  98359. */
  98360. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  98361. /**
  98362. * Gets a geometry using its ID
  98363. * @param id defines the geometry's id
  98364. * @return the geometry or null if none found.
  98365. */
  98366. getGeometryByID(id: string): Nullable<Geometry>;
  98367. private _getGeometryByUniqueID;
  98368. /**
  98369. * Add a new geometry to this scene
  98370. * @param geometry defines the geometry to be added to the scene.
  98371. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  98372. * @return a boolean defining if the geometry was added or not
  98373. */
  98374. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  98375. /**
  98376. * Removes an existing geometry
  98377. * @param geometry defines the geometry to be removed from the scene
  98378. * @return a boolean defining if the geometry was removed or not
  98379. */
  98380. removeGeometry(geometry: Geometry): boolean;
  98381. /**
  98382. * Gets the list of geometries attached to the scene
  98383. * @returns an array of Geometry
  98384. */
  98385. getGeometries(): Geometry[];
  98386. /**
  98387. * Gets the first added mesh found of a given ID
  98388. * @param id defines the id to search for
  98389. * @return the mesh found or null if not found at all
  98390. */
  98391. getMeshByID(id: string): Nullable<AbstractMesh>;
  98392. /**
  98393. * Gets a list of meshes using their id
  98394. * @param id defines the id to search for
  98395. * @returns a list of meshes
  98396. */
  98397. getMeshesByID(id: string): Array<AbstractMesh>;
  98398. /**
  98399. * Gets the first added transform node found of a given ID
  98400. * @param id defines the id to search for
  98401. * @return the found transform node or null if not found at all.
  98402. */
  98403. getTransformNodeByID(id: string): Nullable<TransformNode>;
  98404. /**
  98405. * Gets a transform node with its auto-generated unique id
  98406. * @param uniqueId efines the unique id to search for
  98407. * @return the found transform node or null if not found at all.
  98408. */
  98409. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  98410. /**
  98411. * Gets a list of transform nodes using their id
  98412. * @param id defines the id to search for
  98413. * @returns a list of transform nodes
  98414. */
  98415. getTransformNodesByID(id: string): Array<TransformNode>;
  98416. /**
  98417. * Gets a mesh with its auto-generated unique id
  98418. * @param uniqueId defines the unique id to search for
  98419. * @return the found mesh or null if not found at all.
  98420. */
  98421. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  98422. /**
  98423. * Gets a the last added mesh using a given id
  98424. * @param id defines the id to search for
  98425. * @return the found mesh or null if not found at all.
  98426. */
  98427. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  98428. /**
  98429. * Gets a the last added node (Mesh, Camera, Light) using a given id
  98430. * @param id defines the id to search for
  98431. * @return the found node or null if not found at all
  98432. */
  98433. getLastEntryByID(id: string): Nullable<Node>;
  98434. /**
  98435. * Gets a node (Mesh, Camera, Light) using a given id
  98436. * @param id defines the id to search for
  98437. * @return the found node or null if not found at all
  98438. */
  98439. getNodeByID(id: string): Nullable<Node>;
  98440. /**
  98441. * Gets a node (Mesh, Camera, Light) using a given name
  98442. * @param name defines the name to search for
  98443. * @return the found node or null if not found at all.
  98444. */
  98445. getNodeByName(name: string): Nullable<Node>;
  98446. /**
  98447. * Gets a mesh using a given name
  98448. * @param name defines the name to search for
  98449. * @return the found mesh or null if not found at all.
  98450. */
  98451. getMeshByName(name: string): Nullable<AbstractMesh>;
  98452. /**
  98453. * Gets a transform node using a given name
  98454. * @param name defines the name to search for
  98455. * @return the found transform node or null if not found at all.
  98456. */
  98457. getTransformNodeByName(name: string): Nullable<TransformNode>;
  98458. /**
  98459. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  98460. * @param id defines the id to search for
  98461. * @return the found skeleton or null if not found at all.
  98462. */
  98463. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  98464. /**
  98465. * Gets a skeleton using a given auto generated unique id
  98466. * @param uniqueId defines the unique id to search for
  98467. * @return the found skeleton or null if not found at all.
  98468. */
  98469. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  98470. /**
  98471. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  98472. * @param id defines the id to search for
  98473. * @return the found skeleton or null if not found at all.
  98474. */
  98475. getSkeletonById(id: string): Nullable<Skeleton>;
  98476. /**
  98477. * Gets a skeleton using a given name
  98478. * @param name defines the name to search for
  98479. * @return the found skeleton or null if not found at all.
  98480. */
  98481. getSkeletonByName(name: string): Nullable<Skeleton>;
  98482. /**
  98483. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  98484. * @param id defines the id to search for
  98485. * @return the found morph target manager or null if not found at all.
  98486. */
  98487. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  98488. /**
  98489. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  98490. * @param id defines the id to search for
  98491. * @return the found morph target or null if not found at all.
  98492. */
  98493. getMorphTargetById(id: string): Nullable<MorphTarget>;
  98494. /**
  98495. * Gets a boolean indicating if the given mesh is active
  98496. * @param mesh defines the mesh to look for
  98497. * @returns true if the mesh is in the active list
  98498. */
  98499. isActiveMesh(mesh: AbstractMesh): boolean;
  98500. /**
  98501. * Return a unique id as a string which can serve as an identifier for the scene
  98502. */
  98503. readonly uid: string;
  98504. /**
  98505. * Add an externaly attached data from its key.
  98506. * This method call will fail and return false, if such key already exists.
  98507. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  98508. * @param key the unique key that identifies the data
  98509. * @param data the data object to associate to the key for this Engine instance
  98510. * @return true if no such key were already present and the data was added successfully, false otherwise
  98511. */
  98512. addExternalData<T>(key: string, data: T): boolean;
  98513. /**
  98514. * Get an externaly attached data from its key
  98515. * @param key the unique key that identifies the data
  98516. * @return the associated data, if present (can be null), or undefined if not present
  98517. */
  98518. getExternalData<T>(key: string): Nullable<T>;
  98519. /**
  98520. * Get an externaly attached data from its key, create it using a factory if it's not already present
  98521. * @param key the unique key that identifies the data
  98522. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  98523. * @return the associated data, can be null if the factory returned null.
  98524. */
  98525. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  98526. /**
  98527. * Remove an externaly attached data from the Engine instance
  98528. * @param key the unique key that identifies the data
  98529. * @return true if the data was successfully removed, false if it doesn't exist
  98530. */
  98531. removeExternalData(key: string): boolean;
  98532. private _evaluateSubMesh;
  98533. /**
  98534. * Clear the processed materials smart array preventing retention point in material dispose.
  98535. */
  98536. freeProcessedMaterials(): void;
  98537. private _preventFreeActiveMeshesAndRenderingGroups;
  98538. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  98539. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  98540. * when disposing several meshes in a row or a hierarchy of meshes.
  98541. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  98542. */
  98543. blockfreeActiveMeshesAndRenderingGroups: boolean;
  98544. /**
  98545. * Clear the active meshes smart array preventing retention point in mesh dispose.
  98546. */
  98547. freeActiveMeshes(): void;
  98548. /**
  98549. * Clear the info related to rendering groups preventing retention points during dispose.
  98550. */
  98551. freeRenderingGroups(): void;
  98552. /** @hidden */
  98553. _isInIntermediateRendering(): boolean;
  98554. /**
  98555. * Lambda returning the list of potentially active meshes.
  98556. */
  98557. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  98558. /**
  98559. * Lambda returning the list of potentially active sub meshes.
  98560. */
  98561. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  98562. /**
  98563. * Lambda returning the list of potentially intersecting sub meshes.
  98564. */
  98565. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  98566. /**
  98567. * Lambda returning the list of potentially colliding sub meshes.
  98568. */
  98569. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  98570. private _activeMeshesFrozen;
  98571. /**
  98572. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  98573. * @returns the current scene
  98574. */
  98575. freezeActiveMeshes(): Scene;
  98576. /**
  98577. * Use this function to restart evaluating active meshes on every frame
  98578. * @returns the current scene
  98579. */
  98580. unfreezeActiveMeshes(): Scene;
  98581. private _evaluateActiveMeshes;
  98582. private _activeMesh;
  98583. /**
  98584. * Update the transform matrix to update from the current active camera
  98585. * @param force defines a boolean used to force the update even if cache is up to date
  98586. */
  98587. updateTransformMatrix(force?: boolean): void;
  98588. private _bindFrameBuffer;
  98589. /** @hidden */
  98590. _allowPostProcessClearColor: boolean;
  98591. /** @hidden */
  98592. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  98593. private _processSubCameras;
  98594. private _checkIntersections;
  98595. /** @hidden */
  98596. _advancePhysicsEngineStep(step: number): void;
  98597. /**
  98598. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  98599. */
  98600. getDeterministicFrameTime: () => number;
  98601. /** @hidden */
  98602. _animate(): void;
  98603. /** Execute all animations (for a frame) */
  98604. animate(): void;
  98605. /**
  98606. * Render the scene
  98607. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  98608. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  98609. */
  98610. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  98611. /**
  98612. * Freeze all materials
  98613. * A frozen material will not be updatable but should be faster to render
  98614. */
  98615. freezeMaterials(): void;
  98616. /**
  98617. * Unfreeze all materials
  98618. * A frozen material will not be updatable but should be faster to render
  98619. */
  98620. unfreezeMaterials(): void;
  98621. /**
  98622. * Releases all held ressources
  98623. */
  98624. dispose(): void;
  98625. /**
  98626. * Gets if the scene is already disposed
  98627. */
  98628. readonly isDisposed: boolean;
  98629. /**
  98630. * Call this function to reduce memory footprint of the scene.
  98631. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  98632. */
  98633. clearCachedVertexData(): void;
  98634. /**
  98635. * This function will remove the local cached buffer data from texture.
  98636. * It will save memory but will prevent the texture from being rebuilt
  98637. */
  98638. cleanCachedTextureBuffer(): void;
  98639. /**
  98640. * Get the world extend vectors with an optional filter
  98641. *
  98642. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  98643. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  98644. */
  98645. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  98646. min: Vector3;
  98647. max: Vector3;
  98648. };
  98649. /**
  98650. * Creates a ray that can be used to pick in the scene
  98651. * @param x defines the x coordinate of the origin (on-screen)
  98652. * @param y defines the y coordinate of the origin (on-screen)
  98653. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98654. * @param camera defines the camera to use for the picking
  98655. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98656. * @returns a Ray
  98657. */
  98658. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  98659. /**
  98660. * Creates a ray that can be used to pick in the scene
  98661. * @param x defines the x coordinate of the origin (on-screen)
  98662. * @param y defines the y coordinate of the origin (on-screen)
  98663. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98664. * @param result defines the ray where to store the picking ray
  98665. * @param camera defines the camera to use for the picking
  98666. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98667. * @returns the current scene
  98668. */
  98669. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  98670. /**
  98671. * Creates a ray that can be used to pick in the scene
  98672. * @param x defines the x coordinate of the origin (on-screen)
  98673. * @param y defines the y coordinate of the origin (on-screen)
  98674. * @param camera defines the camera to use for the picking
  98675. * @returns a Ray
  98676. */
  98677. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  98678. /**
  98679. * Creates a ray that can be used to pick in the scene
  98680. * @param x defines the x coordinate of the origin (on-screen)
  98681. * @param y defines the y coordinate of the origin (on-screen)
  98682. * @param result defines the ray where to store the picking ray
  98683. * @param camera defines the camera to use for the picking
  98684. * @returns the current scene
  98685. */
  98686. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  98687. /** Launch a ray to try to pick a mesh in the scene
  98688. * @param x position on screen
  98689. * @param y position on screen
  98690. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  98691. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  98692. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98693. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98694. * @returns a PickingInfo
  98695. */
  98696. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98697. /** Use the given ray to pick a mesh in the scene
  98698. * @param ray The ray to use to pick meshes
  98699. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  98700. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  98701. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98702. * @returns a PickingInfo
  98703. */
  98704. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98705. /**
  98706. * Launch a ray to try to pick a mesh in the scene
  98707. * @param x X position on screen
  98708. * @param y Y position on screen
  98709. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  98710. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98711. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98712. * @returns an array of PickingInfo
  98713. */
  98714. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98715. /**
  98716. * Launch a ray to try to pick a mesh in the scene
  98717. * @param ray Ray to use
  98718. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  98719. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98720. * @returns an array of PickingInfo
  98721. */
  98722. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98723. /**
  98724. * Force the value of meshUnderPointer
  98725. * @param mesh defines the mesh to use
  98726. */
  98727. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98728. /**
  98729. * Gets the mesh under the pointer
  98730. * @returns a Mesh or null if no mesh is under the pointer
  98731. */
  98732. getPointerOverMesh(): Nullable<AbstractMesh>;
  98733. /** @hidden */
  98734. _rebuildGeometries(): void;
  98735. /** @hidden */
  98736. _rebuildTextures(): void;
  98737. private _getByTags;
  98738. /**
  98739. * Get a list of meshes by tags
  98740. * @param tagsQuery defines the tags query to use
  98741. * @param forEach defines a predicate used to filter results
  98742. * @returns an array of Mesh
  98743. */
  98744. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  98745. /**
  98746. * Get a list of cameras by tags
  98747. * @param tagsQuery defines the tags query to use
  98748. * @param forEach defines a predicate used to filter results
  98749. * @returns an array of Camera
  98750. */
  98751. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  98752. /**
  98753. * Get a list of lights by tags
  98754. * @param tagsQuery defines the tags query to use
  98755. * @param forEach defines a predicate used to filter results
  98756. * @returns an array of Light
  98757. */
  98758. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  98759. /**
  98760. * Get a list of materials by tags
  98761. * @param tagsQuery defines the tags query to use
  98762. * @param forEach defines a predicate used to filter results
  98763. * @returns an array of Material
  98764. */
  98765. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  98766. /**
  98767. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  98768. * This allowed control for front to back rendering or reversly depending of the special needs.
  98769. *
  98770. * @param renderingGroupId The rendering group id corresponding to its index
  98771. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  98772. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  98773. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  98774. */
  98775. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  98776. /**
  98777. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  98778. *
  98779. * @param renderingGroupId The rendering group id corresponding to its index
  98780. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  98781. * @param depth Automatically clears depth between groups if true and autoClear is true.
  98782. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  98783. */
  98784. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  98785. /**
  98786. * Gets the current auto clear configuration for one rendering group of the rendering
  98787. * manager.
  98788. * @param index the rendering group index to get the information for
  98789. * @returns The auto clear setup for the requested rendering group
  98790. */
  98791. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  98792. private _blockMaterialDirtyMechanism;
  98793. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  98794. blockMaterialDirtyMechanism: boolean;
  98795. /**
  98796. * Will flag all materials as dirty to trigger new shader compilation
  98797. * @param flag defines the flag used to specify which material part must be marked as dirty
  98798. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  98799. */
  98800. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98801. /** @hidden */
  98802. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  98803. /** @hidden */
  98804. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  98805. }
  98806. }
  98807. declare module BABYLON {
  98808. /**
  98809. * Set of assets to keep when moving a scene into an asset container.
  98810. */
  98811. export class KeepAssets extends AbstractScene {
  98812. }
  98813. /**
  98814. * Container with a set of assets that can be added or removed from a scene.
  98815. */
  98816. export class AssetContainer extends AbstractScene {
  98817. /**
  98818. * The scene the AssetContainer belongs to.
  98819. */
  98820. scene: Scene;
  98821. /**
  98822. * Instantiates an AssetContainer.
  98823. * @param scene The scene the AssetContainer belongs to.
  98824. */
  98825. constructor(scene: Scene);
  98826. /**
  98827. * Adds all the assets from the container to the scene.
  98828. */
  98829. addAllToScene(): void;
  98830. /**
  98831. * Removes all the assets in the container from the scene
  98832. */
  98833. removeAllFromScene(): void;
  98834. /**
  98835. * Disposes all the assets in the container
  98836. */
  98837. dispose(): void;
  98838. private _moveAssets;
  98839. /**
  98840. * Removes all the assets contained in the scene and adds them to the container.
  98841. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  98842. */
  98843. moveAllFromScene(keepAssets?: KeepAssets): void;
  98844. /**
  98845. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  98846. * @returns the root mesh
  98847. */
  98848. createRootMesh(): Mesh;
  98849. }
  98850. }
  98851. declare module BABYLON {
  98852. /**
  98853. * Defines how the parser contract is defined.
  98854. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  98855. */
  98856. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  98857. /**
  98858. * Defines how the individual parser contract is defined.
  98859. * These parser can parse an individual asset
  98860. */
  98861. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  98862. /**
  98863. * Base class of the scene acting as a container for the different elements composing a scene.
  98864. * This class is dynamically extended by the different components of the scene increasing
  98865. * flexibility and reducing coupling
  98866. */
  98867. export abstract class AbstractScene {
  98868. /**
  98869. * Stores the list of available parsers in the application.
  98870. */
  98871. private static _BabylonFileParsers;
  98872. /**
  98873. * Stores the list of available individual parsers in the application.
  98874. */
  98875. private static _IndividualBabylonFileParsers;
  98876. /**
  98877. * Adds a parser in the list of available ones
  98878. * @param name Defines the name of the parser
  98879. * @param parser Defines the parser to add
  98880. */
  98881. static AddParser(name: string, parser: BabylonFileParser): void;
  98882. /**
  98883. * Gets a general parser from the list of avaialble ones
  98884. * @param name Defines the name of the parser
  98885. * @returns the requested parser or null
  98886. */
  98887. static GetParser(name: string): Nullable<BabylonFileParser>;
  98888. /**
  98889. * Adds n individual parser in the list of available ones
  98890. * @param name Defines the name of the parser
  98891. * @param parser Defines the parser to add
  98892. */
  98893. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  98894. /**
  98895. * Gets an individual parser from the list of avaialble ones
  98896. * @param name Defines the name of the parser
  98897. * @returns the requested parser or null
  98898. */
  98899. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  98900. /**
  98901. * Parser json data and populate both a scene and its associated container object
  98902. * @param jsonData Defines the data to parse
  98903. * @param scene Defines the scene to parse the data for
  98904. * @param container Defines the container attached to the parsing sequence
  98905. * @param rootUrl Defines the root url of the data
  98906. */
  98907. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  98908. /**
  98909. * Gets the list of root nodes (ie. nodes with no parent)
  98910. */
  98911. rootNodes: Node[];
  98912. /** All of the cameras added to this scene
  98913. * @see http://doc.babylonjs.com/babylon101/cameras
  98914. */
  98915. cameras: Camera[];
  98916. /**
  98917. * All of the lights added to this scene
  98918. * @see http://doc.babylonjs.com/babylon101/lights
  98919. */
  98920. lights: Light[];
  98921. /**
  98922. * All of the (abstract) meshes added to this scene
  98923. */
  98924. meshes: AbstractMesh[];
  98925. /**
  98926. * The list of skeletons added to the scene
  98927. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  98928. */
  98929. skeletons: Skeleton[];
  98930. /**
  98931. * All of the particle systems added to this scene
  98932. * @see http://doc.babylonjs.com/babylon101/particles
  98933. */
  98934. particleSystems: IParticleSystem[];
  98935. /**
  98936. * Gets a list of Animations associated with the scene
  98937. */
  98938. animations: Animation[];
  98939. /**
  98940. * All of the animation groups added to this scene
  98941. * @see http://doc.babylonjs.com/how_to/group
  98942. */
  98943. animationGroups: AnimationGroup[];
  98944. /**
  98945. * All of the multi-materials added to this scene
  98946. * @see http://doc.babylonjs.com/how_to/multi_materials
  98947. */
  98948. multiMaterials: MultiMaterial[];
  98949. /**
  98950. * All of the materials added to this scene
  98951. * In the context of a Scene, it is not supposed to be modified manually.
  98952. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  98953. * Note also that the order of the Material wihin the array is not significant and might change.
  98954. * @see http://doc.babylonjs.com/babylon101/materials
  98955. */
  98956. materials: Material[];
  98957. /**
  98958. * The list of morph target managers added to the scene
  98959. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  98960. */
  98961. morphTargetManagers: MorphTargetManager[];
  98962. /**
  98963. * The list of geometries used in the scene.
  98964. */
  98965. geometries: Geometry[];
  98966. /**
  98967. * All of the tranform nodes added to this scene
  98968. * In the context of a Scene, it is not supposed to be modified manually.
  98969. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  98970. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  98971. * @see http://doc.babylonjs.com/how_to/transformnode
  98972. */
  98973. transformNodes: TransformNode[];
  98974. /**
  98975. * ActionManagers available on the scene.
  98976. */
  98977. actionManagers: AbstractActionManager[];
  98978. /**
  98979. * Textures to keep.
  98980. */
  98981. textures: BaseTexture[];
  98982. /**
  98983. * Environment texture for the scene
  98984. */
  98985. environmentTexture: Nullable<BaseTexture>;
  98986. }
  98987. }
  98988. declare module BABYLON {
  98989. /**
  98990. * Interface used to define options for Sound class
  98991. */
  98992. export interface ISoundOptions {
  98993. /**
  98994. * Does the sound autoplay once loaded.
  98995. */
  98996. autoplay?: boolean;
  98997. /**
  98998. * Does the sound loop after it finishes playing once.
  98999. */
  99000. loop?: boolean;
  99001. /**
  99002. * Sound's volume
  99003. */
  99004. volume?: number;
  99005. /**
  99006. * Is it a spatial sound?
  99007. */
  99008. spatialSound?: boolean;
  99009. /**
  99010. * Maximum distance to hear that sound
  99011. */
  99012. maxDistance?: number;
  99013. /**
  99014. * Uses user defined attenuation function
  99015. */
  99016. useCustomAttenuation?: boolean;
  99017. /**
  99018. * Define the roll off factor of spatial sounds.
  99019. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99020. */
  99021. rolloffFactor?: number;
  99022. /**
  99023. * Define the reference distance the sound should be heard perfectly.
  99024. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99025. */
  99026. refDistance?: number;
  99027. /**
  99028. * Define the distance attenuation model the sound will follow.
  99029. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99030. */
  99031. distanceModel?: string;
  99032. /**
  99033. * Defines the playback speed (1 by default)
  99034. */
  99035. playbackRate?: number;
  99036. /**
  99037. * Defines if the sound is from a streaming source
  99038. */
  99039. streaming?: boolean;
  99040. /**
  99041. * Defines an optional length (in seconds) inside the sound file
  99042. */
  99043. length?: number;
  99044. /**
  99045. * Defines an optional offset (in seconds) inside the sound file
  99046. */
  99047. offset?: number;
  99048. /**
  99049. * If true, URLs will not be required to state the audio file codec to use.
  99050. */
  99051. skipCodecCheck?: boolean;
  99052. }
  99053. /**
  99054. * Defines a sound that can be played in the application.
  99055. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  99056. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99057. */
  99058. export class Sound {
  99059. /**
  99060. * The name of the sound in the scene.
  99061. */
  99062. name: string;
  99063. /**
  99064. * Does the sound autoplay once loaded.
  99065. */
  99066. autoplay: boolean;
  99067. /**
  99068. * Does the sound loop after it finishes playing once.
  99069. */
  99070. loop: boolean;
  99071. /**
  99072. * Does the sound use a custom attenuation curve to simulate the falloff
  99073. * happening when the source gets further away from the camera.
  99074. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99075. */
  99076. useCustomAttenuation: boolean;
  99077. /**
  99078. * The sound track id this sound belongs to.
  99079. */
  99080. soundTrackId: number;
  99081. /**
  99082. * Is this sound currently played.
  99083. */
  99084. isPlaying: boolean;
  99085. /**
  99086. * Is this sound currently paused.
  99087. */
  99088. isPaused: boolean;
  99089. /**
  99090. * Does this sound enables spatial sound.
  99091. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99092. */
  99093. spatialSound: boolean;
  99094. /**
  99095. * Define the reference distance the sound should be heard perfectly.
  99096. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99097. */
  99098. refDistance: number;
  99099. /**
  99100. * Define the roll off factor of spatial sounds.
  99101. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99102. */
  99103. rolloffFactor: number;
  99104. /**
  99105. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  99106. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99107. */
  99108. maxDistance: number;
  99109. /**
  99110. * Define the distance attenuation model the sound will follow.
  99111. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99112. */
  99113. distanceModel: string;
  99114. /**
  99115. * @hidden
  99116. * Back Compat
  99117. **/
  99118. onended: () => any;
  99119. /**
  99120. * Observable event when the current playing sound finishes.
  99121. */
  99122. onEndedObservable: Observable<Sound>;
  99123. private _panningModel;
  99124. private _playbackRate;
  99125. private _streaming;
  99126. private _startTime;
  99127. private _startOffset;
  99128. private _position;
  99129. /** @hidden */
  99130. _positionInEmitterSpace: boolean;
  99131. private _localDirection;
  99132. private _volume;
  99133. private _isReadyToPlay;
  99134. private _isDirectional;
  99135. private _readyToPlayCallback;
  99136. private _audioBuffer;
  99137. private _soundSource;
  99138. private _streamingSource;
  99139. private _soundPanner;
  99140. private _soundGain;
  99141. private _inputAudioNode;
  99142. private _outputAudioNode;
  99143. private _coneInnerAngle;
  99144. private _coneOuterAngle;
  99145. private _coneOuterGain;
  99146. private _scene;
  99147. private _connectedTransformNode;
  99148. private _customAttenuationFunction;
  99149. private _registerFunc;
  99150. private _isOutputConnected;
  99151. private _htmlAudioElement;
  99152. private _urlType;
  99153. private _length?;
  99154. private _offset?;
  99155. /** @hidden */
  99156. static _SceneComponentInitialization: (scene: Scene) => void;
  99157. /**
  99158. * Create a sound and attach it to a scene
  99159. * @param name Name of your sound
  99160. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  99161. * @param scene defines the scene the sound belongs to
  99162. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  99163. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  99164. */
  99165. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  99166. /**
  99167. * Release the sound and its associated resources
  99168. */
  99169. dispose(): void;
  99170. /**
  99171. * Gets if the sounds is ready to be played or not.
  99172. * @returns true if ready, otherwise false
  99173. */
  99174. isReady(): boolean;
  99175. private _soundLoaded;
  99176. /**
  99177. * Sets the data of the sound from an audiobuffer
  99178. * @param audioBuffer The audioBuffer containing the data
  99179. */
  99180. setAudioBuffer(audioBuffer: AudioBuffer): void;
  99181. /**
  99182. * Updates the current sounds options such as maxdistance, loop...
  99183. * @param options A JSON object containing values named as the object properties
  99184. */
  99185. updateOptions(options: ISoundOptions): void;
  99186. private _createSpatialParameters;
  99187. private _updateSpatialParameters;
  99188. /**
  99189. * Switch the panning model to HRTF:
  99190. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99191. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99192. */
  99193. switchPanningModelToHRTF(): void;
  99194. /**
  99195. * Switch the panning model to Equal Power:
  99196. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99197. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99198. */
  99199. switchPanningModelToEqualPower(): void;
  99200. private _switchPanningModel;
  99201. /**
  99202. * Connect this sound to a sound track audio node like gain...
  99203. * @param soundTrackAudioNode the sound track audio node to connect to
  99204. */
  99205. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  99206. /**
  99207. * Transform this sound into a directional source
  99208. * @param coneInnerAngle Size of the inner cone in degree
  99209. * @param coneOuterAngle Size of the outer cone in degree
  99210. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  99211. */
  99212. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  99213. /**
  99214. * Gets or sets the inner angle for the directional cone.
  99215. */
  99216. /**
  99217. * Gets or sets the inner angle for the directional cone.
  99218. */
  99219. directionalConeInnerAngle: number;
  99220. /**
  99221. * Gets or sets the outer angle for the directional cone.
  99222. */
  99223. /**
  99224. * Gets or sets the outer angle for the directional cone.
  99225. */
  99226. directionalConeOuterAngle: number;
  99227. /**
  99228. * Sets the position of the emitter if spatial sound is enabled
  99229. * @param newPosition Defines the new posisiton
  99230. */
  99231. setPosition(newPosition: Vector3): void;
  99232. /**
  99233. * Sets the local direction of the emitter if spatial sound is enabled
  99234. * @param newLocalDirection Defines the new local direction
  99235. */
  99236. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  99237. private _updateDirection;
  99238. /** @hidden */
  99239. updateDistanceFromListener(): void;
  99240. /**
  99241. * Sets a new custom attenuation function for the sound.
  99242. * @param callback Defines the function used for the attenuation
  99243. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99244. */
  99245. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  99246. /**
  99247. * Play the sound
  99248. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  99249. * @param offset (optional) Start the sound at a specific time in seconds
  99250. * @param length (optional) Sound duration (in seconds)
  99251. */
  99252. play(time?: number, offset?: number, length?: number): void;
  99253. private _onended;
  99254. /**
  99255. * Stop the sound
  99256. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  99257. */
  99258. stop(time?: number): void;
  99259. /**
  99260. * Put the sound in pause
  99261. */
  99262. pause(): void;
  99263. /**
  99264. * Sets a dedicated volume for this sounds
  99265. * @param newVolume Define the new volume of the sound
  99266. * @param time Define time for gradual change to new volume
  99267. */
  99268. setVolume(newVolume: number, time?: number): void;
  99269. /**
  99270. * Set the sound play back rate
  99271. * @param newPlaybackRate Define the playback rate the sound should be played at
  99272. */
  99273. setPlaybackRate(newPlaybackRate: number): void;
  99274. /**
  99275. * Gets the volume of the sound.
  99276. * @returns the volume of the sound
  99277. */
  99278. getVolume(): number;
  99279. /**
  99280. * Attach the sound to a dedicated mesh
  99281. * @param transformNode The transform node to connect the sound with
  99282. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99283. */
  99284. attachToMesh(transformNode: TransformNode): void;
  99285. /**
  99286. * Detach the sound from the previously attached mesh
  99287. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99288. */
  99289. detachFromMesh(): void;
  99290. private _onRegisterAfterWorldMatrixUpdate;
  99291. /**
  99292. * Clone the current sound in the scene.
  99293. * @returns the new sound clone
  99294. */
  99295. clone(): Nullable<Sound>;
  99296. /**
  99297. * Gets the current underlying audio buffer containing the data
  99298. * @returns the audio buffer
  99299. */
  99300. getAudioBuffer(): Nullable<AudioBuffer>;
  99301. /**
  99302. * Serializes the Sound in a JSON representation
  99303. * @returns the JSON representation of the sound
  99304. */
  99305. serialize(): any;
  99306. /**
  99307. * Parse a JSON representation of a sound to innstantiate in a given scene
  99308. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  99309. * @param scene Define the scene the new parsed sound should be created in
  99310. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  99311. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  99312. * @returns the newly parsed sound
  99313. */
  99314. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  99315. }
  99316. }
  99317. declare module BABYLON {
  99318. /**
  99319. * This defines an action helpful to play a defined sound on a triggered action.
  99320. */
  99321. export class PlaySoundAction extends Action {
  99322. private _sound;
  99323. /**
  99324. * Instantiate the action
  99325. * @param triggerOptions defines the trigger options
  99326. * @param sound defines the sound to play
  99327. * @param condition defines the trigger related conditions
  99328. */
  99329. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99330. /** @hidden */
  99331. _prepare(): void;
  99332. /**
  99333. * Execute the action and play the sound.
  99334. */
  99335. execute(): void;
  99336. /**
  99337. * Serializes the actions and its related information.
  99338. * @param parent defines the object to serialize in
  99339. * @returns the serialized object
  99340. */
  99341. serialize(parent: any): any;
  99342. }
  99343. /**
  99344. * This defines an action helpful to stop a defined sound on a triggered action.
  99345. */
  99346. export class StopSoundAction extends Action {
  99347. private _sound;
  99348. /**
  99349. * Instantiate the action
  99350. * @param triggerOptions defines the trigger options
  99351. * @param sound defines the sound to stop
  99352. * @param condition defines the trigger related conditions
  99353. */
  99354. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99355. /** @hidden */
  99356. _prepare(): void;
  99357. /**
  99358. * Execute the action and stop the sound.
  99359. */
  99360. execute(): void;
  99361. /**
  99362. * Serializes the actions and its related information.
  99363. * @param parent defines the object to serialize in
  99364. * @returns the serialized object
  99365. */
  99366. serialize(parent: any): any;
  99367. }
  99368. }
  99369. declare module BABYLON {
  99370. /**
  99371. * This defines an action responsible to change the value of a property
  99372. * by interpolating between its current value and the newly set one once triggered.
  99373. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99374. */
  99375. export class InterpolateValueAction extends Action {
  99376. /**
  99377. * Defines the path of the property where the value should be interpolated
  99378. */
  99379. propertyPath: string;
  99380. /**
  99381. * Defines the target value at the end of the interpolation.
  99382. */
  99383. value: any;
  99384. /**
  99385. * Defines the time it will take for the property to interpolate to the value.
  99386. */
  99387. duration: number;
  99388. /**
  99389. * Defines if the other scene animations should be stopped when the action has been triggered
  99390. */
  99391. stopOtherAnimations?: boolean;
  99392. /**
  99393. * Defines a callback raised once the interpolation animation has been done.
  99394. */
  99395. onInterpolationDone?: () => void;
  99396. /**
  99397. * Observable triggered once the interpolation animation has been done.
  99398. */
  99399. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  99400. private _target;
  99401. private _effectiveTarget;
  99402. private _property;
  99403. /**
  99404. * Instantiate the action
  99405. * @param triggerOptions defines the trigger options
  99406. * @param target defines the object containing the value to interpolate
  99407. * @param propertyPath defines the path to the property in the target object
  99408. * @param value defines the target value at the end of the interpolation
  99409. * @param duration deines the time it will take for the property to interpolate to the value.
  99410. * @param condition defines the trigger related conditions
  99411. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  99412. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  99413. */
  99414. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  99415. /** @hidden */
  99416. _prepare(): void;
  99417. /**
  99418. * Execute the action starts the value interpolation.
  99419. */
  99420. execute(): void;
  99421. /**
  99422. * Serializes the actions and its related information.
  99423. * @param parent defines the object to serialize in
  99424. * @returns the serialized object
  99425. */
  99426. serialize(parent: any): any;
  99427. }
  99428. }
  99429. declare module BABYLON {
  99430. /**
  99431. * Options allowed during the creation of a sound track.
  99432. */
  99433. export interface ISoundTrackOptions {
  99434. /**
  99435. * The volume the sound track should take during creation
  99436. */
  99437. volume?: number;
  99438. /**
  99439. * Define if the sound track is the main sound track of the scene
  99440. */
  99441. mainTrack?: boolean;
  99442. }
  99443. /**
  99444. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  99445. * It will be also used in a future release to apply effects on a specific track.
  99446. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99447. */
  99448. export class SoundTrack {
  99449. /**
  99450. * The unique identifier of the sound track in the scene.
  99451. */
  99452. id: number;
  99453. /**
  99454. * The list of sounds included in the sound track.
  99455. */
  99456. soundCollection: Array<Sound>;
  99457. private _outputAudioNode;
  99458. private _scene;
  99459. private _isMainTrack;
  99460. private _connectedAnalyser;
  99461. private _options;
  99462. private _isInitialized;
  99463. /**
  99464. * Creates a new sound track.
  99465. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99466. * @param scene Define the scene the sound track belongs to
  99467. * @param options
  99468. */
  99469. constructor(scene: Scene, options?: ISoundTrackOptions);
  99470. private _initializeSoundTrackAudioGraph;
  99471. /**
  99472. * Release the sound track and its associated resources
  99473. */
  99474. dispose(): void;
  99475. /**
  99476. * Adds a sound to this sound track
  99477. * @param sound define the cound to add
  99478. * @ignoreNaming
  99479. */
  99480. AddSound(sound: Sound): void;
  99481. /**
  99482. * Removes a sound to this sound track
  99483. * @param sound define the cound to remove
  99484. * @ignoreNaming
  99485. */
  99486. RemoveSound(sound: Sound): void;
  99487. /**
  99488. * Set a global volume for the full sound track.
  99489. * @param newVolume Define the new volume of the sound track
  99490. */
  99491. setVolume(newVolume: number): void;
  99492. /**
  99493. * Switch the panning model to HRTF:
  99494. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99495. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99496. */
  99497. switchPanningModelToHRTF(): void;
  99498. /**
  99499. * Switch the panning model to Equal Power:
  99500. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99501. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99502. */
  99503. switchPanningModelToEqualPower(): void;
  99504. /**
  99505. * Connect the sound track to an audio analyser allowing some amazing
  99506. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99507. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99508. * @param analyser The analyser to connect to the engine
  99509. */
  99510. connectToAnalyser(analyser: Analyser): void;
  99511. }
  99512. }
  99513. declare module BABYLON {
  99514. interface AbstractScene {
  99515. /**
  99516. * The list of sounds used in the scene.
  99517. */
  99518. sounds: Nullable<Array<Sound>>;
  99519. }
  99520. interface Scene {
  99521. /**
  99522. * @hidden
  99523. * Backing field
  99524. */
  99525. _mainSoundTrack: SoundTrack;
  99526. /**
  99527. * The main sound track played by the scene.
  99528. * It cotains your primary collection of sounds.
  99529. */
  99530. mainSoundTrack: SoundTrack;
  99531. /**
  99532. * The list of sound tracks added to the scene
  99533. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99534. */
  99535. soundTracks: Nullable<Array<SoundTrack>>;
  99536. /**
  99537. * Gets a sound using a given name
  99538. * @param name defines the name to search for
  99539. * @return the found sound or null if not found at all.
  99540. */
  99541. getSoundByName(name: string): Nullable<Sound>;
  99542. /**
  99543. * Gets or sets if audio support is enabled
  99544. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99545. */
  99546. audioEnabled: boolean;
  99547. /**
  99548. * Gets or sets if audio will be output to headphones
  99549. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99550. */
  99551. headphone: boolean;
  99552. }
  99553. /**
  99554. * Defines the sound scene component responsible to manage any sounds
  99555. * in a given scene.
  99556. */
  99557. export class AudioSceneComponent implements ISceneSerializableComponent {
  99558. /**
  99559. * The component name helpfull to identify the component in the list of scene components.
  99560. */
  99561. readonly name: string;
  99562. /**
  99563. * The scene the component belongs to.
  99564. */
  99565. scene: Scene;
  99566. private _audioEnabled;
  99567. /**
  99568. * Gets whether audio is enabled or not.
  99569. * Please use related enable/disable method to switch state.
  99570. */
  99571. readonly audioEnabled: boolean;
  99572. private _headphone;
  99573. /**
  99574. * Gets whether audio is outputing to headphone or not.
  99575. * Please use the according Switch methods to change output.
  99576. */
  99577. readonly headphone: boolean;
  99578. /**
  99579. * Creates a new instance of the component for the given scene
  99580. * @param scene Defines the scene to register the component in
  99581. */
  99582. constructor(scene: Scene);
  99583. /**
  99584. * Registers the component in a given scene
  99585. */
  99586. register(): void;
  99587. /**
  99588. * Rebuilds the elements related to this component in case of
  99589. * context lost for instance.
  99590. */
  99591. rebuild(): void;
  99592. /**
  99593. * Serializes the component data to the specified json object
  99594. * @param serializationObject The object to serialize to
  99595. */
  99596. serialize(serializationObject: any): void;
  99597. /**
  99598. * Adds all the elements from the container to the scene
  99599. * @param container the container holding the elements
  99600. */
  99601. addFromContainer(container: AbstractScene): void;
  99602. /**
  99603. * Removes all the elements in the container from the scene
  99604. * @param container contains the elements to remove
  99605. * @param dispose if the removed element should be disposed (default: false)
  99606. */
  99607. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  99608. /**
  99609. * Disposes the component and the associated ressources.
  99610. */
  99611. dispose(): void;
  99612. /**
  99613. * Disables audio in the associated scene.
  99614. */
  99615. disableAudio(): void;
  99616. /**
  99617. * Enables audio in the associated scene.
  99618. */
  99619. enableAudio(): void;
  99620. /**
  99621. * Switch audio to headphone output.
  99622. */
  99623. switchAudioModeForHeadphones(): void;
  99624. /**
  99625. * Switch audio to normal speakers.
  99626. */
  99627. switchAudioModeForNormalSpeakers(): void;
  99628. private _afterRender;
  99629. }
  99630. }
  99631. declare module BABYLON {
  99632. /**
  99633. * Wraps one or more Sound objects and selects one with random weight for playback.
  99634. */
  99635. export class WeightedSound {
  99636. /** When true a Sound will be selected and played when the current playing Sound completes. */
  99637. loop: boolean;
  99638. private _coneInnerAngle;
  99639. private _coneOuterAngle;
  99640. private _volume;
  99641. /** A Sound is currently playing. */
  99642. isPlaying: boolean;
  99643. /** A Sound is currently paused. */
  99644. isPaused: boolean;
  99645. private _sounds;
  99646. private _weights;
  99647. private _currentIndex?;
  99648. /**
  99649. * Creates a new WeightedSound from the list of sounds given.
  99650. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  99651. * @param sounds Array of Sounds that will be selected from.
  99652. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  99653. */
  99654. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  99655. /**
  99656. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  99657. */
  99658. /**
  99659. * The size of cone in degress for a directional sound in which there will be no attenuation.
  99660. */
  99661. directionalConeInnerAngle: number;
  99662. /**
  99663. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99664. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99665. */
  99666. /**
  99667. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99668. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99669. */
  99670. directionalConeOuterAngle: number;
  99671. /**
  99672. * Playback volume.
  99673. */
  99674. /**
  99675. * Playback volume.
  99676. */
  99677. volume: number;
  99678. private _onended;
  99679. /**
  99680. * Suspend playback
  99681. */
  99682. pause(): void;
  99683. /**
  99684. * Stop playback
  99685. */
  99686. stop(): void;
  99687. /**
  99688. * Start playback.
  99689. * @param startOffset Position the clip head at a specific time in seconds.
  99690. */
  99691. play(startOffset?: number): void;
  99692. }
  99693. }
  99694. declare module BABYLON {
  99695. /**
  99696. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  99697. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99698. */
  99699. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  99700. /**
  99701. * Gets the name of the behavior.
  99702. */
  99703. readonly name: string;
  99704. /**
  99705. * The easing function used by animations
  99706. */
  99707. static EasingFunction: BackEase;
  99708. /**
  99709. * The easing mode used by animations
  99710. */
  99711. static EasingMode: number;
  99712. /**
  99713. * The duration of the animation, in milliseconds
  99714. */
  99715. transitionDuration: number;
  99716. /**
  99717. * Length of the distance animated by the transition when lower radius is reached
  99718. */
  99719. lowerRadiusTransitionRange: number;
  99720. /**
  99721. * Length of the distance animated by the transition when upper radius is reached
  99722. */
  99723. upperRadiusTransitionRange: number;
  99724. private _autoTransitionRange;
  99725. /**
  99726. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99727. */
  99728. /**
  99729. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99730. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  99731. */
  99732. autoTransitionRange: boolean;
  99733. private _attachedCamera;
  99734. private _onAfterCheckInputsObserver;
  99735. private _onMeshTargetChangedObserver;
  99736. /**
  99737. * Initializes the behavior.
  99738. */
  99739. init(): void;
  99740. /**
  99741. * Attaches the behavior to its arc rotate camera.
  99742. * @param camera Defines the camera to attach the behavior to
  99743. */
  99744. attach(camera: ArcRotateCamera): void;
  99745. /**
  99746. * Detaches the behavior from its current arc rotate camera.
  99747. */
  99748. detach(): void;
  99749. private _radiusIsAnimating;
  99750. private _radiusBounceTransition;
  99751. private _animatables;
  99752. private _cachedWheelPrecision;
  99753. /**
  99754. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  99755. * @param radiusLimit The limit to check against.
  99756. * @return Bool to indicate if at limit.
  99757. */
  99758. private _isRadiusAtLimit;
  99759. /**
  99760. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  99761. * @param radiusDelta The delta by which to animate to. Can be negative.
  99762. */
  99763. private _applyBoundRadiusAnimation;
  99764. /**
  99765. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  99766. */
  99767. protected _clearAnimationLocks(): void;
  99768. /**
  99769. * Stops and removes all animations that have been applied to the camera
  99770. */
  99771. stopAllAnimations(): void;
  99772. }
  99773. }
  99774. declare module BABYLON {
  99775. /**
  99776. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  99777. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99778. */
  99779. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  99780. /**
  99781. * Gets the name of the behavior.
  99782. */
  99783. readonly name: string;
  99784. private _mode;
  99785. private _radiusScale;
  99786. private _positionScale;
  99787. private _defaultElevation;
  99788. private _elevationReturnTime;
  99789. private _elevationReturnWaitTime;
  99790. private _zoomStopsAnimation;
  99791. private _framingTime;
  99792. /**
  99793. * The easing function used by animations
  99794. */
  99795. static EasingFunction: ExponentialEase;
  99796. /**
  99797. * The easing mode used by animations
  99798. */
  99799. static EasingMode: number;
  99800. /**
  99801. * Sets the current mode used by the behavior
  99802. */
  99803. /**
  99804. * Gets current mode used by the behavior.
  99805. */
  99806. mode: number;
  99807. /**
  99808. * Sets the scale applied to the radius (1 by default)
  99809. */
  99810. /**
  99811. * Gets the scale applied to the radius
  99812. */
  99813. radiusScale: number;
  99814. /**
  99815. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99816. */
  99817. /**
  99818. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99819. */
  99820. positionScale: number;
  99821. /**
  99822. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99823. * behaviour is triggered, in radians.
  99824. */
  99825. /**
  99826. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99827. * behaviour is triggered, in radians.
  99828. */
  99829. defaultElevation: number;
  99830. /**
  99831. * Sets the time (in milliseconds) taken to return to the default beta position.
  99832. * Negative value indicates camera should not return to default.
  99833. */
  99834. /**
  99835. * Gets the time (in milliseconds) taken to return to the default beta position.
  99836. * Negative value indicates camera should not return to default.
  99837. */
  99838. elevationReturnTime: number;
  99839. /**
  99840. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99841. */
  99842. /**
  99843. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99844. */
  99845. elevationReturnWaitTime: number;
  99846. /**
  99847. * Sets the flag that indicates if user zooming should stop animation.
  99848. */
  99849. /**
  99850. * Gets the flag that indicates if user zooming should stop animation.
  99851. */
  99852. zoomStopsAnimation: boolean;
  99853. /**
  99854. * Sets the transition time when framing the mesh, in milliseconds
  99855. */
  99856. /**
  99857. * Gets the transition time when framing the mesh, in milliseconds
  99858. */
  99859. framingTime: number;
  99860. /**
  99861. * Define if the behavior should automatically change the configured
  99862. * camera limits and sensibilities.
  99863. */
  99864. autoCorrectCameraLimitsAndSensibility: boolean;
  99865. private _onPrePointerObservableObserver;
  99866. private _onAfterCheckInputsObserver;
  99867. private _onMeshTargetChangedObserver;
  99868. private _attachedCamera;
  99869. private _isPointerDown;
  99870. private _lastInteractionTime;
  99871. /**
  99872. * Initializes the behavior.
  99873. */
  99874. init(): void;
  99875. /**
  99876. * Attaches the behavior to its arc rotate camera.
  99877. * @param camera Defines the camera to attach the behavior to
  99878. */
  99879. attach(camera: ArcRotateCamera): void;
  99880. /**
  99881. * Detaches the behavior from its current arc rotate camera.
  99882. */
  99883. detach(): void;
  99884. private _animatables;
  99885. private _betaIsAnimating;
  99886. private _betaTransition;
  99887. private _radiusTransition;
  99888. private _vectorTransition;
  99889. /**
  99890. * Targets the given mesh and updates zoom level accordingly.
  99891. * @param mesh The mesh to target.
  99892. * @param radius Optional. If a cached radius position already exists, overrides default.
  99893. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99894. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99895. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99896. */
  99897. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99898. /**
  99899. * Targets the given mesh with its children and updates zoom level accordingly.
  99900. * @param mesh The mesh to target.
  99901. * @param radius Optional. If a cached radius position already exists, overrides default.
  99902. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99903. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99904. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99905. */
  99906. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99907. /**
  99908. * Targets the given meshes with their children and updates zoom level accordingly.
  99909. * @param meshes The mesh to target.
  99910. * @param radius Optional. If a cached radius position already exists, overrides default.
  99911. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99912. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99913. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99914. */
  99915. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99916. /**
  99917. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  99918. * @param minimumWorld Determines the smaller position of the bounding box extend
  99919. * @param maximumWorld Determines the bigger position of the bounding box extend
  99920. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99921. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99922. */
  99923. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99924. /**
  99925. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  99926. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  99927. * frustum width.
  99928. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  99929. * to fully enclose the mesh in the viewing frustum.
  99930. */
  99931. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  99932. /**
  99933. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  99934. * is automatically returned to its default position (expected to be above ground plane).
  99935. */
  99936. private _maintainCameraAboveGround;
  99937. /**
  99938. * Returns the frustum slope based on the canvas ratio and camera FOV
  99939. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  99940. */
  99941. private _getFrustumSlope;
  99942. /**
  99943. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  99944. */
  99945. private _clearAnimationLocks;
  99946. /**
  99947. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99948. */
  99949. private _applyUserInteraction;
  99950. /**
  99951. * Stops and removes all animations that have been applied to the camera
  99952. */
  99953. stopAllAnimations(): void;
  99954. /**
  99955. * Gets a value indicating if the user is moving the camera
  99956. */
  99957. readonly isUserIsMoving: boolean;
  99958. /**
  99959. * The camera can move all the way towards the mesh.
  99960. */
  99961. static IgnoreBoundsSizeMode: number;
  99962. /**
  99963. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  99964. */
  99965. static FitFrustumSidesMode: number;
  99966. }
  99967. }
  99968. declare module BABYLON {
  99969. /**
  99970. * Base class for Camera Pointer Inputs.
  99971. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  99972. * for example usage.
  99973. */
  99974. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  99975. /**
  99976. * Defines the camera the input is attached to.
  99977. */
  99978. abstract camera: Camera;
  99979. /**
  99980. * Whether keyboard modifier keys are pressed at time of last mouse event.
  99981. */
  99982. protected _altKey: boolean;
  99983. protected _ctrlKey: boolean;
  99984. protected _metaKey: boolean;
  99985. protected _shiftKey: boolean;
  99986. /**
  99987. * Which mouse buttons were pressed at time of last mouse event.
  99988. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  99989. */
  99990. protected _buttonsPressed: number;
  99991. /**
  99992. * Defines the buttons associated with the input to handle camera move.
  99993. */
  99994. buttons: number[];
  99995. /**
  99996. * Attach the input controls to a specific dom element to get the input from.
  99997. * @param element Defines the element the controls should be listened from
  99998. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99999. */
  100000. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100001. /**
  100002. * Detach the current controls from the specified dom element.
  100003. * @param element Defines the element to stop listening the inputs from
  100004. */
  100005. detachControl(element: Nullable<HTMLElement>): void;
  100006. /**
  100007. * Gets the class name of the current input.
  100008. * @returns the class name
  100009. */
  100010. getClassName(): string;
  100011. /**
  100012. * Get the friendly name associated with the input class.
  100013. * @returns the input friendly name
  100014. */
  100015. getSimpleName(): string;
  100016. /**
  100017. * Called on pointer POINTERDOUBLETAP event.
  100018. * Override this method to provide functionality on POINTERDOUBLETAP event.
  100019. */
  100020. protected onDoubleTap(type: string): void;
  100021. /**
  100022. * Called on pointer POINTERMOVE event if only a single touch is active.
  100023. * Override this method to provide functionality.
  100024. */
  100025. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100026. /**
  100027. * Called on pointer POINTERMOVE event if multiple touches are active.
  100028. * Override this method to provide functionality.
  100029. */
  100030. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100031. /**
  100032. * Called on JS contextmenu event.
  100033. * Override this method to provide functionality.
  100034. */
  100035. protected onContextMenu(evt: PointerEvent): void;
  100036. /**
  100037. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100038. * press.
  100039. * Override this method to provide functionality.
  100040. */
  100041. protected onButtonDown(evt: PointerEvent): void;
  100042. /**
  100043. * Called each time a new POINTERUP event occurs. Ie, for each button
  100044. * release.
  100045. * Override this method to provide functionality.
  100046. */
  100047. protected onButtonUp(evt: PointerEvent): void;
  100048. /**
  100049. * Called when window becomes inactive.
  100050. * Override this method to provide functionality.
  100051. */
  100052. protected onLostFocus(): void;
  100053. private _pointerInput;
  100054. private _observer;
  100055. private _onLostFocus;
  100056. private pointA;
  100057. private pointB;
  100058. }
  100059. }
  100060. declare module BABYLON {
  100061. /**
  100062. * Manage the pointers inputs to control an arc rotate camera.
  100063. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100064. */
  100065. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  100066. /**
  100067. * Defines the camera the input is attached to.
  100068. */
  100069. camera: ArcRotateCamera;
  100070. /**
  100071. * Gets the class name of the current input.
  100072. * @returns the class name
  100073. */
  100074. getClassName(): string;
  100075. /**
  100076. * Defines the buttons associated with the input to handle camera move.
  100077. */
  100078. buttons: number[];
  100079. /**
  100080. * Defines the pointer angular sensibility along the X axis or how fast is
  100081. * the camera rotating.
  100082. */
  100083. angularSensibilityX: number;
  100084. /**
  100085. * Defines the pointer angular sensibility along the Y axis or how fast is
  100086. * the camera rotating.
  100087. */
  100088. angularSensibilityY: number;
  100089. /**
  100090. * Defines the pointer pinch precision or how fast is the camera zooming.
  100091. */
  100092. pinchPrecision: number;
  100093. /**
  100094. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  100095. * from 0.
  100096. * It defines the percentage of current camera.radius to use as delta when
  100097. * pinch zoom is used.
  100098. */
  100099. pinchDeltaPercentage: number;
  100100. /**
  100101. * Defines the pointer panning sensibility or how fast is the camera moving.
  100102. */
  100103. panningSensibility: number;
  100104. /**
  100105. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  100106. */
  100107. multiTouchPanning: boolean;
  100108. /**
  100109. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  100110. * zoom (pinch) through multitouch.
  100111. */
  100112. multiTouchPanAndZoom: boolean;
  100113. /**
  100114. * Revers pinch action direction.
  100115. */
  100116. pinchInwards: boolean;
  100117. private _isPanClick;
  100118. private _twoFingerActivityCount;
  100119. private _isPinching;
  100120. /**
  100121. * Called on pointer POINTERMOVE event if only a single touch is active.
  100122. */
  100123. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100124. /**
  100125. * Called on pointer POINTERDOUBLETAP event.
  100126. */
  100127. protected onDoubleTap(type: string): void;
  100128. /**
  100129. * Called on pointer POINTERMOVE event if multiple touches are active.
  100130. */
  100131. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100132. /**
  100133. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100134. * press.
  100135. */
  100136. protected onButtonDown(evt: PointerEvent): void;
  100137. /**
  100138. * Called each time a new POINTERUP event occurs. Ie, for each button
  100139. * release.
  100140. */
  100141. protected onButtonUp(evt: PointerEvent): void;
  100142. /**
  100143. * Called when window becomes inactive.
  100144. */
  100145. protected onLostFocus(): void;
  100146. }
  100147. }
  100148. declare module BABYLON {
  100149. /**
  100150. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  100151. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100152. */
  100153. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  100154. /**
  100155. * Defines the camera the input is attached to.
  100156. */
  100157. camera: ArcRotateCamera;
  100158. /**
  100159. * Defines the list of key codes associated with the up action (increase alpha)
  100160. */
  100161. keysUp: number[];
  100162. /**
  100163. * Defines the list of key codes associated with the down action (decrease alpha)
  100164. */
  100165. keysDown: number[];
  100166. /**
  100167. * Defines the list of key codes associated with the left action (increase beta)
  100168. */
  100169. keysLeft: number[];
  100170. /**
  100171. * Defines the list of key codes associated with the right action (decrease beta)
  100172. */
  100173. keysRight: number[];
  100174. /**
  100175. * Defines the list of key codes associated with the reset action.
  100176. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  100177. */
  100178. keysReset: number[];
  100179. /**
  100180. * Defines the panning sensibility of the inputs.
  100181. * (How fast is the camera paning)
  100182. */
  100183. panningSensibility: number;
  100184. /**
  100185. * Defines the zooming sensibility of the inputs.
  100186. * (How fast is the camera zooming)
  100187. */
  100188. zoomingSensibility: number;
  100189. /**
  100190. * Defines wether maintaining the alt key down switch the movement mode from
  100191. * orientation to zoom.
  100192. */
  100193. useAltToZoom: boolean;
  100194. /**
  100195. * Rotation speed of the camera
  100196. */
  100197. angularSpeed: number;
  100198. private _keys;
  100199. private _ctrlPressed;
  100200. private _altPressed;
  100201. private _onCanvasBlurObserver;
  100202. private _onKeyboardObserver;
  100203. private _engine;
  100204. private _scene;
  100205. /**
  100206. * Attach the input controls to a specific dom element to get the input from.
  100207. * @param element Defines the element the controls should be listened from
  100208. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100209. */
  100210. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100211. /**
  100212. * Detach the current controls from the specified dom element.
  100213. * @param element Defines the element to stop listening the inputs from
  100214. */
  100215. detachControl(element: Nullable<HTMLElement>): void;
  100216. /**
  100217. * Update the current camera state depending on the inputs that have been used this frame.
  100218. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100219. */
  100220. checkInputs(): void;
  100221. /**
  100222. * Gets the class name of the current intput.
  100223. * @returns the class name
  100224. */
  100225. getClassName(): string;
  100226. /**
  100227. * Get the friendly name associated with the input class.
  100228. * @returns the input friendly name
  100229. */
  100230. getSimpleName(): string;
  100231. }
  100232. }
  100233. declare module BABYLON {
  100234. /**
  100235. * Manage the mouse wheel inputs to control an arc rotate camera.
  100236. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100237. */
  100238. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  100239. /**
  100240. * Defines the camera the input is attached to.
  100241. */
  100242. camera: ArcRotateCamera;
  100243. /**
  100244. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100245. */
  100246. wheelPrecision: number;
  100247. /**
  100248. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  100249. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  100250. */
  100251. wheelDeltaPercentage: number;
  100252. private _wheel;
  100253. private _observer;
  100254. private computeDeltaFromMouseWheelLegacyEvent;
  100255. /**
  100256. * Attach the input controls to a specific dom element to get the input from.
  100257. * @param element Defines the element the controls should be listened from
  100258. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100259. */
  100260. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100261. /**
  100262. * Detach the current controls from the specified dom element.
  100263. * @param element Defines the element to stop listening the inputs from
  100264. */
  100265. detachControl(element: Nullable<HTMLElement>): void;
  100266. /**
  100267. * Gets the class name of the current intput.
  100268. * @returns the class name
  100269. */
  100270. getClassName(): string;
  100271. /**
  100272. * Get the friendly name associated with the input class.
  100273. * @returns the input friendly name
  100274. */
  100275. getSimpleName(): string;
  100276. }
  100277. }
  100278. declare module BABYLON {
  100279. /**
  100280. * Default Inputs manager for the ArcRotateCamera.
  100281. * It groups all the default supported inputs for ease of use.
  100282. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100283. */
  100284. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  100285. /**
  100286. * Instantiates a new ArcRotateCameraInputsManager.
  100287. * @param camera Defines the camera the inputs belong to
  100288. */
  100289. constructor(camera: ArcRotateCamera);
  100290. /**
  100291. * Add mouse wheel input support to the input manager.
  100292. * @returns the current input manager
  100293. */
  100294. addMouseWheel(): ArcRotateCameraInputsManager;
  100295. /**
  100296. * Add pointers input support to the input manager.
  100297. * @returns the current input manager
  100298. */
  100299. addPointers(): ArcRotateCameraInputsManager;
  100300. /**
  100301. * Add keyboard input support to the input manager.
  100302. * @returns the current input manager
  100303. */
  100304. addKeyboard(): ArcRotateCameraInputsManager;
  100305. }
  100306. }
  100307. declare module BABYLON {
  100308. /**
  100309. * This represents an orbital type of camera.
  100310. *
  100311. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  100312. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  100313. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  100314. */
  100315. export class ArcRotateCamera extends TargetCamera {
  100316. /**
  100317. * Defines the rotation angle of the camera along the longitudinal axis.
  100318. */
  100319. alpha: number;
  100320. /**
  100321. * Defines the rotation angle of the camera along the latitudinal axis.
  100322. */
  100323. beta: number;
  100324. /**
  100325. * Defines the radius of the camera from it s target point.
  100326. */
  100327. radius: number;
  100328. protected _target: Vector3;
  100329. protected _targetHost: Nullable<AbstractMesh>;
  100330. /**
  100331. * Defines the target point of the camera.
  100332. * The camera looks towards it form the radius distance.
  100333. */
  100334. target: Vector3;
  100335. /**
  100336. * Define the current local position of the camera in the scene
  100337. */
  100338. position: Vector3;
  100339. protected _upVector: Vector3;
  100340. protected _upToYMatrix: Matrix;
  100341. protected _YToUpMatrix: Matrix;
  100342. /**
  100343. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  100344. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  100345. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  100346. */
  100347. upVector: Vector3;
  100348. /**
  100349. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  100350. */
  100351. setMatUp(): void;
  100352. /**
  100353. * Current inertia value on the longitudinal axis.
  100354. * The bigger this number the longer it will take for the camera to stop.
  100355. */
  100356. inertialAlphaOffset: number;
  100357. /**
  100358. * Current inertia value on the latitudinal axis.
  100359. * The bigger this number the longer it will take for the camera to stop.
  100360. */
  100361. inertialBetaOffset: number;
  100362. /**
  100363. * Current inertia value on the radius axis.
  100364. * The bigger this number the longer it will take for the camera to stop.
  100365. */
  100366. inertialRadiusOffset: number;
  100367. /**
  100368. * Minimum allowed angle on the longitudinal axis.
  100369. * This can help limiting how the Camera is able to move in the scene.
  100370. */
  100371. lowerAlphaLimit: Nullable<number>;
  100372. /**
  100373. * Maximum allowed angle on the longitudinal axis.
  100374. * This can help limiting how the Camera is able to move in the scene.
  100375. */
  100376. upperAlphaLimit: Nullable<number>;
  100377. /**
  100378. * Minimum allowed angle on the latitudinal axis.
  100379. * This can help limiting how the Camera is able to move in the scene.
  100380. */
  100381. lowerBetaLimit: number;
  100382. /**
  100383. * Maximum allowed angle on the latitudinal axis.
  100384. * This can help limiting how the Camera is able to move in the scene.
  100385. */
  100386. upperBetaLimit: number;
  100387. /**
  100388. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  100389. * This can help limiting how the Camera is able to move in the scene.
  100390. */
  100391. lowerRadiusLimit: Nullable<number>;
  100392. /**
  100393. * Maximum allowed distance of the camera to the target (The camera can not get further).
  100394. * This can help limiting how the Camera is able to move in the scene.
  100395. */
  100396. upperRadiusLimit: Nullable<number>;
  100397. /**
  100398. * Defines the current inertia value used during panning of the camera along the X axis.
  100399. */
  100400. inertialPanningX: number;
  100401. /**
  100402. * Defines the current inertia value used during panning of the camera along the Y axis.
  100403. */
  100404. inertialPanningY: number;
  100405. /**
  100406. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  100407. * Basically if your fingers moves away from more than this distance you will be considered
  100408. * in pinch mode.
  100409. */
  100410. pinchToPanMaxDistance: number;
  100411. /**
  100412. * Defines the maximum distance the camera can pan.
  100413. * This could help keeping the cammera always in your scene.
  100414. */
  100415. panningDistanceLimit: Nullable<number>;
  100416. /**
  100417. * Defines the target of the camera before paning.
  100418. */
  100419. panningOriginTarget: Vector3;
  100420. /**
  100421. * Defines the value of the inertia used during panning.
  100422. * 0 would mean stop inertia and one would mean no decelleration at all.
  100423. */
  100424. panningInertia: number;
  100425. /**
  100426. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  100427. */
  100428. angularSensibilityX: number;
  100429. /**
  100430. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  100431. */
  100432. angularSensibilityY: number;
  100433. /**
  100434. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  100435. */
  100436. pinchPrecision: number;
  100437. /**
  100438. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  100439. * It will be used instead of pinchDeltaPrecision if different from 0.
  100440. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100441. */
  100442. pinchDeltaPercentage: number;
  100443. /**
  100444. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  100445. */
  100446. panningSensibility: number;
  100447. /**
  100448. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  100449. */
  100450. keysUp: number[];
  100451. /**
  100452. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  100453. */
  100454. keysDown: number[];
  100455. /**
  100456. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  100457. */
  100458. keysLeft: number[];
  100459. /**
  100460. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  100461. */
  100462. keysRight: number[];
  100463. /**
  100464. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100465. */
  100466. wheelPrecision: number;
  100467. /**
  100468. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  100469. * It will be used instead of pinchDeltaPrecision if different from 0.
  100470. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100471. */
  100472. wheelDeltaPercentage: number;
  100473. /**
  100474. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  100475. */
  100476. zoomOnFactor: number;
  100477. /**
  100478. * Defines a screen offset for the camera position.
  100479. */
  100480. targetScreenOffset: Vector2;
  100481. /**
  100482. * Allows the camera to be completely reversed.
  100483. * If false the camera can not arrive upside down.
  100484. */
  100485. allowUpsideDown: boolean;
  100486. /**
  100487. * Define if double tap/click is used to restore the previously saved state of the camera.
  100488. */
  100489. useInputToRestoreState: boolean;
  100490. /** @hidden */
  100491. _viewMatrix: Matrix;
  100492. /** @hidden */
  100493. _useCtrlForPanning: boolean;
  100494. /** @hidden */
  100495. _panningMouseButton: number;
  100496. /**
  100497. * Defines the input associated to the camera.
  100498. */
  100499. inputs: ArcRotateCameraInputsManager;
  100500. /** @hidden */
  100501. _reset: () => void;
  100502. /**
  100503. * Defines the allowed panning axis.
  100504. */
  100505. panningAxis: Vector3;
  100506. protected _localDirection: Vector3;
  100507. protected _transformedDirection: Vector3;
  100508. private _bouncingBehavior;
  100509. /**
  100510. * Gets the bouncing behavior of the camera if it has been enabled.
  100511. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100512. */
  100513. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  100514. /**
  100515. * Defines if the bouncing behavior of the camera is enabled on the camera.
  100516. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100517. */
  100518. useBouncingBehavior: boolean;
  100519. private _framingBehavior;
  100520. /**
  100521. * Gets the framing behavior of the camera if it has been enabled.
  100522. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100523. */
  100524. readonly framingBehavior: Nullable<FramingBehavior>;
  100525. /**
  100526. * Defines if the framing behavior of the camera is enabled on the camera.
  100527. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100528. */
  100529. useFramingBehavior: boolean;
  100530. private _autoRotationBehavior;
  100531. /**
  100532. * Gets the auto rotation behavior of the camera if it has been enabled.
  100533. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100534. */
  100535. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  100536. /**
  100537. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  100538. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100539. */
  100540. useAutoRotationBehavior: boolean;
  100541. /**
  100542. * Observable triggered when the mesh target has been changed on the camera.
  100543. */
  100544. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  100545. /**
  100546. * Event raised when the camera is colliding with a mesh.
  100547. */
  100548. onCollide: (collidedMesh: AbstractMesh) => void;
  100549. /**
  100550. * Defines whether the camera should check collision with the objects oh the scene.
  100551. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  100552. */
  100553. checkCollisions: boolean;
  100554. /**
  100555. * Defines the collision radius of the camera.
  100556. * This simulates a sphere around the camera.
  100557. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100558. */
  100559. collisionRadius: Vector3;
  100560. protected _collider: Collider;
  100561. protected _previousPosition: Vector3;
  100562. protected _collisionVelocity: Vector3;
  100563. protected _newPosition: Vector3;
  100564. protected _previousAlpha: number;
  100565. protected _previousBeta: number;
  100566. protected _previousRadius: number;
  100567. protected _collisionTriggered: boolean;
  100568. protected _targetBoundingCenter: Nullable<Vector3>;
  100569. private _computationVector;
  100570. /**
  100571. * Instantiates a new ArcRotateCamera in a given scene
  100572. * @param name Defines the name of the camera
  100573. * @param alpha Defines the camera rotation along the logitudinal axis
  100574. * @param beta Defines the camera rotation along the latitudinal axis
  100575. * @param radius Defines the camera distance from its target
  100576. * @param target Defines the camera target
  100577. * @param scene Defines the scene the camera belongs to
  100578. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  100579. */
  100580. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100581. /** @hidden */
  100582. _initCache(): void;
  100583. /** @hidden */
  100584. _updateCache(ignoreParentClass?: boolean): void;
  100585. protected _getTargetPosition(): Vector3;
  100586. private _storedAlpha;
  100587. private _storedBeta;
  100588. private _storedRadius;
  100589. private _storedTarget;
  100590. /**
  100591. * Stores the current state of the camera (alpha, beta, radius and target)
  100592. * @returns the camera itself
  100593. */
  100594. storeState(): Camera;
  100595. /**
  100596. * @hidden
  100597. * Restored camera state. You must call storeState() first
  100598. */
  100599. _restoreStateValues(): boolean;
  100600. /** @hidden */
  100601. _isSynchronizedViewMatrix(): boolean;
  100602. /**
  100603. * Attached controls to the current camera.
  100604. * @param element Defines the element the controls should be listened from
  100605. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100606. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  100607. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  100608. */
  100609. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  100610. /**
  100611. * Detach the current controls from the camera.
  100612. * The camera will stop reacting to inputs.
  100613. * @param element Defines the element to stop listening the inputs from
  100614. */
  100615. detachControl(element: HTMLElement): void;
  100616. /** @hidden */
  100617. _checkInputs(): void;
  100618. protected _checkLimits(): void;
  100619. /**
  100620. * Rebuilds angles (alpha, beta) and radius from the give position and target
  100621. */
  100622. rebuildAnglesAndRadius(): void;
  100623. /**
  100624. * Use a position to define the current camera related information like aplha, beta and radius
  100625. * @param position Defines the position to set the camera at
  100626. */
  100627. setPosition(position: Vector3): void;
  100628. /**
  100629. * Defines the target the camera should look at.
  100630. * This will automatically adapt alpha beta and radius to fit within the new target.
  100631. * @param target Defines the new target as a Vector or a mesh
  100632. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  100633. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  100634. */
  100635. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  100636. /** @hidden */
  100637. _getViewMatrix(): Matrix;
  100638. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  100639. /**
  100640. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  100641. * @param meshes Defines the mesh to zoom on
  100642. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  100643. */
  100644. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  100645. /**
  100646. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  100647. * The target will be changed but the radius
  100648. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  100649. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  100650. */
  100651. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  100652. min: Vector3;
  100653. max: Vector3;
  100654. distance: number;
  100655. }, doNotUpdateMaxZ?: boolean): void;
  100656. /**
  100657. * @override
  100658. * Override Camera.createRigCamera
  100659. */
  100660. createRigCamera(name: string, cameraIndex: number): Camera;
  100661. /**
  100662. * @hidden
  100663. * @override
  100664. * Override Camera._updateRigCameras
  100665. */
  100666. _updateRigCameras(): void;
  100667. /**
  100668. * Destroy the camera and release the current resources hold by it.
  100669. */
  100670. dispose(): void;
  100671. /**
  100672. * Gets the current object class name.
  100673. * @return the class name
  100674. */
  100675. getClassName(): string;
  100676. }
  100677. }
  100678. declare module BABYLON {
  100679. /**
  100680. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  100681. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100682. */
  100683. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  100684. /**
  100685. * Gets the name of the behavior.
  100686. */
  100687. readonly name: string;
  100688. private _zoomStopsAnimation;
  100689. private _idleRotationSpeed;
  100690. private _idleRotationWaitTime;
  100691. private _idleRotationSpinupTime;
  100692. /**
  100693. * Sets the flag that indicates if user zooming should stop animation.
  100694. */
  100695. /**
  100696. * Gets the flag that indicates if user zooming should stop animation.
  100697. */
  100698. zoomStopsAnimation: boolean;
  100699. /**
  100700. * Sets the default speed at which the camera rotates around the model.
  100701. */
  100702. /**
  100703. * Gets the default speed at which the camera rotates around the model.
  100704. */
  100705. idleRotationSpeed: number;
  100706. /**
  100707. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  100708. */
  100709. /**
  100710. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  100711. */
  100712. idleRotationWaitTime: number;
  100713. /**
  100714. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100715. */
  100716. /**
  100717. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100718. */
  100719. idleRotationSpinupTime: number;
  100720. /**
  100721. * Gets a value indicating if the camera is currently rotating because of this behavior
  100722. */
  100723. readonly rotationInProgress: boolean;
  100724. private _onPrePointerObservableObserver;
  100725. private _onAfterCheckInputsObserver;
  100726. private _attachedCamera;
  100727. private _isPointerDown;
  100728. private _lastFrameTime;
  100729. private _lastInteractionTime;
  100730. private _cameraRotationSpeed;
  100731. /**
  100732. * Initializes the behavior.
  100733. */
  100734. init(): void;
  100735. /**
  100736. * Attaches the behavior to its arc rotate camera.
  100737. * @param camera Defines the camera to attach the behavior to
  100738. */
  100739. attach(camera: ArcRotateCamera): void;
  100740. /**
  100741. * Detaches the behavior from its current arc rotate camera.
  100742. */
  100743. detach(): void;
  100744. /**
  100745. * Returns true if user is scrolling.
  100746. * @return true if user is scrolling.
  100747. */
  100748. private _userIsZooming;
  100749. private _lastFrameRadius;
  100750. private _shouldAnimationStopForInteraction;
  100751. /**
  100752. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100753. */
  100754. private _applyUserInteraction;
  100755. private _userIsMoving;
  100756. }
  100757. }
  100758. declare module BABYLON {
  100759. /**
  100760. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  100761. */
  100762. export class AttachToBoxBehavior implements Behavior<Mesh> {
  100763. private ui;
  100764. /**
  100765. * The name of the behavior
  100766. */
  100767. name: string;
  100768. /**
  100769. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  100770. */
  100771. distanceAwayFromFace: number;
  100772. /**
  100773. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  100774. */
  100775. distanceAwayFromBottomOfFace: number;
  100776. private _faceVectors;
  100777. private _target;
  100778. private _scene;
  100779. private _onRenderObserver;
  100780. private _tmpMatrix;
  100781. private _tmpVector;
  100782. /**
  100783. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  100784. * @param ui The transform node that should be attched to the mesh
  100785. */
  100786. constructor(ui: TransformNode);
  100787. /**
  100788. * Initializes the behavior
  100789. */
  100790. init(): void;
  100791. private _closestFace;
  100792. private _zeroVector;
  100793. private _lookAtTmpMatrix;
  100794. private _lookAtToRef;
  100795. /**
  100796. * Attaches the AttachToBoxBehavior to the passed in mesh
  100797. * @param target The mesh that the specified node will be attached to
  100798. */
  100799. attach(target: Mesh): void;
  100800. /**
  100801. * Detaches the behavior from the mesh
  100802. */
  100803. detach(): void;
  100804. }
  100805. }
  100806. declare module BABYLON {
  100807. /**
  100808. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  100809. */
  100810. export class FadeInOutBehavior implements Behavior<Mesh> {
  100811. /**
  100812. * Time in milliseconds to delay before fading in (Default: 0)
  100813. */
  100814. delay: number;
  100815. /**
  100816. * Time in milliseconds for the mesh to fade in (Default: 300)
  100817. */
  100818. fadeInTime: number;
  100819. private _millisecondsPerFrame;
  100820. private _hovered;
  100821. private _hoverValue;
  100822. private _ownerNode;
  100823. /**
  100824. * Instatiates the FadeInOutBehavior
  100825. */
  100826. constructor();
  100827. /**
  100828. * The name of the behavior
  100829. */
  100830. readonly name: string;
  100831. /**
  100832. * Initializes the behavior
  100833. */
  100834. init(): void;
  100835. /**
  100836. * Attaches the fade behavior on the passed in mesh
  100837. * @param ownerNode The mesh that will be faded in/out once attached
  100838. */
  100839. attach(ownerNode: Mesh): void;
  100840. /**
  100841. * Detaches the behavior from the mesh
  100842. */
  100843. detach(): void;
  100844. /**
  100845. * Triggers the mesh to begin fading in or out
  100846. * @param value if the object should fade in or out (true to fade in)
  100847. */
  100848. fadeIn(value: boolean): void;
  100849. private _update;
  100850. private _setAllVisibility;
  100851. }
  100852. }
  100853. declare module BABYLON {
  100854. /**
  100855. * Class containing a set of static utilities functions for managing Pivots
  100856. * @hidden
  100857. */
  100858. export class PivotTools {
  100859. private static _PivotCached;
  100860. private static _OldPivotPoint;
  100861. private static _PivotTranslation;
  100862. private static _PivotTmpVector;
  100863. /** @hidden */
  100864. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  100865. /** @hidden */
  100866. static _RestorePivotPoint(mesh: AbstractMesh): void;
  100867. }
  100868. }
  100869. declare module BABYLON {
  100870. /**
  100871. * Class containing static functions to help procedurally build meshes
  100872. */
  100873. export class PlaneBuilder {
  100874. /**
  100875. * Creates a plane mesh
  100876. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  100877. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  100878. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  100879. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  100880. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  100881. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  100882. * @param name defines the name of the mesh
  100883. * @param options defines the options used to create the mesh
  100884. * @param scene defines the hosting scene
  100885. * @returns the plane mesh
  100886. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  100887. */
  100888. static CreatePlane(name: string, options: {
  100889. size?: number;
  100890. width?: number;
  100891. height?: number;
  100892. sideOrientation?: number;
  100893. frontUVs?: Vector4;
  100894. backUVs?: Vector4;
  100895. updatable?: boolean;
  100896. sourcePlane?: Plane;
  100897. }, scene?: Nullable<Scene>): Mesh;
  100898. }
  100899. }
  100900. declare module BABYLON {
  100901. /**
  100902. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100903. */
  100904. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  100905. private static _AnyMouseID;
  100906. /**
  100907. * Abstract mesh the behavior is set on
  100908. */
  100909. attachedNode: AbstractMesh;
  100910. private _dragPlane;
  100911. private _scene;
  100912. private _pointerObserver;
  100913. private _beforeRenderObserver;
  100914. private static _planeScene;
  100915. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  100916. /**
  100917. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  100918. */
  100919. maxDragAngle: number;
  100920. /**
  100921. * @hidden
  100922. */
  100923. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  100924. /**
  100925. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100926. */
  100927. currentDraggingPointerID: number;
  100928. /**
  100929. * The last position where the pointer hit the drag plane in world space
  100930. */
  100931. lastDragPosition: Vector3;
  100932. /**
  100933. * If the behavior is currently in a dragging state
  100934. */
  100935. dragging: boolean;
  100936. /**
  100937. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  100938. */
  100939. dragDeltaRatio: number;
  100940. /**
  100941. * If the drag plane orientation should be updated during the dragging (Default: true)
  100942. */
  100943. updateDragPlane: boolean;
  100944. private _debugMode;
  100945. private _moving;
  100946. /**
  100947. * Fires each time the attached mesh is dragged with the pointer
  100948. * * delta between last drag position and current drag position in world space
  100949. * * dragDistance along the drag axis
  100950. * * dragPlaneNormal normal of the current drag plane used during the drag
  100951. * * dragPlanePoint in world space where the drag intersects the drag plane
  100952. */
  100953. onDragObservable: Observable<{
  100954. delta: Vector3;
  100955. dragPlanePoint: Vector3;
  100956. dragPlaneNormal: Vector3;
  100957. dragDistance: number;
  100958. pointerId: number;
  100959. }>;
  100960. /**
  100961. * Fires each time a drag begins (eg. mouse down on mesh)
  100962. */
  100963. onDragStartObservable: Observable<{
  100964. dragPlanePoint: Vector3;
  100965. pointerId: number;
  100966. }>;
  100967. /**
  100968. * Fires each time a drag ends (eg. mouse release after drag)
  100969. */
  100970. onDragEndObservable: Observable<{
  100971. dragPlanePoint: Vector3;
  100972. pointerId: number;
  100973. }>;
  100974. /**
  100975. * If the attached mesh should be moved when dragged
  100976. */
  100977. moveAttached: boolean;
  100978. /**
  100979. * If the drag behavior will react to drag events (Default: true)
  100980. */
  100981. enabled: boolean;
  100982. /**
  100983. * If pointer events should start and release the drag (Default: true)
  100984. */
  100985. startAndReleaseDragOnPointerEvents: boolean;
  100986. /**
  100987. * If camera controls should be detached during the drag
  100988. */
  100989. detachCameraControls: boolean;
  100990. /**
  100991. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100992. */
  100993. useObjectOrienationForDragging: boolean;
  100994. private _options;
  100995. /**
  100996. * Creates a pointer drag behavior that can be attached to a mesh
  100997. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  100998. */
  100999. constructor(options?: {
  101000. dragAxis?: Vector3;
  101001. dragPlaneNormal?: Vector3;
  101002. });
  101003. /**
  101004. * Predicate to determine if it is valid to move the object to a new position when it is moved
  101005. */
  101006. validateDrag: (targetPosition: Vector3) => boolean;
  101007. /**
  101008. * The name of the behavior
  101009. */
  101010. readonly name: string;
  101011. /**
  101012. * Initializes the behavior
  101013. */
  101014. init(): void;
  101015. private _tmpVector;
  101016. private _alternatePickedPoint;
  101017. private _worldDragAxis;
  101018. private _targetPosition;
  101019. private _attachedElement;
  101020. /**
  101021. * Attaches the drag behavior the passed in mesh
  101022. * @param ownerNode The mesh that will be dragged around once attached
  101023. */
  101024. attach(ownerNode: AbstractMesh): void;
  101025. /**
  101026. * Force relase the drag action by code.
  101027. */
  101028. releaseDrag(): void;
  101029. private _startDragRay;
  101030. private _lastPointerRay;
  101031. /**
  101032. * Simulates the start of a pointer drag event on the behavior
  101033. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101034. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101035. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101036. */
  101037. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  101038. private _startDrag;
  101039. private _dragDelta;
  101040. private _moveDrag;
  101041. private _pickWithRayOnDragPlane;
  101042. private _pointA;
  101043. private _pointB;
  101044. private _pointC;
  101045. private _lineA;
  101046. private _lineB;
  101047. private _localAxis;
  101048. private _lookAt;
  101049. private _updateDragPlanePosition;
  101050. /**
  101051. * Detaches the behavior from the mesh
  101052. */
  101053. detach(): void;
  101054. }
  101055. }
  101056. declare module BABYLON {
  101057. /**
  101058. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101059. */
  101060. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  101061. private _dragBehaviorA;
  101062. private _dragBehaviorB;
  101063. private _startDistance;
  101064. private _initialScale;
  101065. private _targetScale;
  101066. private _ownerNode;
  101067. private _sceneRenderObserver;
  101068. /**
  101069. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101070. */
  101071. constructor();
  101072. /**
  101073. * The name of the behavior
  101074. */
  101075. readonly name: string;
  101076. /**
  101077. * Initializes the behavior
  101078. */
  101079. init(): void;
  101080. private _getCurrentDistance;
  101081. /**
  101082. * Attaches the scale behavior the passed in mesh
  101083. * @param ownerNode The mesh that will be scaled around once attached
  101084. */
  101085. attach(ownerNode: Mesh): void;
  101086. /**
  101087. * Detaches the behavior from the mesh
  101088. */
  101089. detach(): void;
  101090. }
  101091. }
  101092. declare module BABYLON {
  101093. /**
  101094. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  101095. */
  101096. export class SixDofDragBehavior implements Behavior<Mesh> {
  101097. private static _virtualScene;
  101098. private _ownerNode;
  101099. private _sceneRenderObserver;
  101100. private _scene;
  101101. private _targetPosition;
  101102. private _virtualOriginMesh;
  101103. private _virtualDragMesh;
  101104. private _pointerObserver;
  101105. private _moving;
  101106. private _startingOrientation;
  101107. /**
  101108. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  101109. */
  101110. private zDragFactor;
  101111. /**
  101112. * If the object should rotate to face the drag origin
  101113. */
  101114. rotateDraggedObject: boolean;
  101115. /**
  101116. * If the behavior is currently in a dragging state
  101117. */
  101118. dragging: boolean;
  101119. /**
  101120. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  101121. */
  101122. dragDeltaRatio: number;
  101123. /**
  101124. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101125. */
  101126. currentDraggingPointerID: number;
  101127. /**
  101128. * If camera controls should be detached during the drag
  101129. */
  101130. detachCameraControls: boolean;
  101131. /**
  101132. * Fires each time a drag starts
  101133. */
  101134. onDragStartObservable: Observable<{}>;
  101135. /**
  101136. * Fires each time a drag ends (eg. mouse release after drag)
  101137. */
  101138. onDragEndObservable: Observable<{}>;
  101139. /**
  101140. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  101141. */
  101142. constructor();
  101143. /**
  101144. * The name of the behavior
  101145. */
  101146. readonly name: string;
  101147. /**
  101148. * Initializes the behavior
  101149. */
  101150. init(): void;
  101151. /**
  101152. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  101153. */
  101154. private readonly _pointerCamera;
  101155. /**
  101156. * Attaches the scale behavior the passed in mesh
  101157. * @param ownerNode The mesh that will be scaled around once attached
  101158. */
  101159. attach(ownerNode: Mesh): void;
  101160. /**
  101161. * Detaches the behavior from the mesh
  101162. */
  101163. detach(): void;
  101164. }
  101165. }
  101166. declare module BABYLON {
  101167. /**
  101168. * Class used to apply inverse kinematics to bones
  101169. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  101170. */
  101171. export class BoneIKController {
  101172. private static _tmpVecs;
  101173. private static _tmpQuat;
  101174. private static _tmpMats;
  101175. /**
  101176. * Gets or sets the target mesh
  101177. */
  101178. targetMesh: AbstractMesh;
  101179. /** Gets or sets the mesh used as pole */
  101180. poleTargetMesh: AbstractMesh;
  101181. /**
  101182. * Gets or sets the bone used as pole
  101183. */
  101184. poleTargetBone: Nullable<Bone>;
  101185. /**
  101186. * Gets or sets the target position
  101187. */
  101188. targetPosition: Vector3;
  101189. /**
  101190. * Gets or sets the pole target position
  101191. */
  101192. poleTargetPosition: Vector3;
  101193. /**
  101194. * Gets or sets the pole target local offset
  101195. */
  101196. poleTargetLocalOffset: Vector3;
  101197. /**
  101198. * Gets or sets the pole angle
  101199. */
  101200. poleAngle: number;
  101201. /**
  101202. * Gets or sets the mesh associated with the controller
  101203. */
  101204. mesh: AbstractMesh;
  101205. /**
  101206. * 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)
  101207. */
  101208. slerpAmount: number;
  101209. private _bone1Quat;
  101210. private _bone1Mat;
  101211. private _bone2Ang;
  101212. private _bone1;
  101213. private _bone2;
  101214. private _bone1Length;
  101215. private _bone2Length;
  101216. private _maxAngle;
  101217. private _maxReach;
  101218. private _rightHandedSystem;
  101219. private _bendAxis;
  101220. private _slerping;
  101221. private _adjustRoll;
  101222. /**
  101223. * Gets or sets maximum allowed angle
  101224. */
  101225. maxAngle: number;
  101226. /**
  101227. * Creates a new BoneIKController
  101228. * @param mesh defines the mesh to control
  101229. * @param bone defines the bone to control
  101230. * @param options defines options to set up the controller
  101231. */
  101232. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  101233. targetMesh?: AbstractMesh;
  101234. poleTargetMesh?: AbstractMesh;
  101235. poleTargetBone?: Bone;
  101236. poleTargetLocalOffset?: Vector3;
  101237. poleAngle?: number;
  101238. bendAxis?: Vector3;
  101239. maxAngle?: number;
  101240. slerpAmount?: number;
  101241. });
  101242. private _setMaxAngle;
  101243. /**
  101244. * Force the controller to update the bones
  101245. */
  101246. update(): void;
  101247. }
  101248. }
  101249. declare module BABYLON {
  101250. /**
  101251. * Class used to make a bone look toward a point in space
  101252. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  101253. */
  101254. export class BoneLookController {
  101255. private static _tmpVecs;
  101256. private static _tmpQuat;
  101257. private static _tmpMats;
  101258. /**
  101259. * The target Vector3 that the bone will look at
  101260. */
  101261. target: Vector3;
  101262. /**
  101263. * The mesh that the bone is attached to
  101264. */
  101265. mesh: AbstractMesh;
  101266. /**
  101267. * The bone that will be looking to the target
  101268. */
  101269. bone: Bone;
  101270. /**
  101271. * The up axis of the coordinate system that is used when the bone is rotated
  101272. */
  101273. upAxis: Vector3;
  101274. /**
  101275. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  101276. */
  101277. upAxisSpace: Space;
  101278. /**
  101279. * Used to make an adjustment to the yaw of the bone
  101280. */
  101281. adjustYaw: number;
  101282. /**
  101283. * Used to make an adjustment to the pitch of the bone
  101284. */
  101285. adjustPitch: number;
  101286. /**
  101287. * Used to make an adjustment to the roll of the bone
  101288. */
  101289. adjustRoll: number;
  101290. /**
  101291. * 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)
  101292. */
  101293. slerpAmount: number;
  101294. private _minYaw;
  101295. private _maxYaw;
  101296. private _minPitch;
  101297. private _maxPitch;
  101298. private _minYawSin;
  101299. private _minYawCos;
  101300. private _maxYawSin;
  101301. private _maxYawCos;
  101302. private _midYawConstraint;
  101303. private _minPitchTan;
  101304. private _maxPitchTan;
  101305. private _boneQuat;
  101306. private _slerping;
  101307. private _transformYawPitch;
  101308. private _transformYawPitchInv;
  101309. private _firstFrameSkipped;
  101310. private _yawRange;
  101311. private _fowardAxis;
  101312. /**
  101313. * Gets or sets the minimum yaw angle that the bone can look to
  101314. */
  101315. minYaw: number;
  101316. /**
  101317. * Gets or sets the maximum yaw angle that the bone can look to
  101318. */
  101319. maxYaw: number;
  101320. /**
  101321. * Gets or sets the minimum pitch angle that the bone can look to
  101322. */
  101323. minPitch: number;
  101324. /**
  101325. * Gets or sets the maximum pitch angle that the bone can look to
  101326. */
  101327. maxPitch: number;
  101328. /**
  101329. * Create a BoneLookController
  101330. * @param mesh the mesh that the bone belongs to
  101331. * @param bone the bone that will be looking to the target
  101332. * @param target the target Vector3 to look at
  101333. * @param options optional settings:
  101334. * * maxYaw: the maximum angle the bone will yaw to
  101335. * * minYaw: the minimum angle the bone will yaw to
  101336. * * maxPitch: the maximum angle the bone will pitch to
  101337. * * minPitch: the minimum angle the bone will yaw to
  101338. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  101339. * * upAxis: the up axis of the coordinate system
  101340. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  101341. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  101342. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  101343. * * adjustYaw: used to make an adjustment to the yaw of the bone
  101344. * * adjustPitch: used to make an adjustment to the pitch of the bone
  101345. * * adjustRoll: used to make an adjustment to the roll of the bone
  101346. **/
  101347. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  101348. maxYaw?: number;
  101349. minYaw?: number;
  101350. maxPitch?: number;
  101351. minPitch?: number;
  101352. slerpAmount?: number;
  101353. upAxis?: Vector3;
  101354. upAxisSpace?: Space;
  101355. yawAxis?: Vector3;
  101356. pitchAxis?: Vector3;
  101357. adjustYaw?: number;
  101358. adjustPitch?: number;
  101359. adjustRoll?: number;
  101360. });
  101361. /**
  101362. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  101363. */
  101364. update(): void;
  101365. private _getAngleDiff;
  101366. private _getAngleBetween;
  101367. private _isAngleBetween;
  101368. }
  101369. }
  101370. declare module BABYLON {
  101371. /**
  101372. * Manage the gamepad inputs to control an arc rotate camera.
  101373. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101374. */
  101375. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  101376. /**
  101377. * Defines the camera the input is attached to.
  101378. */
  101379. camera: ArcRotateCamera;
  101380. /**
  101381. * Defines the gamepad the input is gathering event from.
  101382. */
  101383. gamepad: Nullable<Gamepad>;
  101384. /**
  101385. * Defines the gamepad rotation sensiblity.
  101386. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101387. */
  101388. gamepadRotationSensibility: number;
  101389. /**
  101390. * Defines the gamepad move sensiblity.
  101391. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101392. */
  101393. gamepadMoveSensibility: number;
  101394. private _onGamepadConnectedObserver;
  101395. private _onGamepadDisconnectedObserver;
  101396. /**
  101397. * Attach the input controls to a specific dom element to get the input from.
  101398. * @param element Defines the element the controls should be listened from
  101399. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101400. */
  101401. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101402. /**
  101403. * Detach the current controls from the specified dom element.
  101404. * @param element Defines the element to stop listening the inputs from
  101405. */
  101406. detachControl(element: Nullable<HTMLElement>): void;
  101407. /**
  101408. * Update the current camera state depending on the inputs that have been used this frame.
  101409. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101410. */
  101411. checkInputs(): void;
  101412. /**
  101413. * Gets the class name of the current intput.
  101414. * @returns the class name
  101415. */
  101416. getClassName(): string;
  101417. /**
  101418. * Get the friendly name associated with the input class.
  101419. * @returns the input friendly name
  101420. */
  101421. getSimpleName(): string;
  101422. }
  101423. }
  101424. declare module BABYLON {
  101425. interface ArcRotateCameraInputsManager {
  101426. /**
  101427. * Add orientation input support to the input manager.
  101428. * @returns the current input manager
  101429. */
  101430. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  101431. }
  101432. /**
  101433. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  101434. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101435. */
  101436. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  101437. /**
  101438. * Defines the camera the input is attached to.
  101439. */
  101440. camera: ArcRotateCamera;
  101441. /**
  101442. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  101443. */
  101444. alphaCorrection: number;
  101445. /**
  101446. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  101447. */
  101448. gammaCorrection: number;
  101449. private _alpha;
  101450. private _gamma;
  101451. private _dirty;
  101452. private _deviceOrientationHandler;
  101453. /**
  101454. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  101455. */
  101456. constructor();
  101457. /**
  101458. * Attach the input controls to a specific dom element to get the input from.
  101459. * @param element Defines the element the controls should be listened from
  101460. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101461. */
  101462. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101463. /** @hidden */
  101464. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  101465. /**
  101466. * Update the current camera state depending on the inputs that have been used this frame.
  101467. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101468. */
  101469. checkInputs(): void;
  101470. /**
  101471. * Detach the current controls from the specified dom element.
  101472. * @param element Defines the element to stop listening the inputs from
  101473. */
  101474. detachControl(element: Nullable<HTMLElement>): void;
  101475. /**
  101476. * Gets the class name of the current intput.
  101477. * @returns the class name
  101478. */
  101479. getClassName(): string;
  101480. /**
  101481. * Get the friendly name associated with the input class.
  101482. * @returns the input friendly name
  101483. */
  101484. getSimpleName(): string;
  101485. }
  101486. }
  101487. declare module BABYLON {
  101488. /**
  101489. * Listen to mouse events to control the camera.
  101490. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101491. */
  101492. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  101493. /**
  101494. * Defines the camera the input is attached to.
  101495. */
  101496. camera: FlyCamera;
  101497. /**
  101498. * Defines if touch is enabled. (Default is true.)
  101499. */
  101500. touchEnabled: boolean;
  101501. /**
  101502. * Defines the buttons associated with the input to handle camera rotation.
  101503. */
  101504. buttons: number[];
  101505. /**
  101506. * Assign buttons for Yaw control.
  101507. */
  101508. buttonsYaw: number[];
  101509. /**
  101510. * Assign buttons for Pitch control.
  101511. */
  101512. buttonsPitch: number[];
  101513. /**
  101514. * Assign buttons for Roll control.
  101515. */
  101516. buttonsRoll: number[];
  101517. /**
  101518. * Detect if any button is being pressed while mouse is moved.
  101519. * -1 = Mouse locked.
  101520. * 0 = Left button.
  101521. * 1 = Middle Button.
  101522. * 2 = Right Button.
  101523. */
  101524. activeButton: number;
  101525. /**
  101526. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  101527. * Higher values reduce its sensitivity.
  101528. */
  101529. angularSensibility: number;
  101530. private _mousemoveCallback;
  101531. private _observer;
  101532. private _rollObserver;
  101533. private previousPosition;
  101534. private noPreventDefault;
  101535. private element;
  101536. /**
  101537. * Listen to mouse events to control the camera.
  101538. * @param touchEnabled Define if touch is enabled. (Default is true.)
  101539. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101540. */
  101541. constructor(touchEnabled?: boolean);
  101542. /**
  101543. * Attach the mouse control to the HTML DOM element.
  101544. * @param element Defines the element that listens to the input events.
  101545. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  101546. */
  101547. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101548. /**
  101549. * Detach the current controls from the specified dom element.
  101550. * @param element Defines the element to stop listening the inputs from
  101551. */
  101552. detachControl(element: Nullable<HTMLElement>): void;
  101553. /**
  101554. * Gets the class name of the current input.
  101555. * @returns the class name.
  101556. */
  101557. getClassName(): string;
  101558. /**
  101559. * Get the friendly name associated with the input class.
  101560. * @returns the input's friendly name.
  101561. */
  101562. getSimpleName(): string;
  101563. private _pointerInput;
  101564. private _onMouseMove;
  101565. /**
  101566. * Rotate camera by mouse offset.
  101567. */
  101568. private rotateCamera;
  101569. }
  101570. }
  101571. declare module BABYLON {
  101572. /**
  101573. * Default Inputs manager for the FlyCamera.
  101574. * It groups all the default supported inputs for ease of use.
  101575. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101576. */
  101577. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  101578. /**
  101579. * Instantiates a new FlyCameraInputsManager.
  101580. * @param camera Defines the camera the inputs belong to.
  101581. */
  101582. constructor(camera: FlyCamera);
  101583. /**
  101584. * Add keyboard input support to the input manager.
  101585. * @returns the new FlyCameraKeyboardMoveInput().
  101586. */
  101587. addKeyboard(): FlyCameraInputsManager;
  101588. /**
  101589. * Add mouse input support to the input manager.
  101590. * @param touchEnabled Enable touch screen support.
  101591. * @returns the new FlyCameraMouseInput().
  101592. */
  101593. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  101594. }
  101595. }
  101596. declare module BABYLON {
  101597. /**
  101598. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101599. * such as in a 3D Space Shooter or a Flight Simulator.
  101600. */
  101601. export class FlyCamera extends TargetCamera {
  101602. /**
  101603. * Define the collision ellipsoid of the camera.
  101604. * This is helpful for simulating a camera body, like a player's body.
  101605. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101606. */
  101607. ellipsoid: Vector3;
  101608. /**
  101609. * Define an offset for the position of the ellipsoid around the camera.
  101610. * This can be helpful if the camera is attached away from the player's body center,
  101611. * such as at its head.
  101612. */
  101613. ellipsoidOffset: Vector3;
  101614. /**
  101615. * Enable or disable collisions of the camera with the rest of the scene objects.
  101616. */
  101617. checkCollisions: boolean;
  101618. /**
  101619. * Enable or disable gravity on the camera.
  101620. */
  101621. applyGravity: boolean;
  101622. /**
  101623. * Define the current direction the camera is moving to.
  101624. */
  101625. cameraDirection: Vector3;
  101626. /**
  101627. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  101628. * This overrides and empties cameraRotation.
  101629. */
  101630. rotationQuaternion: Quaternion;
  101631. /**
  101632. * Track Roll to maintain the wanted Rolling when looking around.
  101633. */
  101634. _trackRoll: number;
  101635. /**
  101636. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  101637. */
  101638. rollCorrect: number;
  101639. /**
  101640. * Mimic a banked turn, Rolling the camera when Yawing.
  101641. * It's recommended to use rollCorrect = 10 for faster banking correction.
  101642. */
  101643. bankedTurn: boolean;
  101644. /**
  101645. * Limit in radians for how much Roll banking will add. (Default: 90°)
  101646. */
  101647. bankedTurnLimit: number;
  101648. /**
  101649. * Value of 0 disables the banked Roll.
  101650. * Value of 1 is equal to the Yaw angle in radians.
  101651. */
  101652. bankedTurnMultiplier: number;
  101653. /**
  101654. * The inputs manager loads all the input sources, such as keyboard and mouse.
  101655. */
  101656. inputs: FlyCameraInputsManager;
  101657. /**
  101658. * Gets the input sensibility for mouse input.
  101659. * Higher values reduce sensitivity.
  101660. */
  101661. /**
  101662. * Sets the input sensibility for a mouse input.
  101663. * Higher values reduce sensitivity.
  101664. */
  101665. angularSensibility: number;
  101666. /**
  101667. * Get the keys for camera movement forward.
  101668. */
  101669. /**
  101670. * Set the keys for camera movement forward.
  101671. */
  101672. keysForward: number[];
  101673. /**
  101674. * Get the keys for camera movement backward.
  101675. */
  101676. keysBackward: number[];
  101677. /**
  101678. * Get the keys for camera movement up.
  101679. */
  101680. /**
  101681. * Set the keys for camera movement up.
  101682. */
  101683. keysUp: number[];
  101684. /**
  101685. * Get the keys for camera movement down.
  101686. */
  101687. /**
  101688. * Set the keys for camera movement down.
  101689. */
  101690. keysDown: number[];
  101691. /**
  101692. * Get the keys for camera movement left.
  101693. */
  101694. /**
  101695. * Set the keys for camera movement left.
  101696. */
  101697. keysLeft: number[];
  101698. /**
  101699. * Set the keys for camera movement right.
  101700. */
  101701. /**
  101702. * Set the keys for camera movement right.
  101703. */
  101704. keysRight: number[];
  101705. /**
  101706. * Event raised when the camera collides with a mesh in the scene.
  101707. */
  101708. onCollide: (collidedMesh: AbstractMesh) => void;
  101709. private _collider;
  101710. private _needMoveForGravity;
  101711. private _oldPosition;
  101712. private _diffPosition;
  101713. private _newPosition;
  101714. /** @hidden */
  101715. _localDirection: Vector3;
  101716. /** @hidden */
  101717. _transformedDirection: Vector3;
  101718. /**
  101719. * Instantiates a FlyCamera.
  101720. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101721. * such as in a 3D Space Shooter or a Flight Simulator.
  101722. * @param name Define the name of the camera in the scene.
  101723. * @param position Define the starting position of the camera in the scene.
  101724. * @param scene Define the scene the camera belongs to.
  101725. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  101726. */
  101727. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101728. /**
  101729. * Attach a control to the HTML DOM element.
  101730. * @param element Defines the element that listens to the input events.
  101731. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  101732. */
  101733. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101734. /**
  101735. * Detach a control from the HTML DOM element.
  101736. * The camera will stop reacting to that input.
  101737. * @param element Defines the element that listens to the input events.
  101738. */
  101739. detachControl(element: HTMLElement): void;
  101740. private _collisionMask;
  101741. /**
  101742. * Get the mask that the camera ignores in collision events.
  101743. */
  101744. /**
  101745. * Set the mask that the camera ignores in collision events.
  101746. */
  101747. collisionMask: number;
  101748. /** @hidden */
  101749. _collideWithWorld(displacement: Vector3): void;
  101750. /** @hidden */
  101751. private _onCollisionPositionChange;
  101752. /** @hidden */
  101753. _checkInputs(): void;
  101754. /** @hidden */
  101755. _decideIfNeedsToMove(): boolean;
  101756. /** @hidden */
  101757. _updatePosition(): void;
  101758. /**
  101759. * Restore the Roll to its target value at the rate specified.
  101760. * @param rate - Higher means slower restoring.
  101761. * @hidden
  101762. */
  101763. restoreRoll(rate: number): void;
  101764. /**
  101765. * Destroy the camera and release the current resources held by it.
  101766. */
  101767. dispose(): void;
  101768. /**
  101769. * Get the current object class name.
  101770. * @returns the class name.
  101771. */
  101772. getClassName(): string;
  101773. }
  101774. }
  101775. declare module BABYLON {
  101776. /**
  101777. * Listen to keyboard events to control the camera.
  101778. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101779. */
  101780. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  101781. /**
  101782. * Defines the camera the input is attached to.
  101783. */
  101784. camera: FlyCamera;
  101785. /**
  101786. * The list of keyboard keys used to control the forward move of the camera.
  101787. */
  101788. keysForward: number[];
  101789. /**
  101790. * The list of keyboard keys used to control the backward move of the camera.
  101791. */
  101792. keysBackward: number[];
  101793. /**
  101794. * The list of keyboard keys used to control the forward move of the camera.
  101795. */
  101796. keysUp: number[];
  101797. /**
  101798. * The list of keyboard keys used to control the backward move of the camera.
  101799. */
  101800. keysDown: number[];
  101801. /**
  101802. * The list of keyboard keys used to control the right strafe move of the camera.
  101803. */
  101804. keysRight: number[];
  101805. /**
  101806. * The list of keyboard keys used to control the left strafe move of the camera.
  101807. */
  101808. keysLeft: number[];
  101809. private _keys;
  101810. private _onCanvasBlurObserver;
  101811. private _onKeyboardObserver;
  101812. private _engine;
  101813. private _scene;
  101814. /**
  101815. * Attach the input controls to a specific dom element to get the input from.
  101816. * @param element Defines the element the controls should be listened from
  101817. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101818. */
  101819. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101820. /**
  101821. * Detach the current controls from the specified dom element.
  101822. * @param element Defines the element to stop listening the inputs from
  101823. */
  101824. detachControl(element: Nullable<HTMLElement>): void;
  101825. /**
  101826. * Gets the class name of the current intput.
  101827. * @returns the class name
  101828. */
  101829. getClassName(): string;
  101830. /** @hidden */
  101831. _onLostFocus(e: FocusEvent): void;
  101832. /**
  101833. * Get the friendly name associated with the input class.
  101834. * @returns the input friendly name
  101835. */
  101836. getSimpleName(): string;
  101837. /**
  101838. * Update the current camera state depending on the inputs that have been used this frame.
  101839. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101840. */
  101841. checkInputs(): void;
  101842. }
  101843. }
  101844. declare module BABYLON {
  101845. /**
  101846. * Manage the mouse wheel inputs to control a follow camera.
  101847. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101848. */
  101849. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  101850. /**
  101851. * Defines the camera the input is attached to.
  101852. */
  101853. camera: FollowCamera;
  101854. /**
  101855. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  101856. */
  101857. axisControlRadius: boolean;
  101858. /**
  101859. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  101860. */
  101861. axisControlHeight: boolean;
  101862. /**
  101863. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  101864. */
  101865. axisControlRotation: boolean;
  101866. /**
  101867. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  101868. * relation to mouseWheel events.
  101869. */
  101870. wheelPrecision: number;
  101871. /**
  101872. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101873. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101874. */
  101875. wheelDeltaPercentage: number;
  101876. private _wheel;
  101877. private _observer;
  101878. /**
  101879. * Attach the input controls to a specific dom element to get the input from.
  101880. * @param element Defines the element the controls should be listened from
  101881. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101882. */
  101883. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101884. /**
  101885. * Detach the current controls from the specified dom element.
  101886. * @param element Defines the element to stop listening the inputs from
  101887. */
  101888. detachControl(element: Nullable<HTMLElement>): void;
  101889. /**
  101890. * Gets the class name of the current intput.
  101891. * @returns the class name
  101892. */
  101893. getClassName(): string;
  101894. /**
  101895. * Get the friendly name associated with the input class.
  101896. * @returns the input friendly name
  101897. */
  101898. getSimpleName(): string;
  101899. }
  101900. }
  101901. declare module BABYLON {
  101902. /**
  101903. * Manage the pointers inputs to control an follow camera.
  101904. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101905. */
  101906. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  101907. /**
  101908. * Defines the camera the input is attached to.
  101909. */
  101910. camera: FollowCamera;
  101911. /**
  101912. * Gets the class name of the current input.
  101913. * @returns the class name
  101914. */
  101915. getClassName(): string;
  101916. /**
  101917. * Defines the pointer angular sensibility along the X axis or how fast is
  101918. * the camera rotating.
  101919. * A negative number will reverse the axis direction.
  101920. */
  101921. angularSensibilityX: number;
  101922. /**
  101923. * Defines the pointer angular sensibility along the Y axis or how fast is
  101924. * the camera rotating.
  101925. * A negative number will reverse the axis direction.
  101926. */
  101927. angularSensibilityY: number;
  101928. /**
  101929. * Defines the pointer pinch precision or how fast is the camera zooming.
  101930. * A negative number will reverse the axis direction.
  101931. */
  101932. pinchPrecision: number;
  101933. /**
  101934. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101935. * from 0.
  101936. * It defines the percentage of current camera.radius to use as delta when
  101937. * pinch zoom is used.
  101938. */
  101939. pinchDeltaPercentage: number;
  101940. /**
  101941. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  101942. */
  101943. axisXControlRadius: boolean;
  101944. /**
  101945. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  101946. */
  101947. axisXControlHeight: boolean;
  101948. /**
  101949. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  101950. */
  101951. axisXControlRotation: boolean;
  101952. /**
  101953. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  101954. */
  101955. axisYControlRadius: boolean;
  101956. /**
  101957. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  101958. */
  101959. axisYControlHeight: boolean;
  101960. /**
  101961. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  101962. */
  101963. axisYControlRotation: boolean;
  101964. /**
  101965. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  101966. */
  101967. axisPinchControlRadius: boolean;
  101968. /**
  101969. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  101970. */
  101971. axisPinchControlHeight: boolean;
  101972. /**
  101973. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  101974. */
  101975. axisPinchControlRotation: boolean;
  101976. /**
  101977. * Log error messages if basic misconfiguration has occurred.
  101978. */
  101979. warningEnable: boolean;
  101980. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101981. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101982. private _warningCounter;
  101983. private _warning;
  101984. }
  101985. }
  101986. declare module BABYLON {
  101987. /**
  101988. * Default Inputs manager for the FollowCamera.
  101989. * It groups all the default supported inputs for ease of use.
  101990. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101991. */
  101992. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  101993. /**
  101994. * Instantiates a new FollowCameraInputsManager.
  101995. * @param camera Defines the camera the inputs belong to
  101996. */
  101997. constructor(camera: FollowCamera);
  101998. /**
  101999. * Add keyboard input support to the input manager.
  102000. * @returns the current input manager
  102001. */
  102002. addKeyboard(): FollowCameraInputsManager;
  102003. /**
  102004. * Add mouse wheel input support to the input manager.
  102005. * @returns the current input manager
  102006. */
  102007. addMouseWheel(): FollowCameraInputsManager;
  102008. /**
  102009. * Add pointers input support to the input manager.
  102010. * @returns the current input manager
  102011. */
  102012. addPointers(): FollowCameraInputsManager;
  102013. /**
  102014. * Add orientation input support to the input manager.
  102015. * @returns the current input manager
  102016. */
  102017. addVRDeviceOrientation(): FollowCameraInputsManager;
  102018. }
  102019. }
  102020. declare module BABYLON {
  102021. /**
  102022. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  102023. * an arc rotate version arcFollowCamera are available.
  102024. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102025. */
  102026. export class FollowCamera extends TargetCamera {
  102027. /**
  102028. * Distance the follow camera should follow an object at
  102029. */
  102030. radius: number;
  102031. /**
  102032. * Minimum allowed distance of the camera to the axis of rotation
  102033. * (The camera can not get closer).
  102034. * This can help limiting how the Camera is able to move in the scene.
  102035. */
  102036. lowerRadiusLimit: Nullable<number>;
  102037. /**
  102038. * Maximum allowed distance of the camera to the axis of rotation
  102039. * (The camera can not get further).
  102040. * This can help limiting how the Camera is able to move in the scene.
  102041. */
  102042. upperRadiusLimit: Nullable<number>;
  102043. /**
  102044. * Define a rotation offset between the camera and the object it follows
  102045. */
  102046. rotationOffset: number;
  102047. /**
  102048. * Minimum allowed angle to camera position relative to target object.
  102049. * This can help limiting how the Camera is able to move in the scene.
  102050. */
  102051. lowerRotationOffsetLimit: Nullable<number>;
  102052. /**
  102053. * Maximum allowed angle to camera position relative to target object.
  102054. * This can help limiting how the Camera is able to move in the scene.
  102055. */
  102056. upperRotationOffsetLimit: Nullable<number>;
  102057. /**
  102058. * Define a height offset between the camera and the object it follows.
  102059. * It can help following an object from the top (like a car chaing a plane)
  102060. */
  102061. heightOffset: number;
  102062. /**
  102063. * Minimum allowed height of camera position relative to target object.
  102064. * This can help limiting how the Camera is able to move in the scene.
  102065. */
  102066. lowerHeightOffsetLimit: Nullable<number>;
  102067. /**
  102068. * Maximum allowed height of camera position relative to target object.
  102069. * This can help limiting how the Camera is able to move in the scene.
  102070. */
  102071. upperHeightOffsetLimit: Nullable<number>;
  102072. /**
  102073. * Define how fast the camera can accelerate to follow it s target.
  102074. */
  102075. cameraAcceleration: number;
  102076. /**
  102077. * Define the speed limit of the camera following an object.
  102078. */
  102079. maxCameraSpeed: number;
  102080. /**
  102081. * Define the target of the camera.
  102082. */
  102083. lockedTarget: Nullable<AbstractMesh>;
  102084. /**
  102085. * Defines the input associated with the camera.
  102086. */
  102087. inputs: FollowCameraInputsManager;
  102088. /**
  102089. * Instantiates the follow camera.
  102090. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102091. * @param name Define the name of the camera in the scene
  102092. * @param position Define the position of the camera
  102093. * @param scene Define the scene the camera belong to
  102094. * @param lockedTarget Define the target of the camera
  102095. */
  102096. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  102097. private _follow;
  102098. /**
  102099. * Attached controls to the current camera.
  102100. * @param element Defines the element the controls should be listened from
  102101. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102102. */
  102103. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102104. /**
  102105. * Detach the current controls from the camera.
  102106. * The camera will stop reacting to inputs.
  102107. * @param element Defines the element to stop listening the inputs from
  102108. */
  102109. detachControl(element: HTMLElement): void;
  102110. /** @hidden */
  102111. _checkInputs(): void;
  102112. private _checkLimits;
  102113. /**
  102114. * Gets the camera class name.
  102115. * @returns the class name
  102116. */
  102117. getClassName(): string;
  102118. }
  102119. /**
  102120. * Arc Rotate version of the follow camera.
  102121. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  102122. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102123. */
  102124. export class ArcFollowCamera extends TargetCamera {
  102125. /** The longitudinal angle of the camera */
  102126. alpha: number;
  102127. /** The latitudinal angle of the camera */
  102128. beta: number;
  102129. /** The radius of the camera from its target */
  102130. radius: number;
  102131. /** Define the camera target (the messh it should follow) */
  102132. target: Nullable<AbstractMesh>;
  102133. private _cartesianCoordinates;
  102134. /**
  102135. * Instantiates a new ArcFollowCamera
  102136. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102137. * @param name Define the name of the camera
  102138. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  102139. * @param beta Define the rotation angle of the camera around the elevation axis
  102140. * @param radius Define the radius of the camera from its target point
  102141. * @param target Define the target of the camera
  102142. * @param scene Define the scene the camera belongs to
  102143. */
  102144. constructor(name: string,
  102145. /** The longitudinal angle of the camera */
  102146. alpha: number,
  102147. /** The latitudinal angle of the camera */
  102148. beta: number,
  102149. /** The radius of the camera from its target */
  102150. radius: number,
  102151. /** Define the camera target (the messh it should follow) */
  102152. target: Nullable<AbstractMesh>, scene: Scene);
  102153. private _follow;
  102154. /** @hidden */
  102155. _checkInputs(): void;
  102156. /**
  102157. * Returns the class name of the object.
  102158. * It is mostly used internally for serialization purposes.
  102159. */
  102160. getClassName(): string;
  102161. }
  102162. }
  102163. declare module BABYLON {
  102164. /**
  102165. * Manage the keyboard inputs to control the movement of a follow camera.
  102166. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102167. */
  102168. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  102169. /**
  102170. * Defines the camera the input is attached to.
  102171. */
  102172. camera: FollowCamera;
  102173. /**
  102174. * Defines the list of key codes associated with the up action (increase heightOffset)
  102175. */
  102176. keysHeightOffsetIncr: number[];
  102177. /**
  102178. * Defines the list of key codes associated with the down action (decrease heightOffset)
  102179. */
  102180. keysHeightOffsetDecr: number[];
  102181. /**
  102182. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  102183. */
  102184. keysHeightOffsetModifierAlt: boolean;
  102185. /**
  102186. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  102187. */
  102188. keysHeightOffsetModifierCtrl: boolean;
  102189. /**
  102190. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  102191. */
  102192. keysHeightOffsetModifierShift: boolean;
  102193. /**
  102194. * Defines the list of key codes associated with the left action (increase rotationOffset)
  102195. */
  102196. keysRotationOffsetIncr: number[];
  102197. /**
  102198. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  102199. */
  102200. keysRotationOffsetDecr: number[];
  102201. /**
  102202. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  102203. */
  102204. keysRotationOffsetModifierAlt: boolean;
  102205. /**
  102206. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  102207. */
  102208. keysRotationOffsetModifierCtrl: boolean;
  102209. /**
  102210. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  102211. */
  102212. keysRotationOffsetModifierShift: boolean;
  102213. /**
  102214. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  102215. */
  102216. keysRadiusIncr: number[];
  102217. /**
  102218. * Defines the list of key codes associated with the zoom-out action (increase radius)
  102219. */
  102220. keysRadiusDecr: number[];
  102221. /**
  102222. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  102223. */
  102224. keysRadiusModifierAlt: boolean;
  102225. /**
  102226. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  102227. */
  102228. keysRadiusModifierCtrl: boolean;
  102229. /**
  102230. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  102231. */
  102232. keysRadiusModifierShift: boolean;
  102233. /**
  102234. * Defines the rate of change of heightOffset.
  102235. */
  102236. heightSensibility: number;
  102237. /**
  102238. * Defines the rate of change of rotationOffset.
  102239. */
  102240. rotationSensibility: number;
  102241. /**
  102242. * Defines the rate of change of radius.
  102243. */
  102244. radiusSensibility: number;
  102245. private _keys;
  102246. private _ctrlPressed;
  102247. private _altPressed;
  102248. private _shiftPressed;
  102249. private _onCanvasBlurObserver;
  102250. private _onKeyboardObserver;
  102251. private _engine;
  102252. private _scene;
  102253. /**
  102254. * Attach the input controls to a specific dom element to get the input from.
  102255. * @param element Defines the element the controls should be listened from
  102256. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102257. */
  102258. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102259. /**
  102260. * Detach the current controls from the specified dom element.
  102261. * @param element Defines the element to stop listening the inputs from
  102262. */
  102263. detachControl(element: Nullable<HTMLElement>): void;
  102264. /**
  102265. * Update the current camera state depending on the inputs that have been used this frame.
  102266. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102267. */
  102268. checkInputs(): void;
  102269. /**
  102270. * Gets the class name of the current input.
  102271. * @returns the class name
  102272. */
  102273. getClassName(): string;
  102274. /**
  102275. * Get the friendly name associated with the input class.
  102276. * @returns the input friendly name
  102277. */
  102278. getSimpleName(): string;
  102279. /**
  102280. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102281. * allow modification of the heightOffset value.
  102282. */
  102283. private _modifierHeightOffset;
  102284. /**
  102285. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102286. * allow modification of the rotationOffset value.
  102287. */
  102288. private _modifierRotationOffset;
  102289. /**
  102290. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102291. * allow modification of the radius value.
  102292. */
  102293. private _modifierRadius;
  102294. }
  102295. }
  102296. declare module BABYLON {
  102297. interface FreeCameraInputsManager {
  102298. /**
  102299. * @hidden
  102300. */
  102301. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  102302. /**
  102303. * Add orientation input support to the input manager.
  102304. * @returns the current input manager
  102305. */
  102306. addDeviceOrientation(): FreeCameraInputsManager;
  102307. }
  102308. /**
  102309. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  102310. * Screen rotation is taken into account.
  102311. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102312. */
  102313. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  102314. private _camera;
  102315. private _screenOrientationAngle;
  102316. private _constantTranform;
  102317. private _screenQuaternion;
  102318. private _alpha;
  102319. private _beta;
  102320. private _gamma;
  102321. /**
  102322. * Can be used to detect if a device orientation sensor is availible on a device
  102323. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  102324. * @returns a promise that will resolve on orientation change
  102325. */
  102326. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  102327. /**
  102328. * @hidden
  102329. */
  102330. _onDeviceOrientationChangedObservable: Observable<void>;
  102331. /**
  102332. * Instantiates a new input
  102333. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102334. */
  102335. constructor();
  102336. /**
  102337. * Define the camera controlled by the input.
  102338. */
  102339. camera: FreeCamera;
  102340. /**
  102341. * Attach the input controls to a specific dom element to get the input from.
  102342. * @param element Defines the element the controls should be listened from
  102343. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102344. */
  102345. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102346. private _orientationChanged;
  102347. private _deviceOrientation;
  102348. /**
  102349. * Detach the current controls from the specified dom element.
  102350. * @param element Defines the element to stop listening the inputs from
  102351. */
  102352. detachControl(element: Nullable<HTMLElement>): void;
  102353. /**
  102354. * Update the current camera state depending on the inputs that have been used this frame.
  102355. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102356. */
  102357. checkInputs(): void;
  102358. /**
  102359. * Gets the class name of the current intput.
  102360. * @returns the class name
  102361. */
  102362. getClassName(): string;
  102363. /**
  102364. * Get the friendly name associated with the input class.
  102365. * @returns the input friendly name
  102366. */
  102367. getSimpleName(): string;
  102368. }
  102369. }
  102370. declare module BABYLON {
  102371. /**
  102372. * Manage the gamepad inputs to control a free camera.
  102373. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102374. */
  102375. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  102376. /**
  102377. * Define the camera the input is attached to.
  102378. */
  102379. camera: FreeCamera;
  102380. /**
  102381. * Define the Gamepad controlling the input
  102382. */
  102383. gamepad: Nullable<Gamepad>;
  102384. /**
  102385. * Defines the gamepad rotation sensiblity.
  102386. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102387. */
  102388. gamepadAngularSensibility: number;
  102389. /**
  102390. * Defines the gamepad move sensiblity.
  102391. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102392. */
  102393. gamepadMoveSensibility: number;
  102394. private _onGamepadConnectedObserver;
  102395. private _onGamepadDisconnectedObserver;
  102396. private _cameraTransform;
  102397. private _deltaTransform;
  102398. private _vector3;
  102399. private _vector2;
  102400. /**
  102401. * Attach the input controls to a specific dom element to get the input from.
  102402. * @param element Defines the element the controls should be listened from
  102403. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102404. */
  102405. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102406. /**
  102407. * Detach the current controls from the specified dom element.
  102408. * @param element Defines the element to stop listening the inputs from
  102409. */
  102410. detachControl(element: Nullable<HTMLElement>): void;
  102411. /**
  102412. * Update the current camera state depending on the inputs that have been used this frame.
  102413. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102414. */
  102415. checkInputs(): void;
  102416. /**
  102417. * Gets the class name of the current intput.
  102418. * @returns the class name
  102419. */
  102420. getClassName(): string;
  102421. /**
  102422. * Get the friendly name associated with the input class.
  102423. * @returns the input friendly name
  102424. */
  102425. getSimpleName(): string;
  102426. }
  102427. }
  102428. declare module BABYLON {
  102429. /**
  102430. * Defines the potential axis of a Joystick
  102431. */
  102432. export enum JoystickAxis {
  102433. /** X axis */
  102434. X = 0,
  102435. /** Y axis */
  102436. Y = 1,
  102437. /** Z axis */
  102438. Z = 2
  102439. }
  102440. /**
  102441. * Class used to define virtual joystick (used in touch mode)
  102442. */
  102443. export class VirtualJoystick {
  102444. /**
  102445. * Gets or sets a boolean indicating that left and right values must be inverted
  102446. */
  102447. reverseLeftRight: boolean;
  102448. /**
  102449. * Gets or sets a boolean indicating that up and down values must be inverted
  102450. */
  102451. reverseUpDown: boolean;
  102452. /**
  102453. * Gets the offset value for the position (ie. the change of the position value)
  102454. */
  102455. deltaPosition: Vector3;
  102456. /**
  102457. * Gets a boolean indicating if the virtual joystick was pressed
  102458. */
  102459. pressed: boolean;
  102460. /**
  102461. * Canvas the virtual joystick will render onto, default z-index of this is 5
  102462. */
  102463. static Canvas: Nullable<HTMLCanvasElement>;
  102464. private static _globalJoystickIndex;
  102465. private static vjCanvasContext;
  102466. private static vjCanvasWidth;
  102467. private static vjCanvasHeight;
  102468. private static halfWidth;
  102469. private _action;
  102470. private _axisTargetedByLeftAndRight;
  102471. private _axisTargetedByUpAndDown;
  102472. private _joystickSensibility;
  102473. private _inversedSensibility;
  102474. private _joystickPointerID;
  102475. private _joystickColor;
  102476. private _joystickPointerPos;
  102477. private _joystickPreviousPointerPos;
  102478. private _joystickPointerStartPos;
  102479. private _deltaJoystickVector;
  102480. private _leftJoystick;
  102481. private _touches;
  102482. private _onPointerDownHandlerRef;
  102483. private _onPointerMoveHandlerRef;
  102484. private _onPointerUpHandlerRef;
  102485. private _onResize;
  102486. /**
  102487. * Creates a new virtual joystick
  102488. * @param leftJoystick defines that the joystick is for left hand (false by default)
  102489. */
  102490. constructor(leftJoystick?: boolean);
  102491. /**
  102492. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  102493. * @param newJoystickSensibility defines the new sensibility
  102494. */
  102495. setJoystickSensibility(newJoystickSensibility: number): void;
  102496. private _onPointerDown;
  102497. private _onPointerMove;
  102498. private _onPointerUp;
  102499. /**
  102500. * Change the color of the virtual joystick
  102501. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  102502. */
  102503. setJoystickColor(newColor: string): void;
  102504. /**
  102505. * Defines a callback to call when the joystick is touched
  102506. * @param action defines the callback
  102507. */
  102508. setActionOnTouch(action: () => any): void;
  102509. /**
  102510. * Defines which axis you'd like to control for left & right
  102511. * @param axis defines the axis to use
  102512. */
  102513. setAxisForLeftRight(axis: JoystickAxis): void;
  102514. /**
  102515. * Defines which axis you'd like to control for up & down
  102516. * @param axis defines the axis to use
  102517. */
  102518. setAxisForUpDown(axis: JoystickAxis): void;
  102519. private _drawVirtualJoystick;
  102520. /**
  102521. * Release internal HTML canvas
  102522. */
  102523. releaseCanvas(): void;
  102524. }
  102525. }
  102526. declare module BABYLON {
  102527. interface FreeCameraInputsManager {
  102528. /**
  102529. * Add virtual joystick input support to the input manager.
  102530. * @returns the current input manager
  102531. */
  102532. addVirtualJoystick(): FreeCameraInputsManager;
  102533. }
  102534. /**
  102535. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  102536. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102537. */
  102538. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  102539. /**
  102540. * Defines the camera the input is attached to.
  102541. */
  102542. camera: FreeCamera;
  102543. private _leftjoystick;
  102544. private _rightjoystick;
  102545. /**
  102546. * Gets the left stick of the virtual joystick.
  102547. * @returns The virtual Joystick
  102548. */
  102549. getLeftJoystick(): VirtualJoystick;
  102550. /**
  102551. * Gets the right stick of the virtual joystick.
  102552. * @returns The virtual Joystick
  102553. */
  102554. getRightJoystick(): VirtualJoystick;
  102555. /**
  102556. * Update the current camera state depending on the inputs that have been used this frame.
  102557. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102558. */
  102559. checkInputs(): void;
  102560. /**
  102561. * Attach the input controls to a specific dom element to get the input from.
  102562. * @param element Defines the element the controls should be listened from
  102563. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102564. */
  102565. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102566. /**
  102567. * Detach the current controls from the specified dom element.
  102568. * @param element Defines the element to stop listening the inputs from
  102569. */
  102570. detachControl(element: Nullable<HTMLElement>): void;
  102571. /**
  102572. * Gets the class name of the current intput.
  102573. * @returns the class name
  102574. */
  102575. getClassName(): string;
  102576. /**
  102577. * Get the friendly name associated with the input class.
  102578. * @returns the input friendly name
  102579. */
  102580. getSimpleName(): string;
  102581. }
  102582. }
  102583. declare module BABYLON {
  102584. /**
  102585. * This represents a FPS type of camera controlled by touch.
  102586. * This is like a universal camera minus the Gamepad controls.
  102587. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102588. */
  102589. export class TouchCamera extends FreeCamera {
  102590. /**
  102591. * Defines the touch sensibility for rotation.
  102592. * The higher the faster.
  102593. */
  102594. touchAngularSensibility: number;
  102595. /**
  102596. * Defines the touch sensibility for move.
  102597. * The higher the faster.
  102598. */
  102599. touchMoveSensibility: number;
  102600. /**
  102601. * Instantiates a new touch camera.
  102602. * This represents a FPS type of camera controlled by touch.
  102603. * This is like a universal camera minus the Gamepad controls.
  102604. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102605. * @param name Define the name of the camera in the scene
  102606. * @param position Define the start position of the camera in the scene
  102607. * @param scene Define the scene the camera belongs to
  102608. */
  102609. constructor(name: string, position: Vector3, scene: Scene);
  102610. /**
  102611. * Gets the current object class name.
  102612. * @return the class name
  102613. */
  102614. getClassName(): string;
  102615. /** @hidden */
  102616. _setupInputs(): void;
  102617. }
  102618. }
  102619. declare module BABYLON {
  102620. /**
  102621. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  102622. * being tilted forward or back and left or right.
  102623. */
  102624. export class DeviceOrientationCamera extends FreeCamera {
  102625. private _initialQuaternion;
  102626. private _quaternionCache;
  102627. private _tmpDragQuaternion;
  102628. private _disablePointerInputWhenUsingDeviceOrientation;
  102629. /**
  102630. * Creates a new device orientation camera
  102631. * @param name The name of the camera
  102632. * @param position The start position camera
  102633. * @param scene The scene the camera belongs to
  102634. */
  102635. constructor(name: string, position: Vector3, scene: Scene);
  102636. /**
  102637. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  102638. */
  102639. disablePointerInputWhenUsingDeviceOrientation: boolean;
  102640. private _dragFactor;
  102641. /**
  102642. * Enabled turning on the y axis when the orientation sensor is active
  102643. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  102644. */
  102645. enableHorizontalDragging(dragFactor?: number): void;
  102646. /**
  102647. * Gets the current instance class name ("DeviceOrientationCamera").
  102648. * This helps avoiding instanceof at run time.
  102649. * @returns the class name
  102650. */
  102651. getClassName(): string;
  102652. /**
  102653. * @hidden
  102654. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  102655. */
  102656. _checkInputs(): void;
  102657. /**
  102658. * Reset the camera to its default orientation on the specified axis only.
  102659. * @param axis The axis to reset
  102660. */
  102661. resetToCurrentRotation(axis?: Axis): void;
  102662. }
  102663. }
  102664. declare module BABYLON {
  102665. /**
  102666. * Defines supported buttons for XBox360 compatible gamepads
  102667. */
  102668. export enum Xbox360Button {
  102669. /** A */
  102670. A = 0,
  102671. /** B */
  102672. B = 1,
  102673. /** X */
  102674. X = 2,
  102675. /** Y */
  102676. Y = 3,
  102677. /** Start */
  102678. Start = 4,
  102679. /** Back */
  102680. Back = 5,
  102681. /** Left button */
  102682. LB = 6,
  102683. /** Right button */
  102684. RB = 7,
  102685. /** Left stick */
  102686. LeftStick = 8,
  102687. /** Right stick */
  102688. RightStick = 9
  102689. }
  102690. /** Defines values for XBox360 DPad */
  102691. export enum Xbox360Dpad {
  102692. /** Up */
  102693. Up = 0,
  102694. /** Down */
  102695. Down = 1,
  102696. /** Left */
  102697. Left = 2,
  102698. /** Right */
  102699. Right = 3
  102700. }
  102701. /**
  102702. * Defines a XBox360 gamepad
  102703. */
  102704. export class Xbox360Pad extends Gamepad {
  102705. private _leftTrigger;
  102706. private _rightTrigger;
  102707. private _onlefttriggerchanged;
  102708. private _onrighttriggerchanged;
  102709. private _onbuttondown;
  102710. private _onbuttonup;
  102711. private _ondpaddown;
  102712. private _ondpadup;
  102713. /** Observable raised when a button is pressed */
  102714. onButtonDownObservable: Observable<Xbox360Button>;
  102715. /** Observable raised when a button is released */
  102716. onButtonUpObservable: Observable<Xbox360Button>;
  102717. /** Observable raised when a pad is pressed */
  102718. onPadDownObservable: Observable<Xbox360Dpad>;
  102719. /** Observable raised when a pad is released */
  102720. onPadUpObservable: Observable<Xbox360Dpad>;
  102721. private _buttonA;
  102722. private _buttonB;
  102723. private _buttonX;
  102724. private _buttonY;
  102725. private _buttonBack;
  102726. private _buttonStart;
  102727. private _buttonLB;
  102728. private _buttonRB;
  102729. private _buttonLeftStick;
  102730. private _buttonRightStick;
  102731. private _dPadUp;
  102732. private _dPadDown;
  102733. private _dPadLeft;
  102734. private _dPadRight;
  102735. private _isXboxOnePad;
  102736. /**
  102737. * Creates a new XBox360 gamepad object
  102738. * @param id defines the id of this gamepad
  102739. * @param index defines its index
  102740. * @param gamepad defines the internal HTML gamepad object
  102741. * @param xboxOne defines if it is a XBox One gamepad
  102742. */
  102743. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  102744. /**
  102745. * Defines the callback to call when left trigger is pressed
  102746. * @param callback defines the callback to use
  102747. */
  102748. onlefttriggerchanged(callback: (value: number) => void): void;
  102749. /**
  102750. * Defines the callback to call when right trigger is pressed
  102751. * @param callback defines the callback to use
  102752. */
  102753. onrighttriggerchanged(callback: (value: number) => void): void;
  102754. /**
  102755. * Gets the left trigger value
  102756. */
  102757. /**
  102758. * Sets the left trigger value
  102759. */
  102760. leftTrigger: number;
  102761. /**
  102762. * Gets the right trigger value
  102763. */
  102764. /**
  102765. * Sets the right trigger value
  102766. */
  102767. rightTrigger: number;
  102768. /**
  102769. * Defines the callback to call when a button is pressed
  102770. * @param callback defines the callback to use
  102771. */
  102772. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  102773. /**
  102774. * Defines the callback to call when a button is released
  102775. * @param callback defines the callback to use
  102776. */
  102777. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  102778. /**
  102779. * Defines the callback to call when a pad is pressed
  102780. * @param callback defines the callback to use
  102781. */
  102782. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  102783. /**
  102784. * Defines the callback to call when a pad is released
  102785. * @param callback defines the callback to use
  102786. */
  102787. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  102788. private _setButtonValue;
  102789. private _setDPadValue;
  102790. /**
  102791. * Gets the value of the `A` button
  102792. */
  102793. /**
  102794. * Sets the value of the `A` button
  102795. */
  102796. buttonA: number;
  102797. /**
  102798. * Gets the value of the `B` button
  102799. */
  102800. /**
  102801. * Sets the value of the `B` button
  102802. */
  102803. buttonB: number;
  102804. /**
  102805. * Gets the value of the `X` button
  102806. */
  102807. /**
  102808. * Sets the value of the `X` button
  102809. */
  102810. buttonX: number;
  102811. /**
  102812. * Gets the value of the `Y` button
  102813. */
  102814. /**
  102815. * Sets the value of the `Y` button
  102816. */
  102817. buttonY: number;
  102818. /**
  102819. * Gets the value of the `Start` button
  102820. */
  102821. /**
  102822. * Sets the value of the `Start` button
  102823. */
  102824. buttonStart: number;
  102825. /**
  102826. * Gets the value of the `Back` button
  102827. */
  102828. /**
  102829. * Sets the value of the `Back` button
  102830. */
  102831. buttonBack: number;
  102832. /**
  102833. * Gets the value of the `Left` button
  102834. */
  102835. /**
  102836. * Sets the value of the `Left` button
  102837. */
  102838. buttonLB: number;
  102839. /**
  102840. * Gets the value of the `Right` button
  102841. */
  102842. /**
  102843. * Sets the value of the `Right` button
  102844. */
  102845. buttonRB: number;
  102846. /**
  102847. * Gets the value of the Left joystick
  102848. */
  102849. /**
  102850. * Sets the value of the Left joystick
  102851. */
  102852. buttonLeftStick: number;
  102853. /**
  102854. * Gets the value of the Right joystick
  102855. */
  102856. /**
  102857. * Sets the value of the Right joystick
  102858. */
  102859. buttonRightStick: number;
  102860. /**
  102861. * Gets the value of D-pad up
  102862. */
  102863. /**
  102864. * Sets the value of D-pad up
  102865. */
  102866. dPadUp: number;
  102867. /**
  102868. * Gets the value of D-pad down
  102869. */
  102870. /**
  102871. * Sets the value of D-pad down
  102872. */
  102873. dPadDown: number;
  102874. /**
  102875. * Gets the value of D-pad left
  102876. */
  102877. /**
  102878. * Sets the value of D-pad left
  102879. */
  102880. dPadLeft: number;
  102881. /**
  102882. * Gets the value of D-pad right
  102883. */
  102884. /**
  102885. * Sets the value of D-pad right
  102886. */
  102887. dPadRight: number;
  102888. /**
  102889. * Force the gamepad to synchronize with device values
  102890. */
  102891. update(): void;
  102892. /**
  102893. * Disposes the gamepad
  102894. */
  102895. dispose(): void;
  102896. }
  102897. }
  102898. declare module BABYLON {
  102899. /**
  102900. * Defines supported buttons for DualShock compatible gamepads
  102901. */
  102902. export enum DualShockButton {
  102903. /** Cross */
  102904. Cross = 0,
  102905. /** Circle */
  102906. Circle = 1,
  102907. /** Square */
  102908. Square = 2,
  102909. /** Triangle */
  102910. Triangle = 3,
  102911. /** Options */
  102912. Options = 4,
  102913. /** Share */
  102914. Share = 5,
  102915. /** L1 */
  102916. L1 = 6,
  102917. /** R1 */
  102918. R1 = 7,
  102919. /** Left stick */
  102920. LeftStick = 8,
  102921. /** Right stick */
  102922. RightStick = 9
  102923. }
  102924. /** Defines values for DualShock DPad */
  102925. export enum DualShockDpad {
  102926. /** Up */
  102927. Up = 0,
  102928. /** Down */
  102929. Down = 1,
  102930. /** Left */
  102931. Left = 2,
  102932. /** Right */
  102933. Right = 3
  102934. }
  102935. /**
  102936. * Defines a DualShock gamepad
  102937. */
  102938. export class DualShockPad extends Gamepad {
  102939. private _leftTrigger;
  102940. private _rightTrigger;
  102941. private _onlefttriggerchanged;
  102942. private _onrighttriggerchanged;
  102943. private _onbuttondown;
  102944. private _onbuttonup;
  102945. private _ondpaddown;
  102946. private _ondpadup;
  102947. /** Observable raised when a button is pressed */
  102948. onButtonDownObservable: Observable<DualShockButton>;
  102949. /** Observable raised when a button is released */
  102950. onButtonUpObservable: Observable<DualShockButton>;
  102951. /** Observable raised when a pad is pressed */
  102952. onPadDownObservable: Observable<DualShockDpad>;
  102953. /** Observable raised when a pad is released */
  102954. onPadUpObservable: Observable<DualShockDpad>;
  102955. private _buttonCross;
  102956. private _buttonCircle;
  102957. private _buttonSquare;
  102958. private _buttonTriangle;
  102959. private _buttonShare;
  102960. private _buttonOptions;
  102961. private _buttonL1;
  102962. private _buttonR1;
  102963. private _buttonLeftStick;
  102964. private _buttonRightStick;
  102965. private _dPadUp;
  102966. private _dPadDown;
  102967. private _dPadLeft;
  102968. private _dPadRight;
  102969. /**
  102970. * Creates a new DualShock gamepad object
  102971. * @param id defines the id of this gamepad
  102972. * @param index defines its index
  102973. * @param gamepad defines the internal HTML gamepad object
  102974. */
  102975. constructor(id: string, index: number, gamepad: any);
  102976. /**
  102977. * Defines the callback to call when left trigger is pressed
  102978. * @param callback defines the callback to use
  102979. */
  102980. onlefttriggerchanged(callback: (value: number) => void): void;
  102981. /**
  102982. * Defines the callback to call when right trigger is pressed
  102983. * @param callback defines the callback to use
  102984. */
  102985. onrighttriggerchanged(callback: (value: number) => void): void;
  102986. /**
  102987. * Gets the left trigger value
  102988. */
  102989. /**
  102990. * Sets the left trigger value
  102991. */
  102992. leftTrigger: number;
  102993. /**
  102994. * Gets the right trigger value
  102995. */
  102996. /**
  102997. * Sets the right trigger value
  102998. */
  102999. rightTrigger: number;
  103000. /**
  103001. * Defines the callback to call when a button is pressed
  103002. * @param callback defines the callback to use
  103003. */
  103004. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  103005. /**
  103006. * Defines the callback to call when a button is released
  103007. * @param callback defines the callback to use
  103008. */
  103009. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  103010. /**
  103011. * Defines the callback to call when a pad is pressed
  103012. * @param callback defines the callback to use
  103013. */
  103014. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  103015. /**
  103016. * Defines the callback to call when a pad is released
  103017. * @param callback defines the callback to use
  103018. */
  103019. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  103020. private _setButtonValue;
  103021. private _setDPadValue;
  103022. /**
  103023. * Gets the value of the `Cross` button
  103024. */
  103025. /**
  103026. * Sets the value of the `Cross` button
  103027. */
  103028. buttonCross: number;
  103029. /**
  103030. * Gets the value of the `Circle` button
  103031. */
  103032. /**
  103033. * Sets the value of the `Circle` button
  103034. */
  103035. buttonCircle: number;
  103036. /**
  103037. * Gets the value of the `Square` button
  103038. */
  103039. /**
  103040. * Sets the value of the `Square` button
  103041. */
  103042. buttonSquare: number;
  103043. /**
  103044. * Gets the value of the `Triangle` button
  103045. */
  103046. /**
  103047. * Sets the value of the `Triangle` button
  103048. */
  103049. buttonTriangle: number;
  103050. /**
  103051. * Gets the value of the `Options` button
  103052. */
  103053. /**
  103054. * Sets the value of the `Options` button
  103055. */
  103056. buttonOptions: number;
  103057. /**
  103058. * Gets the value of the `Share` button
  103059. */
  103060. /**
  103061. * Sets the value of the `Share` button
  103062. */
  103063. buttonShare: number;
  103064. /**
  103065. * Gets the value of the `L1` button
  103066. */
  103067. /**
  103068. * Sets the value of the `L1` button
  103069. */
  103070. buttonL1: number;
  103071. /**
  103072. * Gets the value of the `R1` button
  103073. */
  103074. /**
  103075. * Sets the value of the `R1` button
  103076. */
  103077. buttonR1: number;
  103078. /**
  103079. * Gets the value of the Left joystick
  103080. */
  103081. /**
  103082. * Sets the value of the Left joystick
  103083. */
  103084. buttonLeftStick: number;
  103085. /**
  103086. * Gets the value of the Right joystick
  103087. */
  103088. /**
  103089. * Sets the value of the Right joystick
  103090. */
  103091. buttonRightStick: number;
  103092. /**
  103093. * Gets the value of D-pad up
  103094. */
  103095. /**
  103096. * Sets the value of D-pad up
  103097. */
  103098. dPadUp: number;
  103099. /**
  103100. * Gets the value of D-pad down
  103101. */
  103102. /**
  103103. * Sets the value of D-pad down
  103104. */
  103105. dPadDown: number;
  103106. /**
  103107. * Gets the value of D-pad left
  103108. */
  103109. /**
  103110. * Sets the value of D-pad left
  103111. */
  103112. dPadLeft: number;
  103113. /**
  103114. * Gets the value of D-pad right
  103115. */
  103116. /**
  103117. * Sets the value of D-pad right
  103118. */
  103119. dPadRight: number;
  103120. /**
  103121. * Force the gamepad to synchronize with device values
  103122. */
  103123. update(): void;
  103124. /**
  103125. * Disposes the gamepad
  103126. */
  103127. dispose(): void;
  103128. }
  103129. }
  103130. declare module BABYLON {
  103131. /**
  103132. * Manager for handling gamepads
  103133. */
  103134. export class GamepadManager {
  103135. private _scene?;
  103136. private _babylonGamepads;
  103137. private _oneGamepadConnected;
  103138. /** @hidden */
  103139. _isMonitoring: boolean;
  103140. private _gamepadEventSupported;
  103141. private _gamepadSupport;
  103142. /**
  103143. * observable to be triggered when the gamepad controller has been connected
  103144. */
  103145. onGamepadConnectedObservable: Observable<Gamepad>;
  103146. /**
  103147. * observable to be triggered when the gamepad controller has been disconnected
  103148. */
  103149. onGamepadDisconnectedObservable: Observable<Gamepad>;
  103150. private _onGamepadConnectedEvent;
  103151. private _onGamepadDisconnectedEvent;
  103152. /**
  103153. * Initializes the gamepad manager
  103154. * @param _scene BabylonJS scene
  103155. */
  103156. constructor(_scene?: Scene | undefined);
  103157. /**
  103158. * The gamepads in the game pad manager
  103159. */
  103160. readonly gamepads: Gamepad[];
  103161. /**
  103162. * Get the gamepad controllers based on type
  103163. * @param type The type of gamepad controller
  103164. * @returns Nullable gamepad
  103165. */
  103166. getGamepadByType(type?: number): Nullable<Gamepad>;
  103167. /**
  103168. * Disposes the gamepad manager
  103169. */
  103170. dispose(): void;
  103171. private _addNewGamepad;
  103172. private _startMonitoringGamepads;
  103173. private _stopMonitoringGamepads;
  103174. /** @hidden */
  103175. _checkGamepadsStatus(): void;
  103176. private _updateGamepadObjects;
  103177. }
  103178. }
  103179. declare module BABYLON {
  103180. interface Scene {
  103181. /** @hidden */
  103182. _gamepadManager: Nullable<GamepadManager>;
  103183. /**
  103184. * Gets the gamepad manager associated with the scene
  103185. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  103186. */
  103187. gamepadManager: GamepadManager;
  103188. }
  103189. /**
  103190. * Interface representing a free camera inputs manager
  103191. */
  103192. interface FreeCameraInputsManager {
  103193. /**
  103194. * Adds gamepad input support to the FreeCameraInputsManager.
  103195. * @returns the FreeCameraInputsManager
  103196. */
  103197. addGamepad(): FreeCameraInputsManager;
  103198. }
  103199. /**
  103200. * Interface representing an arc rotate camera inputs manager
  103201. */
  103202. interface ArcRotateCameraInputsManager {
  103203. /**
  103204. * Adds gamepad input support to the ArcRotateCamera InputManager.
  103205. * @returns the camera inputs manager
  103206. */
  103207. addGamepad(): ArcRotateCameraInputsManager;
  103208. }
  103209. /**
  103210. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  103211. */
  103212. export class GamepadSystemSceneComponent implements ISceneComponent {
  103213. /**
  103214. * The component name helpfull to identify the component in the list of scene components.
  103215. */
  103216. readonly name: string;
  103217. /**
  103218. * The scene the component belongs to.
  103219. */
  103220. scene: Scene;
  103221. /**
  103222. * Creates a new instance of the component for the given scene
  103223. * @param scene Defines the scene to register the component in
  103224. */
  103225. constructor(scene: Scene);
  103226. /**
  103227. * Registers the component in a given scene
  103228. */
  103229. register(): void;
  103230. /**
  103231. * Rebuilds the elements related to this component in case of
  103232. * context lost for instance.
  103233. */
  103234. rebuild(): void;
  103235. /**
  103236. * Disposes the component and the associated ressources
  103237. */
  103238. dispose(): void;
  103239. private _beforeCameraUpdate;
  103240. }
  103241. }
  103242. declare module BABYLON {
  103243. /**
  103244. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  103245. * which still works and will still be found in many Playgrounds.
  103246. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103247. */
  103248. export class UniversalCamera extends TouchCamera {
  103249. /**
  103250. * Defines the gamepad rotation sensiblity.
  103251. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103252. */
  103253. gamepadAngularSensibility: number;
  103254. /**
  103255. * Defines the gamepad move sensiblity.
  103256. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103257. */
  103258. gamepadMoveSensibility: number;
  103259. /**
  103260. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  103261. * which still works and will still be found in many Playgrounds.
  103262. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103263. * @param name Define the name of the camera in the scene
  103264. * @param position Define the start position of the camera in the scene
  103265. * @param scene Define the scene the camera belongs to
  103266. */
  103267. constructor(name: string, position: Vector3, scene: Scene);
  103268. /**
  103269. * Gets the current object class name.
  103270. * @return the class name
  103271. */
  103272. getClassName(): string;
  103273. }
  103274. }
  103275. declare module BABYLON {
  103276. /**
  103277. * This represents a FPS type of camera. This is only here for back compat purpose.
  103278. * Please use the UniversalCamera instead as both are identical.
  103279. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103280. */
  103281. export class GamepadCamera extends UniversalCamera {
  103282. /**
  103283. * Instantiates a new Gamepad Camera
  103284. * This represents a FPS type of camera. This is only here for back compat purpose.
  103285. * Please use the UniversalCamera instead as both are identical.
  103286. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103287. * @param name Define the name of the camera in the scene
  103288. * @param position Define the start position of the camera in the scene
  103289. * @param scene Define the scene the camera belongs to
  103290. */
  103291. constructor(name: string, position: Vector3, scene: Scene);
  103292. /**
  103293. * Gets the current object class name.
  103294. * @return the class name
  103295. */
  103296. getClassName(): string;
  103297. }
  103298. }
  103299. declare module BABYLON {
  103300. /** @hidden */
  103301. export var passPixelShader: {
  103302. name: string;
  103303. shader: string;
  103304. };
  103305. }
  103306. declare module BABYLON {
  103307. /** @hidden */
  103308. export var passCubePixelShader: {
  103309. name: string;
  103310. shader: string;
  103311. };
  103312. }
  103313. declare module BABYLON {
  103314. /**
  103315. * PassPostProcess which produces an output the same as it's input
  103316. */
  103317. export class PassPostProcess extends PostProcess {
  103318. /**
  103319. * Creates the PassPostProcess
  103320. * @param name The name of the effect.
  103321. * @param options The required width/height ratio to downsize to before computing the render pass.
  103322. * @param camera The camera to apply the render pass to.
  103323. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103324. * @param engine The engine which the post process will be applied. (default: current engine)
  103325. * @param reusable If the post process can be reused on the same frame. (default: false)
  103326. * @param textureType The type of texture to be used when performing the post processing.
  103327. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  103328. */
  103329. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103330. }
  103331. /**
  103332. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  103333. */
  103334. export class PassCubePostProcess extends PostProcess {
  103335. private _face;
  103336. /**
  103337. * Gets or sets the cube face to display.
  103338. * * 0 is +X
  103339. * * 1 is -X
  103340. * * 2 is +Y
  103341. * * 3 is -Y
  103342. * * 4 is +Z
  103343. * * 5 is -Z
  103344. */
  103345. face: number;
  103346. /**
  103347. * Creates the PassCubePostProcess
  103348. * @param name The name of the effect.
  103349. * @param options The required width/height ratio to downsize to before computing the render pass.
  103350. * @param camera The camera to apply the render pass to.
  103351. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103352. * @param engine The engine which the post process will be applied. (default: current engine)
  103353. * @param reusable If the post process can be reused on the same frame. (default: false)
  103354. * @param textureType The type of texture to be used when performing the post processing.
  103355. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  103356. */
  103357. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103358. }
  103359. }
  103360. declare module BABYLON {
  103361. /** @hidden */
  103362. export var anaglyphPixelShader: {
  103363. name: string;
  103364. shader: string;
  103365. };
  103366. }
  103367. declare module BABYLON {
  103368. /**
  103369. * Postprocess used to generate anaglyphic rendering
  103370. */
  103371. export class AnaglyphPostProcess extends PostProcess {
  103372. private _passedProcess;
  103373. /**
  103374. * Creates a new AnaglyphPostProcess
  103375. * @param name defines postprocess name
  103376. * @param options defines creation options or target ratio scale
  103377. * @param rigCameras defines cameras using this postprocess
  103378. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  103379. * @param engine defines hosting engine
  103380. * @param reusable defines if the postprocess will be reused multiple times per frame
  103381. */
  103382. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  103383. }
  103384. }
  103385. declare module BABYLON {
  103386. /**
  103387. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  103388. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103389. */
  103390. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  103391. /**
  103392. * Creates a new AnaglyphArcRotateCamera
  103393. * @param name defines camera name
  103394. * @param alpha defines alpha angle (in radians)
  103395. * @param beta defines beta angle (in radians)
  103396. * @param radius defines radius
  103397. * @param target defines camera target
  103398. * @param interaxialDistance defines distance between each color axis
  103399. * @param scene defines the hosting scene
  103400. */
  103401. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  103402. /**
  103403. * Gets camera class name
  103404. * @returns AnaglyphArcRotateCamera
  103405. */
  103406. getClassName(): string;
  103407. }
  103408. }
  103409. declare module BABYLON {
  103410. /**
  103411. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  103412. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103413. */
  103414. export class AnaglyphFreeCamera extends FreeCamera {
  103415. /**
  103416. * Creates a new AnaglyphFreeCamera
  103417. * @param name defines camera name
  103418. * @param position defines initial position
  103419. * @param interaxialDistance defines distance between each color axis
  103420. * @param scene defines the hosting scene
  103421. */
  103422. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103423. /**
  103424. * Gets camera class name
  103425. * @returns AnaglyphFreeCamera
  103426. */
  103427. getClassName(): string;
  103428. }
  103429. }
  103430. declare module BABYLON {
  103431. /**
  103432. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  103433. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103434. */
  103435. export class AnaglyphGamepadCamera extends GamepadCamera {
  103436. /**
  103437. * Creates a new AnaglyphGamepadCamera
  103438. * @param name defines camera name
  103439. * @param position defines initial position
  103440. * @param interaxialDistance defines distance between each color axis
  103441. * @param scene defines the hosting scene
  103442. */
  103443. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103444. /**
  103445. * Gets camera class name
  103446. * @returns AnaglyphGamepadCamera
  103447. */
  103448. getClassName(): string;
  103449. }
  103450. }
  103451. declare module BABYLON {
  103452. /**
  103453. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  103454. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103455. */
  103456. export class AnaglyphUniversalCamera extends UniversalCamera {
  103457. /**
  103458. * Creates a new AnaglyphUniversalCamera
  103459. * @param name defines camera name
  103460. * @param position defines initial position
  103461. * @param interaxialDistance defines distance between each color axis
  103462. * @param scene defines the hosting scene
  103463. */
  103464. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103465. /**
  103466. * Gets camera class name
  103467. * @returns AnaglyphUniversalCamera
  103468. */
  103469. getClassName(): string;
  103470. }
  103471. }
  103472. declare module BABYLON {
  103473. /** @hidden */
  103474. export var stereoscopicInterlacePixelShader: {
  103475. name: string;
  103476. shader: string;
  103477. };
  103478. }
  103479. declare module BABYLON {
  103480. /**
  103481. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  103482. */
  103483. export class StereoscopicInterlacePostProcess extends PostProcess {
  103484. private _stepSize;
  103485. private _passedProcess;
  103486. /**
  103487. * Initializes a StereoscopicInterlacePostProcess
  103488. * @param name The name of the effect.
  103489. * @param rigCameras The rig cameras to be appled to the post process
  103490. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  103491. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103492. * @param engine The engine which the post process will be applied. (default: current engine)
  103493. * @param reusable If the post process can be reused on the same frame. (default: false)
  103494. */
  103495. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  103496. }
  103497. }
  103498. declare module BABYLON {
  103499. /**
  103500. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  103501. * @see http://doc.babylonjs.com/features/cameras
  103502. */
  103503. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  103504. /**
  103505. * Creates a new StereoscopicArcRotateCamera
  103506. * @param name defines camera name
  103507. * @param alpha defines alpha angle (in radians)
  103508. * @param beta defines beta angle (in radians)
  103509. * @param radius defines radius
  103510. * @param target defines camera target
  103511. * @param interaxialDistance defines distance between each color axis
  103512. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103513. * @param scene defines the hosting scene
  103514. */
  103515. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103516. /**
  103517. * Gets camera class name
  103518. * @returns StereoscopicArcRotateCamera
  103519. */
  103520. getClassName(): string;
  103521. }
  103522. }
  103523. declare module BABYLON {
  103524. /**
  103525. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  103526. * @see http://doc.babylonjs.com/features/cameras
  103527. */
  103528. export class StereoscopicFreeCamera extends FreeCamera {
  103529. /**
  103530. * Creates a new StereoscopicFreeCamera
  103531. * @param name defines camera name
  103532. * @param position defines initial position
  103533. * @param interaxialDistance defines distance between each color axis
  103534. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103535. * @param scene defines the hosting scene
  103536. */
  103537. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103538. /**
  103539. * Gets camera class name
  103540. * @returns StereoscopicFreeCamera
  103541. */
  103542. getClassName(): string;
  103543. }
  103544. }
  103545. declare module BABYLON {
  103546. /**
  103547. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  103548. * @see http://doc.babylonjs.com/features/cameras
  103549. */
  103550. export class StereoscopicGamepadCamera extends GamepadCamera {
  103551. /**
  103552. * Creates a new StereoscopicGamepadCamera
  103553. * @param name defines camera name
  103554. * @param position defines initial position
  103555. * @param interaxialDistance defines distance between each color axis
  103556. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103557. * @param scene defines the hosting scene
  103558. */
  103559. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103560. /**
  103561. * Gets camera class name
  103562. * @returns StereoscopicGamepadCamera
  103563. */
  103564. getClassName(): string;
  103565. }
  103566. }
  103567. declare module BABYLON {
  103568. /**
  103569. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  103570. * @see http://doc.babylonjs.com/features/cameras
  103571. */
  103572. export class StereoscopicUniversalCamera extends UniversalCamera {
  103573. /**
  103574. * Creates a new StereoscopicUniversalCamera
  103575. * @param name defines camera name
  103576. * @param position defines initial position
  103577. * @param interaxialDistance defines distance between each color axis
  103578. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103579. * @param scene defines the hosting scene
  103580. */
  103581. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103582. /**
  103583. * Gets camera class name
  103584. * @returns StereoscopicUniversalCamera
  103585. */
  103586. getClassName(): string;
  103587. }
  103588. }
  103589. declare module BABYLON {
  103590. /**
  103591. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  103592. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103593. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103594. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103595. */
  103596. export class VirtualJoysticksCamera extends FreeCamera {
  103597. /**
  103598. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  103599. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103600. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103601. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103602. * @param name Define the name of the camera in the scene
  103603. * @param position Define the start position of the camera in the scene
  103604. * @param scene Define the scene the camera belongs to
  103605. */
  103606. constructor(name: string, position: Vector3, scene: Scene);
  103607. /**
  103608. * Gets the current object class name.
  103609. * @return the class name
  103610. */
  103611. getClassName(): string;
  103612. }
  103613. }
  103614. declare module BABYLON {
  103615. /**
  103616. * This represents all the required metrics to create a VR camera.
  103617. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  103618. */
  103619. export class VRCameraMetrics {
  103620. /**
  103621. * Define the horizontal resolution off the screen.
  103622. */
  103623. hResolution: number;
  103624. /**
  103625. * Define the vertical resolution off the screen.
  103626. */
  103627. vResolution: number;
  103628. /**
  103629. * Define the horizontal screen size.
  103630. */
  103631. hScreenSize: number;
  103632. /**
  103633. * Define the vertical screen size.
  103634. */
  103635. vScreenSize: number;
  103636. /**
  103637. * Define the vertical screen center position.
  103638. */
  103639. vScreenCenter: number;
  103640. /**
  103641. * Define the distance of the eyes to the screen.
  103642. */
  103643. eyeToScreenDistance: number;
  103644. /**
  103645. * Define the distance between both lenses
  103646. */
  103647. lensSeparationDistance: number;
  103648. /**
  103649. * Define the distance between both viewer's eyes.
  103650. */
  103651. interpupillaryDistance: number;
  103652. /**
  103653. * Define the distortion factor of the VR postprocess.
  103654. * Please, touch with care.
  103655. */
  103656. distortionK: number[];
  103657. /**
  103658. * Define the chromatic aberration correction factors for the VR post process.
  103659. */
  103660. chromaAbCorrection: number[];
  103661. /**
  103662. * Define the scale factor of the post process.
  103663. * The smaller the better but the slower.
  103664. */
  103665. postProcessScaleFactor: number;
  103666. /**
  103667. * Define an offset for the lens center.
  103668. */
  103669. lensCenterOffset: number;
  103670. /**
  103671. * Define if the current vr camera should compensate the distortion of the lense or not.
  103672. */
  103673. compensateDistortion: boolean;
  103674. /**
  103675. * Defines if multiview should be enabled when rendering (Default: false)
  103676. */
  103677. multiviewEnabled: boolean;
  103678. /**
  103679. * Gets the rendering aspect ratio based on the provided resolutions.
  103680. */
  103681. readonly aspectRatio: number;
  103682. /**
  103683. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  103684. */
  103685. readonly aspectRatioFov: number;
  103686. /**
  103687. * @hidden
  103688. */
  103689. readonly leftHMatrix: Matrix;
  103690. /**
  103691. * @hidden
  103692. */
  103693. readonly rightHMatrix: Matrix;
  103694. /**
  103695. * @hidden
  103696. */
  103697. readonly leftPreViewMatrix: Matrix;
  103698. /**
  103699. * @hidden
  103700. */
  103701. readonly rightPreViewMatrix: Matrix;
  103702. /**
  103703. * Get the default VRMetrics based on the most generic setup.
  103704. * @returns the default vr metrics
  103705. */
  103706. static GetDefault(): VRCameraMetrics;
  103707. }
  103708. }
  103709. declare module BABYLON {
  103710. /** @hidden */
  103711. export var vrDistortionCorrectionPixelShader: {
  103712. name: string;
  103713. shader: string;
  103714. };
  103715. }
  103716. declare module BABYLON {
  103717. /**
  103718. * VRDistortionCorrectionPostProcess used for mobile VR
  103719. */
  103720. export class VRDistortionCorrectionPostProcess extends PostProcess {
  103721. private _isRightEye;
  103722. private _distortionFactors;
  103723. private _postProcessScaleFactor;
  103724. private _lensCenterOffset;
  103725. private _scaleIn;
  103726. private _scaleFactor;
  103727. private _lensCenter;
  103728. /**
  103729. * Initializes the VRDistortionCorrectionPostProcess
  103730. * @param name The name of the effect.
  103731. * @param camera The camera to apply the render pass to.
  103732. * @param isRightEye If this is for the right eye distortion
  103733. * @param vrMetrics All the required metrics for the VR camera
  103734. */
  103735. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  103736. }
  103737. }
  103738. declare module BABYLON {
  103739. /**
  103740. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  103741. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103742. */
  103743. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  103744. /**
  103745. * Creates a new VRDeviceOrientationArcRotateCamera
  103746. * @param name defines camera name
  103747. * @param alpha defines the camera rotation along the logitudinal axis
  103748. * @param beta defines the camera rotation along the latitudinal axis
  103749. * @param radius defines the camera distance from its target
  103750. * @param target defines the camera target
  103751. * @param scene defines the scene the camera belongs to
  103752. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103753. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103754. */
  103755. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103756. /**
  103757. * Gets camera class name
  103758. * @returns VRDeviceOrientationArcRotateCamera
  103759. */
  103760. getClassName(): string;
  103761. }
  103762. }
  103763. declare module BABYLON {
  103764. /**
  103765. * Camera used to simulate VR rendering (based on FreeCamera)
  103766. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103767. */
  103768. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  103769. /**
  103770. * Creates a new VRDeviceOrientationFreeCamera
  103771. * @param name defines camera name
  103772. * @param position defines the start position of the camera
  103773. * @param scene defines the scene the camera belongs to
  103774. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103775. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103776. */
  103777. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103778. /**
  103779. * Gets camera class name
  103780. * @returns VRDeviceOrientationFreeCamera
  103781. */
  103782. getClassName(): string;
  103783. }
  103784. }
  103785. declare module BABYLON {
  103786. /**
  103787. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  103788. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103789. */
  103790. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  103791. /**
  103792. * Creates a new VRDeviceOrientationGamepadCamera
  103793. * @param name defines camera name
  103794. * @param position defines the start position of the camera
  103795. * @param scene defines the scene the camera belongs to
  103796. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103797. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103798. */
  103799. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103800. /**
  103801. * Gets camera class name
  103802. * @returns VRDeviceOrientationGamepadCamera
  103803. */
  103804. getClassName(): string;
  103805. }
  103806. }
  103807. declare module BABYLON {
  103808. /**
  103809. * Base class of materials working in push mode in babylon JS
  103810. * @hidden
  103811. */
  103812. export class PushMaterial extends Material {
  103813. protected _activeEffect: Effect;
  103814. protected _normalMatrix: Matrix;
  103815. /**
  103816. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  103817. * This means that the material can keep using a previous shader while a new one is being compiled.
  103818. * This is mostly used when shader parallel compilation is supported (true by default)
  103819. */
  103820. allowShaderHotSwapping: boolean;
  103821. constructor(name: string, scene: Scene);
  103822. getEffect(): Effect;
  103823. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  103824. /**
  103825. * Binds the given world matrix to the active effect
  103826. *
  103827. * @param world the matrix to bind
  103828. */
  103829. bindOnlyWorldMatrix(world: Matrix): void;
  103830. /**
  103831. * Binds the given normal matrix to the active effect
  103832. *
  103833. * @param normalMatrix the matrix to bind
  103834. */
  103835. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  103836. bind(world: Matrix, mesh?: Mesh): void;
  103837. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  103838. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  103839. }
  103840. }
  103841. declare module BABYLON {
  103842. /**
  103843. * This groups all the flags used to control the materials channel.
  103844. */
  103845. export class MaterialFlags {
  103846. private static _DiffuseTextureEnabled;
  103847. /**
  103848. * Are diffuse textures enabled in the application.
  103849. */
  103850. static DiffuseTextureEnabled: boolean;
  103851. private static _AmbientTextureEnabled;
  103852. /**
  103853. * Are ambient textures enabled in the application.
  103854. */
  103855. static AmbientTextureEnabled: boolean;
  103856. private static _OpacityTextureEnabled;
  103857. /**
  103858. * Are opacity textures enabled in the application.
  103859. */
  103860. static OpacityTextureEnabled: boolean;
  103861. private static _ReflectionTextureEnabled;
  103862. /**
  103863. * Are reflection textures enabled in the application.
  103864. */
  103865. static ReflectionTextureEnabled: boolean;
  103866. private static _EmissiveTextureEnabled;
  103867. /**
  103868. * Are emissive textures enabled in the application.
  103869. */
  103870. static EmissiveTextureEnabled: boolean;
  103871. private static _SpecularTextureEnabled;
  103872. /**
  103873. * Are specular textures enabled in the application.
  103874. */
  103875. static SpecularTextureEnabled: boolean;
  103876. private static _BumpTextureEnabled;
  103877. /**
  103878. * Are bump textures enabled in the application.
  103879. */
  103880. static BumpTextureEnabled: boolean;
  103881. private static _LightmapTextureEnabled;
  103882. /**
  103883. * Are lightmap textures enabled in the application.
  103884. */
  103885. static LightmapTextureEnabled: boolean;
  103886. private static _RefractionTextureEnabled;
  103887. /**
  103888. * Are refraction textures enabled in the application.
  103889. */
  103890. static RefractionTextureEnabled: boolean;
  103891. private static _ColorGradingTextureEnabled;
  103892. /**
  103893. * Are color grading textures enabled in the application.
  103894. */
  103895. static ColorGradingTextureEnabled: boolean;
  103896. private static _FresnelEnabled;
  103897. /**
  103898. * Are fresnels enabled in the application.
  103899. */
  103900. static FresnelEnabled: boolean;
  103901. private static _ClearCoatTextureEnabled;
  103902. /**
  103903. * Are clear coat textures enabled in the application.
  103904. */
  103905. static ClearCoatTextureEnabled: boolean;
  103906. private static _ClearCoatBumpTextureEnabled;
  103907. /**
  103908. * Are clear coat bump textures enabled in the application.
  103909. */
  103910. static ClearCoatBumpTextureEnabled: boolean;
  103911. private static _ClearCoatTintTextureEnabled;
  103912. /**
  103913. * Are clear coat tint textures enabled in the application.
  103914. */
  103915. static ClearCoatTintTextureEnabled: boolean;
  103916. private static _SheenTextureEnabled;
  103917. /**
  103918. * Are sheen textures enabled in the application.
  103919. */
  103920. static SheenTextureEnabled: boolean;
  103921. private static _AnisotropicTextureEnabled;
  103922. /**
  103923. * Are anisotropic textures enabled in the application.
  103924. */
  103925. static AnisotropicTextureEnabled: boolean;
  103926. private static _ThicknessTextureEnabled;
  103927. /**
  103928. * Are thickness textures enabled in the application.
  103929. */
  103930. static ThicknessTextureEnabled: boolean;
  103931. }
  103932. }
  103933. declare module BABYLON {
  103934. /** @hidden */
  103935. export var defaultFragmentDeclaration: {
  103936. name: string;
  103937. shader: string;
  103938. };
  103939. }
  103940. declare module BABYLON {
  103941. /** @hidden */
  103942. export var defaultUboDeclaration: {
  103943. name: string;
  103944. shader: string;
  103945. };
  103946. }
  103947. declare module BABYLON {
  103948. /** @hidden */
  103949. export var lightFragmentDeclaration: {
  103950. name: string;
  103951. shader: string;
  103952. };
  103953. }
  103954. declare module BABYLON {
  103955. /** @hidden */
  103956. export var lightUboDeclaration: {
  103957. name: string;
  103958. shader: string;
  103959. };
  103960. }
  103961. declare module BABYLON {
  103962. /** @hidden */
  103963. export var lightsFragmentFunctions: {
  103964. name: string;
  103965. shader: string;
  103966. };
  103967. }
  103968. declare module BABYLON {
  103969. /** @hidden */
  103970. export var shadowsFragmentFunctions: {
  103971. name: string;
  103972. shader: string;
  103973. };
  103974. }
  103975. declare module BABYLON {
  103976. /** @hidden */
  103977. export var fresnelFunction: {
  103978. name: string;
  103979. shader: string;
  103980. };
  103981. }
  103982. declare module BABYLON {
  103983. /** @hidden */
  103984. export var reflectionFunction: {
  103985. name: string;
  103986. shader: string;
  103987. };
  103988. }
  103989. declare module BABYLON {
  103990. /** @hidden */
  103991. export var bumpFragmentFunctions: {
  103992. name: string;
  103993. shader: string;
  103994. };
  103995. }
  103996. declare module BABYLON {
  103997. /** @hidden */
  103998. export var logDepthDeclaration: {
  103999. name: string;
  104000. shader: string;
  104001. };
  104002. }
  104003. declare module BABYLON {
  104004. /** @hidden */
  104005. export var bumpFragment: {
  104006. name: string;
  104007. shader: string;
  104008. };
  104009. }
  104010. declare module BABYLON {
  104011. /** @hidden */
  104012. export var depthPrePass: {
  104013. name: string;
  104014. shader: string;
  104015. };
  104016. }
  104017. declare module BABYLON {
  104018. /** @hidden */
  104019. export var lightFragment: {
  104020. name: string;
  104021. shader: string;
  104022. };
  104023. }
  104024. declare module BABYLON {
  104025. /** @hidden */
  104026. export var logDepthFragment: {
  104027. name: string;
  104028. shader: string;
  104029. };
  104030. }
  104031. declare module BABYLON {
  104032. /** @hidden */
  104033. export var defaultPixelShader: {
  104034. name: string;
  104035. shader: string;
  104036. };
  104037. }
  104038. declare module BABYLON {
  104039. /** @hidden */
  104040. export var defaultVertexDeclaration: {
  104041. name: string;
  104042. shader: string;
  104043. };
  104044. }
  104045. declare module BABYLON {
  104046. /** @hidden */
  104047. export var bumpVertexDeclaration: {
  104048. name: string;
  104049. shader: string;
  104050. };
  104051. }
  104052. declare module BABYLON {
  104053. /** @hidden */
  104054. export var bumpVertex: {
  104055. name: string;
  104056. shader: string;
  104057. };
  104058. }
  104059. declare module BABYLON {
  104060. /** @hidden */
  104061. export var fogVertex: {
  104062. name: string;
  104063. shader: string;
  104064. };
  104065. }
  104066. declare module BABYLON {
  104067. /** @hidden */
  104068. export var shadowsVertex: {
  104069. name: string;
  104070. shader: string;
  104071. };
  104072. }
  104073. declare module BABYLON {
  104074. /** @hidden */
  104075. export var pointCloudVertex: {
  104076. name: string;
  104077. shader: string;
  104078. };
  104079. }
  104080. declare module BABYLON {
  104081. /** @hidden */
  104082. export var logDepthVertex: {
  104083. name: string;
  104084. shader: string;
  104085. };
  104086. }
  104087. declare module BABYLON {
  104088. /** @hidden */
  104089. export var defaultVertexShader: {
  104090. name: string;
  104091. shader: string;
  104092. };
  104093. }
  104094. declare module BABYLON {
  104095. /** @hidden */
  104096. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  104097. MAINUV1: boolean;
  104098. MAINUV2: boolean;
  104099. DIFFUSE: boolean;
  104100. DIFFUSEDIRECTUV: number;
  104101. AMBIENT: boolean;
  104102. AMBIENTDIRECTUV: number;
  104103. OPACITY: boolean;
  104104. OPACITYDIRECTUV: number;
  104105. OPACITYRGB: boolean;
  104106. REFLECTION: boolean;
  104107. EMISSIVE: boolean;
  104108. EMISSIVEDIRECTUV: number;
  104109. SPECULAR: boolean;
  104110. SPECULARDIRECTUV: number;
  104111. BUMP: boolean;
  104112. BUMPDIRECTUV: number;
  104113. PARALLAX: boolean;
  104114. PARALLAXOCCLUSION: boolean;
  104115. SPECULAROVERALPHA: boolean;
  104116. CLIPPLANE: boolean;
  104117. CLIPPLANE2: boolean;
  104118. CLIPPLANE3: boolean;
  104119. CLIPPLANE4: boolean;
  104120. ALPHATEST: boolean;
  104121. DEPTHPREPASS: boolean;
  104122. ALPHAFROMDIFFUSE: boolean;
  104123. POINTSIZE: boolean;
  104124. FOG: boolean;
  104125. SPECULARTERM: boolean;
  104126. DIFFUSEFRESNEL: boolean;
  104127. OPACITYFRESNEL: boolean;
  104128. REFLECTIONFRESNEL: boolean;
  104129. REFRACTIONFRESNEL: boolean;
  104130. EMISSIVEFRESNEL: boolean;
  104131. FRESNEL: boolean;
  104132. NORMAL: boolean;
  104133. UV1: boolean;
  104134. UV2: boolean;
  104135. VERTEXCOLOR: boolean;
  104136. VERTEXALPHA: boolean;
  104137. NUM_BONE_INFLUENCERS: number;
  104138. BonesPerMesh: number;
  104139. BONETEXTURE: boolean;
  104140. INSTANCES: boolean;
  104141. GLOSSINESS: boolean;
  104142. ROUGHNESS: boolean;
  104143. EMISSIVEASILLUMINATION: boolean;
  104144. LINKEMISSIVEWITHDIFFUSE: boolean;
  104145. REFLECTIONFRESNELFROMSPECULAR: boolean;
  104146. LIGHTMAP: boolean;
  104147. LIGHTMAPDIRECTUV: number;
  104148. OBJECTSPACE_NORMALMAP: boolean;
  104149. USELIGHTMAPASSHADOWMAP: boolean;
  104150. REFLECTIONMAP_3D: boolean;
  104151. REFLECTIONMAP_SPHERICAL: boolean;
  104152. REFLECTIONMAP_PLANAR: boolean;
  104153. REFLECTIONMAP_CUBIC: boolean;
  104154. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  104155. REFLECTIONMAP_PROJECTION: boolean;
  104156. REFLECTIONMAP_SKYBOX: boolean;
  104157. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  104158. REFLECTIONMAP_EXPLICIT: boolean;
  104159. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  104160. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  104161. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  104162. INVERTCUBICMAP: boolean;
  104163. LOGARITHMICDEPTH: boolean;
  104164. REFRACTION: boolean;
  104165. REFRACTIONMAP_3D: boolean;
  104166. REFLECTIONOVERALPHA: boolean;
  104167. TWOSIDEDLIGHTING: boolean;
  104168. SHADOWFLOAT: boolean;
  104169. MORPHTARGETS: boolean;
  104170. MORPHTARGETS_NORMAL: boolean;
  104171. MORPHTARGETS_TANGENT: boolean;
  104172. MORPHTARGETS_UV: boolean;
  104173. NUM_MORPH_INFLUENCERS: number;
  104174. NONUNIFORMSCALING: boolean;
  104175. PREMULTIPLYALPHA: boolean;
  104176. IMAGEPROCESSING: boolean;
  104177. VIGNETTE: boolean;
  104178. VIGNETTEBLENDMODEMULTIPLY: boolean;
  104179. VIGNETTEBLENDMODEOPAQUE: boolean;
  104180. TONEMAPPING: boolean;
  104181. TONEMAPPING_ACES: boolean;
  104182. CONTRAST: boolean;
  104183. COLORCURVES: boolean;
  104184. COLORGRADING: boolean;
  104185. COLORGRADING3D: boolean;
  104186. SAMPLER3DGREENDEPTH: boolean;
  104187. SAMPLER3DBGRMAP: boolean;
  104188. IMAGEPROCESSINGPOSTPROCESS: boolean;
  104189. MULTIVIEW: boolean;
  104190. /**
  104191. * If the reflection texture on this material is in linear color space
  104192. * @hidden
  104193. */
  104194. IS_REFLECTION_LINEAR: boolean;
  104195. /**
  104196. * If the refraction texture on this material is in linear color space
  104197. * @hidden
  104198. */
  104199. IS_REFRACTION_LINEAR: boolean;
  104200. EXPOSURE: boolean;
  104201. constructor();
  104202. setReflectionMode(modeToEnable: string): void;
  104203. }
  104204. /**
  104205. * This is the default material used in Babylon. It is the best trade off between quality
  104206. * and performances.
  104207. * @see http://doc.babylonjs.com/babylon101/materials
  104208. */
  104209. export class StandardMaterial extends PushMaterial {
  104210. private _diffuseTexture;
  104211. /**
  104212. * The basic texture of the material as viewed under a light.
  104213. */
  104214. diffuseTexture: Nullable<BaseTexture>;
  104215. private _ambientTexture;
  104216. /**
  104217. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  104218. */
  104219. ambientTexture: Nullable<BaseTexture>;
  104220. private _opacityTexture;
  104221. /**
  104222. * Define the transparency of the material from a texture.
  104223. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  104224. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  104225. */
  104226. opacityTexture: Nullable<BaseTexture>;
  104227. private _reflectionTexture;
  104228. /**
  104229. * Define the texture used to display the reflection.
  104230. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104231. */
  104232. reflectionTexture: Nullable<BaseTexture>;
  104233. private _emissiveTexture;
  104234. /**
  104235. * Define texture of the material as if self lit.
  104236. * This will be mixed in the final result even in the absence of light.
  104237. */
  104238. emissiveTexture: Nullable<BaseTexture>;
  104239. private _specularTexture;
  104240. /**
  104241. * Define how the color and intensity of the highlight given by the light in the material.
  104242. */
  104243. specularTexture: Nullable<BaseTexture>;
  104244. private _bumpTexture;
  104245. /**
  104246. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  104247. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  104248. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  104249. */
  104250. bumpTexture: Nullable<BaseTexture>;
  104251. private _lightmapTexture;
  104252. /**
  104253. * Complex lighting can be computationally expensive to compute at runtime.
  104254. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  104255. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  104256. */
  104257. lightmapTexture: Nullable<BaseTexture>;
  104258. private _refractionTexture;
  104259. /**
  104260. * Define the texture used to display the refraction.
  104261. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104262. */
  104263. refractionTexture: Nullable<BaseTexture>;
  104264. /**
  104265. * The color of the material lit by the environmental background lighting.
  104266. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  104267. */
  104268. ambientColor: Color3;
  104269. /**
  104270. * The basic color of the material as viewed under a light.
  104271. */
  104272. diffuseColor: Color3;
  104273. /**
  104274. * Define how the color and intensity of the highlight given by the light in the material.
  104275. */
  104276. specularColor: Color3;
  104277. /**
  104278. * Define the color of the material as if self lit.
  104279. * This will be mixed in the final result even in the absence of light.
  104280. */
  104281. emissiveColor: Color3;
  104282. /**
  104283. * Defines how sharp are the highlights in the material.
  104284. * The bigger the value the sharper giving a more glossy feeling to the result.
  104285. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  104286. */
  104287. specularPower: number;
  104288. private _useAlphaFromDiffuseTexture;
  104289. /**
  104290. * Does the transparency come from the diffuse texture alpha channel.
  104291. */
  104292. useAlphaFromDiffuseTexture: boolean;
  104293. private _useEmissiveAsIllumination;
  104294. /**
  104295. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  104296. */
  104297. useEmissiveAsIllumination: boolean;
  104298. private _linkEmissiveWithDiffuse;
  104299. /**
  104300. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  104301. * the emissive level when the final color is close to one.
  104302. */
  104303. linkEmissiveWithDiffuse: boolean;
  104304. private _useSpecularOverAlpha;
  104305. /**
  104306. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  104307. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  104308. */
  104309. useSpecularOverAlpha: boolean;
  104310. private _useReflectionOverAlpha;
  104311. /**
  104312. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  104313. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  104314. */
  104315. useReflectionOverAlpha: boolean;
  104316. private _disableLighting;
  104317. /**
  104318. * Does lights from the scene impacts this material.
  104319. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  104320. */
  104321. disableLighting: boolean;
  104322. private _useObjectSpaceNormalMap;
  104323. /**
  104324. * Allows using an object space normal map (instead of tangent space).
  104325. */
  104326. useObjectSpaceNormalMap: boolean;
  104327. private _useParallax;
  104328. /**
  104329. * Is parallax enabled or not.
  104330. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104331. */
  104332. useParallax: boolean;
  104333. private _useParallaxOcclusion;
  104334. /**
  104335. * Is parallax occlusion enabled or not.
  104336. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  104337. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104338. */
  104339. useParallaxOcclusion: boolean;
  104340. /**
  104341. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  104342. */
  104343. parallaxScaleBias: number;
  104344. private _roughness;
  104345. /**
  104346. * Helps to define how blurry the reflections should appears in the material.
  104347. */
  104348. roughness: number;
  104349. /**
  104350. * In case of refraction, define the value of the index of refraction.
  104351. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104352. */
  104353. indexOfRefraction: number;
  104354. /**
  104355. * Invert the refraction texture alongside the y axis.
  104356. * It can be useful with procedural textures or probe for instance.
  104357. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104358. */
  104359. invertRefractionY: boolean;
  104360. /**
  104361. * Defines the alpha limits in alpha test mode.
  104362. */
  104363. alphaCutOff: number;
  104364. private _useLightmapAsShadowmap;
  104365. /**
  104366. * In case of light mapping, define whether the map contains light or shadow informations.
  104367. */
  104368. useLightmapAsShadowmap: boolean;
  104369. private _diffuseFresnelParameters;
  104370. /**
  104371. * Define the diffuse fresnel parameters of the material.
  104372. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104373. */
  104374. diffuseFresnelParameters: FresnelParameters;
  104375. private _opacityFresnelParameters;
  104376. /**
  104377. * Define the opacity fresnel parameters of the material.
  104378. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104379. */
  104380. opacityFresnelParameters: FresnelParameters;
  104381. private _reflectionFresnelParameters;
  104382. /**
  104383. * Define the reflection fresnel parameters of the material.
  104384. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104385. */
  104386. reflectionFresnelParameters: FresnelParameters;
  104387. private _refractionFresnelParameters;
  104388. /**
  104389. * Define the refraction fresnel parameters of the material.
  104390. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104391. */
  104392. refractionFresnelParameters: FresnelParameters;
  104393. private _emissiveFresnelParameters;
  104394. /**
  104395. * Define the emissive fresnel parameters of the material.
  104396. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104397. */
  104398. emissiveFresnelParameters: FresnelParameters;
  104399. private _useReflectionFresnelFromSpecular;
  104400. /**
  104401. * If true automatically deducts the fresnels values from the material specularity.
  104402. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104403. */
  104404. useReflectionFresnelFromSpecular: boolean;
  104405. private _useGlossinessFromSpecularMapAlpha;
  104406. /**
  104407. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  104408. */
  104409. useGlossinessFromSpecularMapAlpha: boolean;
  104410. private _maxSimultaneousLights;
  104411. /**
  104412. * Defines the maximum number of lights that can be used in the material
  104413. */
  104414. maxSimultaneousLights: number;
  104415. private _invertNormalMapX;
  104416. /**
  104417. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  104418. */
  104419. invertNormalMapX: boolean;
  104420. private _invertNormalMapY;
  104421. /**
  104422. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  104423. */
  104424. invertNormalMapY: boolean;
  104425. private _twoSidedLighting;
  104426. /**
  104427. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  104428. */
  104429. twoSidedLighting: boolean;
  104430. /**
  104431. * Default configuration related to image processing available in the standard Material.
  104432. */
  104433. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104434. /**
  104435. * Gets the image processing configuration used either in this material.
  104436. */
  104437. /**
  104438. * Sets the Default image processing configuration used either in the this material.
  104439. *
  104440. * If sets to null, the scene one is in use.
  104441. */
  104442. imageProcessingConfiguration: ImageProcessingConfiguration;
  104443. /**
  104444. * Keep track of the image processing observer to allow dispose and replace.
  104445. */
  104446. private _imageProcessingObserver;
  104447. /**
  104448. * Attaches a new image processing configuration to the Standard Material.
  104449. * @param configuration
  104450. */
  104451. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  104452. /**
  104453. * Gets wether the color curves effect is enabled.
  104454. */
  104455. /**
  104456. * Sets wether the color curves effect is enabled.
  104457. */
  104458. cameraColorCurvesEnabled: boolean;
  104459. /**
  104460. * Gets wether the color grading effect is enabled.
  104461. */
  104462. /**
  104463. * Gets wether the color grading effect is enabled.
  104464. */
  104465. cameraColorGradingEnabled: boolean;
  104466. /**
  104467. * Gets wether tonemapping is enabled or not.
  104468. */
  104469. /**
  104470. * Sets wether tonemapping is enabled or not
  104471. */
  104472. cameraToneMappingEnabled: boolean;
  104473. /**
  104474. * The camera exposure used on this material.
  104475. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104476. * This corresponds to a photographic exposure.
  104477. */
  104478. /**
  104479. * The camera exposure used on this material.
  104480. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104481. * This corresponds to a photographic exposure.
  104482. */
  104483. cameraExposure: number;
  104484. /**
  104485. * Gets The camera contrast used on this material.
  104486. */
  104487. /**
  104488. * Sets The camera contrast used on this material.
  104489. */
  104490. cameraContrast: number;
  104491. /**
  104492. * Gets the Color Grading 2D Lookup Texture.
  104493. */
  104494. /**
  104495. * Sets the Color Grading 2D Lookup Texture.
  104496. */
  104497. cameraColorGradingTexture: Nullable<BaseTexture>;
  104498. /**
  104499. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104500. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104501. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  104502. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104503. */
  104504. /**
  104505. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104506. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104507. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  104508. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104509. */
  104510. cameraColorCurves: Nullable<ColorCurves>;
  104511. /**
  104512. * Custom callback helping to override the default shader used in the material.
  104513. */
  104514. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  104515. protected _renderTargets: SmartArray<RenderTargetTexture>;
  104516. protected _worldViewProjectionMatrix: Matrix;
  104517. protected _globalAmbientColor: Color3;
  104518. protected _useLogarithmicDepth: boolean;
  104519. /**
  104520. * Instantiates a new standard material.
  104521. * This is the default material used in Babylon. It is the best trade off between quality
  104522. * and performances.
  104523. * @see http://doc.babylonjs.com/babylon101/materials
  104524. * @param name Define the name of the material in the scene
  104525. * @param scene Define the scene the material belong to
  104526. */
  104527. constructor(name: string, scene: Scene);
  104528. /**
  104529. * Gets a boolean indicating that current material needs to register RTT
  104530. */
  104531. readonly hasRenderTargetTextures: boolean;
  104532. /**
  104533. * Gets the current class name of the material e.g. "StandardMaterial"
  104534. * Mainly use in serialization.
  104535. * @returns the class name
  104536. */
  104537. getClassName(): string;
  104538. /**
  104539. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  104540. * You can try switching to logarithmic depth.
  104541. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  104542. */
  104543. useLogarithmicDepth: boolean;
  104544. /**
  104545. * Specifies if the material will require alpha blending
  104546. * @returns a boolean specifying if alpha blending is needed
  104547. */
  104548. needAlphaBlending(): boolean;
  104549. /**
  104550. * Specifies if this material should be rendered in alpha test mode
  104551. * @returns a boolean specifying if an alpha test is needed.
  104552. */
  104553. needAlphaTesting(): boolean;
  104554. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  104555. /**
  104556. * Get the texture used for alpha test purpose.
  104557. * @returns the diffuse texture in case of the standard material.
  104558. */
  104559. getAlphaTestTexture(): Nullable<BaseTexture>;
  104560. /**
  104561. * Get if the submesh is ready to be used and all its information available.
  104562. * Child classes can use it to update shaders
  104563. * @param mesh defines the mesh to check
  104564. * @param subMesh defines which submesh to check
  104565. * @param useInstances specifies that instances should be used
  104566. * @returns a boolean indicating that the submesh is ready or not
  104567. */
  104568. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  104569. /**
  104570. * Builds the material UBO layouts.
  104571. * Used internally during the effect preparation.
  104572. */
  104573. buildUniformLayout(): void;
  104574. /**
  104575. * Unbinds the material from the mesh
  104576. */
  104577. unbind(): void;
  104578. /**
  104579. * Binds the submesh to this material by preparing the effect and shader to draw
  104580. * @param world defines the world transformation matrix
  104581. * @param mesh defines the mesh containing the submesh
  104582. * @param subMesh defines the submesh to bind the material to
  104583. */
  104584. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  104585. /**
  104586. * Get the list of animatables in the material.
  104587. * @returns the list of animatables object used in the material
  104588. */
  104589. getAnimatables(): IAnimatable[];
  104590. /**
  104591. * Gets the active textures from the material
  104592. * @returns an array of textures
  104593. */
  104594. getActiveTextures(): BaseTexture[];
  104595. /**
  104596. * Specifies if the material uses a texture
  104597. * @param texture defines the texture to check against the material
  104598. * @returns a boolean specifying if the material uses the texture
  104599. */
  104600. hasTexture(texture: BaseTexture): boolean;
  104601. /**
  104602. * Disposes the material
  104603. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  104604. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  104605. */
  104606. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  104607. /**
  104608. * Makes a duplicate of the material, and gives it a new name
  104609. * @param name defines the new name for the duplicated material
  104610. * @returns the cloned material
  104611. */
  104612. clone(name: string): StandardMaterial;
  104613. /**
  104614. * Serializes this material in a JSON representation
  104615. * @returns the serialized material object
  104616. */
  104617. serialize(): any;
  104618. /**
  104619. * Creates a standard material from parsed material data
  104620. * @param source defines the JSON representation of the material
  104621. * @param scene defines the hosting scene
  104622. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  104623. * @returns a new standard material
  104624. */
  104625. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  104626. /**
  104627. * Are diffuse textures enabled in the application.
  104628. */
  104629. static DiffuseTextureEnabled: boolean;
  104630. /**
  104631. * Are ambient textures enabled in the application.
  104632. */
  104633. static AmbientTextureEnabled: boolean;
  104634. /**
  104635. * Are opacity textures enabled in the application.
  104636. */
  104637. static OpacityTextureEnabled: boolean;
  104638. /**
  104639. * Are reflection textures enabled in the application.
  104640. */
  104641. static ReflectionTextureEnabled: boolean;
  104642. /**
  104643. * Are emissive textures enabled in the application.
  104644. */
  104645. static EmissiveTextureEnabled: boolean;
  104646. /**
  104647. * Are specular textures enabled in the application.
  104648. */
  104649. static SpecularTextureEnabled: boolean;
  104650. /**
  104651. * Are bump textures enabled in the application.
  104652. */
  104653. static BumpTextureEnabled: boolean;
  104654. /**
  104655. * Are lightmap textures enabled in the application.
  104656. */
  104657. static LightmapTextureEnabled: boolean;
  104658. /**
  104659. * Are refraction textures enabled in the application.
  104660. */
  104661. static RefractionTextureEnabled: boolean;
  104662. /**
  104663. * Are color grading textures enabled in the application.
  104664. */
  104665. static ColorGradingTextureEnabled: boolean;
  104666. /**
  104667. * Are fresnels enabled in the application.
  104668. */
  104669. static FresnelEnabled: boolean;
  104670. }
  104671. }
  104672. declare module BABYLON {
  104673. /**
  104674. * A class extending Texture allowing drawing on a texture
  104675. * @see http://doc.babylonjs.com/how_to/dynamictexture
  104676. */
  104677. export class DynamicTexture extends Texture {
  104678. private _generateMipMaps;
  104679. private _canvas;
  104680. private _context;
  104681. private _engine;
  104682. /**
  104683. * Creates a DynamicTexture
  104684. * @param name defines the name of the texture
  104685. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  104686. * @param scene defines the scene where you want the texture
  104687. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  104688. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  104689. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  104690. */
  104691. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  104692. /**
  104693. * Get the current class name of the texture useful for serialization or dynamic coding.
  104694. * @returns "DynamicTexture"
  104695. */
  104696. getClassName(): string;
  104697. /**
  104698. * Gets the current state of canRescale
  104699. */
  104700. readonly canRescale: boolean;
  104701. private _recreate;
  104702. /**
  104703. * Scales the texture
  104704. * @param ratio the scale factor to apply to both width and height
  104705. */
  104706. scale(ratio: number): void;
  104707. /**
  104708. * Resizes the texture
  104709. * @param width the new width
  104710. * @param height the new height
  104711. */
  104712. scaleTo(width: number, height: number): void;
  104713. /**
  104714. * Gets the context of the canvas used by the texture
  104715. * @returns the canvas context of the dynamic texture
  104716. */
  104717. getContext(): CanvasRenderingContext2D;
  104718. /**
  104719. * Clears the texture
  104720. */
  104721. clear(): void;
  104722. /**
  104723. * Updates the texture
  104724. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104725. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  104726. */
  104727. update(invertY?: boolean, premulAlpha?: boolean): void;
  104728. /**
  104729. * Draws text onto the texture
  104730. * @param text defines the text to be drawn
  104731. * @param x defines the placement of the text from the left
  104732. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  104733. * @param font defines the font to be used with font-style, font-size, font-name
  104734. * @param color defines the color used for the text
  104735. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  104736. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104737. * @param update defines whether texture is immediately update (default is true)
  104738. */
  104739. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  104740. /**
  104741. * Clones the texture
  104742. * @returns the clone of the texture.
  104743. */
  104744. clone(): DynamicTexture;
  104745. /**
  104746. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  104747. * @returns a serialized dynamic texture object
  104748. */
  104749. serialize(): any;
  104750. /** @hidden */
  104751. _rebuild(): void;
  104752. }
  104753. }
  104754. declare module BABYLON {
  104755. /** @hidden */
  104756. export var imageProcessingPixelShader: {
  104757. name: string;
  104758. shader: string;
  104759. };
  104760. }
  104761. declare module BABYLON {
  104762. /**
  104763. * ImageProcessingPostProcess
  104764. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  104765. */
  104766. export class ImageProcessingPostProcess extends PostProcess {
  104767. /**
  104768. * Default configuration related to image processing available in the PBR Material.
  104769. */
  104770. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104771. /**
  104772. * Gets the image processing configuration used either in this material.
  104773. */
  104774. /**
  104775. * Sets the Default image processing configuration used either in the this material.
  104776. *
  104777. * If sets to null, the scene one is in use.
  104778. */
  104779. imageProcessingConfiguration: ImageProcessingConfiguration;
  104780. /**
  104781. * Keep track of the image processing observer to allow dispose and replace.
  104782. */
  104783. private _imageProcessingObserver;
  104784. /**
  104785. * Attaches a new image processing configuration to the PBR Material.
  104786. * @param configuration
  104787. */
  104788. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  104789. /**
  104790. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104791. */
  104792. /**
  104793. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104794. */
  104795. colorCurves: Nullable<ColorCurves>;
  104796. /**
  104797. * Gets wether the color curves effect is enabled.
  104798. */
  104799. /**
  104800. * Sets wether the color curves effect is enabled.
  104801. */
  104802. colorCurvesEnabled: boolean;
  104803. /**
  104804. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104805. */
  104806. /**
  104807. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104808. */
  104809. colorGradingTexture: Nullable<BaseTexture>;
  104810. /**
  104811. * Gets wether the color grading effect is enabled.
  104812. */
  104813. /**
  104814. * Gets wether the color grading effect is enabled.
  104815. */
  104816. colorGradingEnabled: boolean;
  104817. /**
  104818. * Gets exposure used in the effect.
  104819. */
  104820. /**
  104821. * Sets exposure used in the effect.
  104822. */
  104823. exposure: number;
  104824. /**
  104825. * Gets wether tonemapping is enabled or not.
  104826. */
  104827. /**
  104828. * Sets wether tonemapping is enabled or not
  104829. */
  104830. toneMappingEnabled: boolean;
  104831. /**
  104832. * Gets the type of tone mapping effect.
  104833. */
  104834. /**
  104835. * Sets the type of tone mapping effect.
  104836. */
  104837. toneMappingType: number;
  104838. /**
  104839. * Gets contrast used in the effect.
  104840. */
  104841. /**
  104842. * Sets contrast used in the effect.
  104843. */
  104844. contrast: number;
  104845. /**
  104846. * Gets Vignette stretch size.
  104847. */
  104848. /**
  104849. * Sets Vignette stretch size.
  104850. */
  104851. vignetteStretch: number;
  104852. /**
  104853. * Gets Vignette centre X Offset.
  104854. */
  104855. /**
  104856. * Sets Vignette centre X Offset.
  104857. */
  104858. vignetteCentreX: number;
  104859. /**
  104860. * Gets Vignette centre Y Offset.
  104861. */
  104862. /**
  104863. * Sets Vignette centre Y Offset.
  104864. */
  104865. vignetteCentreY: number;
  104866. /**
  104867. * Gets Vignette weight or intensity of the vignette effect.
  104868. */
  104869. /**
  104870. * Sets Vignette weight or intensity of the vignette effect.
  104871. */
  104872. vignetteWeight: number;
  104873. /**
  104874. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104875. * if vignetteEnabled is set to true.
  104876. */
  104877. /**
  104878. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104879. * if vignetteEnabled is set to true.
  104880. */
  104881. vignetteColor: Color4;
  104882. /**
  104883. * Gets Camera field of view used by the Vignette effect.
  104884. */
  104885. /**
  104886. * Sets Camera field of view used by the Vignette effect.
  104887. */
  104888. vignetteCameraFov: number;
  104889. /**
  104890. * Gets the vignette blend mode allowing different kind of effect.
  104891. */
  104892. /**
  104893. * Sets the vignette blend mode allowing different kind of effect.
  104894. */
  104895. vignetteBlendMode: number;
  104896. /**
  104897. * Gets wether the vignette effect is enabled.
  104898. */
  104899. /**
  104900. * Sets wether the vignette effect is enabled.
  104901. */
  104902. vignetteEnabled: boolean;
  104903. private _fromLinearSpace;
  104904. /**
  104905. * Gets wether the input of the processing is in Gamma or Linear Space.
  104906. */
  104907. /**
  104908. * Sets wether the input of the processing is in Gamma or Linear Space.
  104909. */
  104910. fromLinearSpace: boolean;
  104911. /**
  104912. * Defines cache preventing GC.
  104913. */
  104914. private _defines;
  104915. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  104916. /**
  104917. * "ImageProcessingPostProcess"
  104918. * @returns "ImageProcessingPostProcess"
  104919. */
  104920. getClassName(): string;
  104921. protected _updateParameters(): void;
  104922. dispose(camera?: Camera): void;
  104923. }
  104924. }
  104925. declare module BABYLON {
  104926. /**
  104927. * Class containing static functions to help procedurally build meshes
  104928. */
  104929. export class GroundBuilder {
  104930. /**
  104931. * Creates a ground mesh
  104932. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  104933. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  104934. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104935. * @param name defines the name of the mesh
  104936. * @param options defines the options used to create the mesh
  104937. * @param scene defines the hosting scene
  104938. * @returns the ground mesh
  104939. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  104940. */
  104941. static CreateGround(name: string, options: {
  104942. width?: number;
  104943. height?: number;
  104944. subdivisions?: number;
  104945. subdivisionsX?: number;
  104946. subdivisionsY?: number;
  104947. updatable?: boolean;
  104948. }, scene: any): Mesh;
  104949. /**
  104950. * Creates a tiled ground mesh
  104951. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  104952. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  104953. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  104954. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  104955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104956. * @param name defines the name of the mesh
  104957. * @param options defines the options used to create the mesh
  104958. * @param scene defines the hosting scene
  104959. * @returns the tiled ground mesh
  104960. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  104961. */
  104962. static CreateTiledGround(name: string, options: {
  104963. xmin: number;
  104964. zmin: number;
  104965. xmax: number;
  104966. zmax: number;
  104967. subdivisions?: {
  104968. w: number;
  104969. h: number;
  104970. };
  104971. precision?: {
  104972. w: number;
  104973. h: number;
  104974. };
  104975. updatable?: boolean;
  104976. }, scene?: Nullable<Scene>): Mesh;
  104977. /**
  104978. * Creates a ground mesh from a height map
  104979. * * The parameter `url` sets the URL of the height map image resource.
  104980. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  104981. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  104982. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  104983. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  104984. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  104985. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  104986. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  104987. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104988. * @param name defines the name of the mesh
  104989. * @param url defines the url to the height map
  104990. * @param options defines the options used to create the mesh
  104991. * @param scene defines the hosting scene
  104992. * @returns the ground mesh
  104993. * @see https://doc.babylonjs.com/babylon101/height_map
  104994. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  104995. */
  104996. static CreateGroundFromHeightMap(name: string, url: string, options: {
  104997. width?: number;
  104998. height?: number;
  104999. subdivisions?: number;
  105000. minHeight?: number;
  105001. maxHeight?: number;
  105002. colorFilter?: Color3;
  105003. alphaFilter?: number;
  105004. updatable?: boolean;
  105005. onReady?: (mesh: GroundMesh) => void;
  105006. }, scene?: Nullable<Scene>): GroundMesh;
  105007. }
  105008. }
  105009. declare module BABYLON {
  105010. /**
  105011. * Class containing static functions to help procedurally build meshes
  105012. */
  105013. export class TorusBuilder {
  105014. /**
  105015. * Creates a torus mesh
  105016. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  105017. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  105018. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  105019. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105020. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105021. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105022. * @param name defines the name of the mesh
  105023. * @param options defines the options used to create the mesh
  105024. * @param scene defines the hosting scene
  105025. * @returns the torus mesh
  105026. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  105027. */
  105028. static CreateTorus(name: string, options: {
  105029. diameter?: number;
  105030. thickness?: number;
  105031. tessellation?: number;
  105032. updatable?: boolean;
  105033. sideOrientation?: number;
  105034. frontUVs?: Vector4;
  105035. backUVs?: Vector4;
  105036. }, scene: any): Mesh;
  105037. }
  105038. }
  105039. declare module BABYLON {
  105040. /**
  105041. * Class containing static functions to help procedurally build meshes
  105042. */
  105043. export class CylinderBuilder {
  105044. /**
  105045. * Creates a cylinder or a cone mesh
  105046. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  105047. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  105048. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  105049. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  105050. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  105051. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  105052. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  105053. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  105054. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  105055. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  105056. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  105057. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  105058. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  105059. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  105060. * * If `enclose` is false, a ring surface is one element.
  105061. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  105062. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  105063. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105064. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105065. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105066. * @param name defines the name of the mesh
  105067. * @param options defines the options used to create the mesh
  105068. * @param scene defines the hosting scene
  105069. * @returns the cylinder mesh
  105070. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  105071. */
  105072. static CreateCylinder(name: string, options: {
  105073. height?: number;
  105074. diameterTop?: number;
  105075. diameterBottom?: number;
  105076. diameter?: number;
  105077. tessellation?: number;
  105078. subdivisions?: number;
  105079. arc?: number;
  105080. faceColors?: Color4[];
  105081. faceUV?: Vector4[];
  105082. updatable?: boolean;
  105083. hasRings?: boolean;
  105084. enclose?: boolean;
  105085. cap?: number;
  105086. sideOrientation?: number;
  105087. frontUVs?: Vector4;
  105088. backUVs?: Vector4;
  105089. }, scene: any): Mesh;
  105090. }
  105091. }
  105092. declare module BABYLON {
  105093. /**
  105094. * Options to modify the vr teleportation behavior.
  105095. */
  105096. export interface VRTeleportationOptions {
  105097. /**
  105098. * The name of the mesh which should be used as the teleportation floor. (default: null)
  105099. */
  105100. floorMeshName?: string;
  105101. /**
  105102. * A list of meshes to be used as the teleportation floor. (default: empty)
  105103. */
  105104. floorMeshes?: Mesh[];
  105105. }
  105106. /**
  105107. * Options to modify the vr experience helper's behavior.
  105108. */
  105109. export interface VRExperienceHelperOptions extends WebVROptions {
  105110. /**
  105111. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  105112. */
  105113. createDeviceOrientationCamera?: boolean;
  105114. /**
  105115. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  105116. */
  105117. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  105118. /**
  105119. * Uses the main button on the controller to toggle the laser casted. (default: true)
  105120. */
  105121. laserToggle?: boolean;
  105122. /**
  105123. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  105124. */
  105125. floorMeshes?: Mesh[];
  105126. /**
  105127. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  105128. */
  105129. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  105130. }
  105131. /**
  105132. * Event containing information after VR has been entered
  105133. */
  105134. export class OnAfterEnteringVRObservableEvent {
  105135. /**
  105136. * If entering vr was successful
  105137. */
  105138. success: boolean;
  105139. }
  105140. /**
  105141. * Helps to quickly add VR support to an existing scene.
  105142. * See http://doc.babylonjs.com/how_to/webvr_helper
  105143. */
  105144. export class VRExperienceHelper {
  105145. /** Options to modify the vr experience helper's behavior. */
  105146. webVROptions: VRExperienceHelperOptions;
  105147. private _scene;
  105148. private _position;
  105149. private _btnVR;
  105150. private _btnVRDisplayed;
  105151. private _webVRsupported;
  105152. private _webVRready;
  105153. private _webVRrequesting;
  105154. private _webVRpresenting;
  105155. private _hasEnteredVR;
  105156. private _fullscreenVRpresenting;
  105157. private _canvas;
  105158. private _webVRCamera;
  105159. private _vrDeviceOrientationCamera;
  105160. private _deviceOrientationCamera;
  105161. private _existingCamera;
  105162. private _onKeyDown;
  105163. private _onVrDisplayPresentChange;
  105164. private _onVRDisplayChanged;
  105165. private _onVRRequestPresentStart;
  105166. private _onVRRequestPresentComplete;
  105167. /**
  105168. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  105169. */
  105170. enableGazeEvenWhenNoPointerLock: boolean;
  105171. /**
  105172. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  105173. */
  105174. exitVROnDoubleTap: boolean;
  105175. /**
  105176. * Observable raised right before entering VR.
  105177. */
  105178. onEnteringVRObservable: Observable<VRExperienceHelper>;
  105179. /**
  105180. * Observable raised when entering VR has completed.
  105181. */
  105182. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  105183. /**
  105184. * Observable raised when exiting VR.
  105185. */
  105186. onExitingVRObservable: Observable<VRExperienceHelper>;
  105187. /**
  105188. * Observable raised when controller mesh is loaded.
  105189. */
  105190. onControllerMeshLoadedObservable: Observable<WebVRController>;
  105191. /** Return this.onEnteringVRObservable
  105192. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  105193. */
  105194. readonly onEnteringVR: Observable<VRExperienceHelper>;
  105195. /** Return this.onExitingVRObservable
  105196. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  105197. */
  105198. readonly onExitingVR: Observable<VRExperienceHelper>;
  105199. /** Return this.onControllerMeshLoadedObservable
  105200. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  105201. */
  105202. readonly onControllerMeshLoaded: Observable<WebVRController>;
  105203. private _rayLength;
  105204. private _useCustomVRButton;
  105205. private _teleportationRequested;
  105206. private _teleportActive;
  105207. private _floorMeshName;
  105208. private _floorMeshesCollection;
  105209. private _rotationAllowed;
  105210. private _teleportBackwardsVector;
  105211. private _teleportationTarget;
  105212. private _isDefaultTeleportationTarget;
  105213. private _postProcessMove;
  105214. private _teleportationFillColor;
  105215. private _teleportationBorderColor;
  105216. private _rotationAngle;
  105217. private _haloCenter;
  105218. private _cameraGazer;
  105219. private _padSensibilityUp;
  105220. private _padSensibilityDown;
  105221. private _leftController;
  105222. private _rightController;
  105223. /**
  105224. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105225. */
  105226. onNewMeshSelected: Observable<AbstractMesh>;
  105227. /**
  105228. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105229. */
  105230. onNewMeshPicked: Observable<PickingInfo>;
  105231. private _circleEase;
  105232. /**
  105233. * Observable raised before camera teleportation
  105234. */
  105235. onBeforeCameraTeleport: Observable<Vector3>;
  105236. /**
  105237. * Observable raised after camera teleportation
  105238. */
  105239. onAfterCameraTeleport: Observable<Vector3>;
  105240. /**
  105241. * Observable raised when current selected mesh gets unselected
  105242. */
  105243. onSelectedMeshUnselected: Observable<AbstractMesh>;
  105244. private _raySelectionPredicate;
  105245. /**
  105246. * To be optionaly changed by user to define custom ray selection
  105247. */
  105248. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  105249. /**
  105250. * To be optionaly changed by user to define custom selection logic (after ray selection)
  105251. */
  105252. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  105253. /**
  105254. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105255. */
  105256. teleportationEnabled: boolean;
  105257. private _defaultHeight;
  105258. private _teleportationInitialized;
  105259. private _interactionsEnabled;
  105260. private _interactionsRequested;
  105261. private _displayGaze;
  105262. private _displayLaserPointer;
  105263. /**
  105264. * The mesh used to display where the user is going to teleport.
  105265. */
  105266. /**
  105267. * Sets the mesh to be used to display where the user is going to teleport.
  105268. */
  105269. teleportationTarget: Mesh;
  105270. /**
  105271. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  105272. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  105273. * See http://doc.babylonjs.com/resources/baking_transformations
  105274. */
  105275. gazeTrackerMesh: Mesh;
  105276. /**
  105277. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105278. */
  105279. updateGazeTrackerScale: boolean;
  105280. /**
  105281. * If the gaze trackers color should be updated when selecting meshes
  105282. */
  105283. updateGazeTrackerColor: boolean;
  105284. /**
  105285. * The gaze tracking mesh corresponding to the left controller
  105286. */
  105287. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  105288. /**
  105289. * The gaze tracking mesh corresponding to the right controller
  105290. */
  105291. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  105292. /**
  105293. * If the ray of the gaze should be displayed.
  105294. */
  105295. /**
  105296. * Sets if the ray of the gaze should be displayed.
  105297. */
  105298. displayGaze: boolean;
  105299. /**
  105300. * If the ray of the LaserPointer should be displayed.
  105301. */
  105302. /**
  105303. * Sets if the ray of the LaserPointer should be displayed.
  105304. */
  105305. displayLaserPointer: boolean;
  105306. /**
  105307. * The deviceOrientationCamera used as the camera when not in VR.
  105308. */
  105309. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  105310. /**
  105311. * Based on the current WebVR support, returns the current VR camera used.
  105312. */
  105313. readonly currentVRCamera: Nullable<Camera>;
  105314. /**
  105315. * The webVRCamera which is used when in VR.
  105316. */
  105317. readonly webVRCamera: WebVRFreeCamera;
  105318. /**
  105319. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  105320. */
  105321. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  105322. /**
  105323. * The html button that is used to trigger entering into VR.
  105324. */
  105325. readonly vrButton: Nullable<HTMLButtonElement>;
  105326. private readonly _teleportationRequestInitiated;
  105327. /**
  105328. * Defines wether or not Pointer lock should be requested when switching to
  105329. * full screen.
  105330. */
  105331. requestPointerLockOnFullScreen: boolean;
  105332. /**
  105333. * Instantiates a VRExperienceHelper.
  105334. * Helps to quickly add VR support to an existing scene.
  105335. * @param scene The scene the VRExperienceHelper belongs to.
  105336. * @param webVROptions Options to modify the vr experience helper's behavior.
  105337. */
  105338. constructor(scene: Scene,
  105339. /** Options to modify the vr experience helper's behavior. */
  105340. webVROptions?: VRExperienceHelperOptions);
  105341. private _onDefaultMeshLoaded;
  105342. private _onResize;
  105343. private _onFullscreenChange;
  105344. /**
  105345. * Gets a value indicating if we are currently in VR mode.
  105346. */
  105347. readonly isInVRMode: boolean;
  105348. private onVrDisplayPresentChange;
  105349. private onVRDisplayChanged;
  105350. private moveButtonToBottomRight;
  105351. private displayVRButton;
  105352. private updateButtonVisibility;
  105353. private _cachedAngularSensibility;
  105354. /**
  105355. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  105356. * Otherwise, will use the fullscreen API.
  105357. */
  105358. enterVR(): void;
  105359. /**
  105360. * Attempt to exit VR, or fullscreen.
  105361. */
  105362. exitVR(): void;
  105363. /**
  105364. * The position of the vr experience helper.
  105365. */
  105366. /**
  105367. * Sets the position of the vr experience helper.
  105368. */
  105369. position: Vector3;
  105370. /**
  105371. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  105372. */
  105373. enableInteractions(): void;
  105374. private readonly _noControllerIsActive;
  105375. private beforeRender;
  105376. private _isTeleportationFloor;
  105377. /**
  105378. * Adds a floor mesh to be used for teleportation.
  105379. * @param floorMesh the mesh to be used for teleportation.
  105380. */
  105381. addFloorMesh(floorMesh: Mesh): void;
  105382. /**
  105383. * Removes a floor mesh from being used for teleportation.
  105384. * @param floorMesh the mesh to be removed.
  105385. */
  105386. removeFloorMesh(floorMesh: Mesh): void;
  105387. /**
  105388. * Enables interactions and teleportation using the VR controllers and gaze.
  105389. * @param vrTeleportationOptions options to modify teleportation behavior.
  105390. */
  105391. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  105392. private _onNewGamepadConnected;
  105393. private _tryEnableInteractionOnController;
  105394. private _onNewGamepadDisconnected;
  105395. private _enableInteractionOnController;
  105396. private _checkTeleportWithRay;
  105397. private _checkRotate;
  105398. private _checkTeleportBackwards;
  105399. private _enableTeleportationOnController;
  105400. private _createTeleportationCircles;
  105401. private _displayTeleportationTarget;
  105402. private _hideTeleportationTarget;
  105403. private _rotateCamera;
  105404. private _moveTeleportationSelectorTo;
  105405. private _workingVector;
  105406. private _workingQuaternion;
  105407. private _workingMatrix;
  105408. /**
  105409. * Teleports the users feet to the desired location
  105410. * @param location The location where the user's feet should be placed
  105411. */
  105412. teleportCamera(location: Vector3): void;
  105413. private _convertNormalToDirectionOfRay;
  105414. private _castRayAndSelectObject;
  105415. private _notifySelectedMeshUnselected;
  105416. /**
  105417. * Sets the color of the laser ray from the vr controllers.
  105418. * @param color new color for the ray.
  105419. */
  105420. changeLaserColor(color: Color3): void;
  105421. /**
  105422. * Sets the color of the ray from the vr headsets gaze.
  105423. * @param color new color for the ray.
  105424. */
  105425. changeGazeColor(color: Color3): void;
  105426. /**
  105427. * Exits VR and disposes of the vr experience helper
  105428. */
  105429. dispose(): void;
  105430. /**
  105431. * Gets the name of the VRExperienceHelper class
  105432. * @returns "VRExperienceHelper"
  105433. */
  105434. getClassName(): string;
  105435. }
  105436. }
  105437. declare module BABYLON {
  105438. /**
  105439. * Manages an XRSession to work with Babylon's engine
  105440. * @see https://doc.babylonjs.com/how_to/webxr
  105441. */
  105442. export class WebXRSessionManager implements IDisposable {
  105443. private scene;
  105444. /**
  105445. * Fires every time a new xrFrame arrives which can be used to update the camera
  105446. */
  105447. onXRFrameObservable: Observable<any>;
  105448. /**
  105449. * Fires when the xr session is ended either by the device or manually done
  105450. */
  105451. onXRSessionEnded: Observable<any>;
  105452. /**
  105453. * Underlying xr session
  105454. */
  105455. session: XRSession;
  105456. /**
  105457. * Type of reference space used when creating the session
  105458. */
  105459. referenceSpace: XRReferenceSpace;
  105460. /** @hidden */
  105461. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  105462. /**
  105463. * Current XR frame
  105464. */
  105465. currentFrame: Nullable<XRFrame>;
  105466. private _xrNavigator;
  105467. private baseLayer;
  105468. /**
  105469. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  105470. * @param scene The scene which the session should be created for
  105471. */
  105472. constructor(scene: Scene);
  105473. /**
  105474. * Initializes the manager
  105475. * After initialization enterXR can be called to start an XR session
  105476. * @returns Promise which resolves after it is initialized
  105477. */
  105478. initializeAsync(): Promise<void>;
  105479. /**
  105480. * Initializes an xr session
  105481. * @param xrSessionMode mode to initialize
  105482. * @returns a promise which will resolve once the session has been initialized
  105483. */
  105484. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  105485. /**
  105486. * Sets the reference space on the xr session
  105487. * @param referenceSpace space to set
  105488. * @returns a promise that will resolve once the reference space has been set
  105489. */
  105490. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  105491. /**
  105492. * Updates the render state of the session
  105493. * @param state state to set
  105494. * @returns a promise that resolves once the render state has been updated
  105495. */
  105496. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  105497. /**
  105498. * Starts rendering to the xr layer
  105499. * @returns a promise that will resolve once rendering has started
  105500. */
  105501. startRenderingToXRAsync(): Promise<void>;
  105502. /**
  105503. * Stops the xrSession and restores the renderloop
  105504. * @returns Promise which resolves after it exits XR
  105505. */
  105506. exitXRAsync(): Promise<unknown>;
  105507. /**
  105508. * Checks if a session would be supported for the creation options specified
  105509. * @param sessionMode session mode to check if supported eg. immersive-vr
  105510. * @returns true if supported
  105511. */
  105512. supportsSessionAsync(sessionMode: XRSessionMode): any;
  105513. /**
  105514. * @hidden
  105515. * Converts the render layer of xrSession to a render target
  105516. * @param session session to create render target for
  105517. * @param scene scene the new render target should be created for
  105518. */
  105519. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  105520. /**
  105521. * Disposes of the session manager
  105522. */
  105523. dispose(): void;
  105524. }
  105525. }
  105526. declare module BABYLON {
  105527. /**
  105528. * WebXR Camera which holds the views for the xrSession
  105529. * @see https://doc.babylonjs.com/how_to/webxr
  105530. */
  105531. export class WebXRCamera extends FreeCamera {
  105532. private static _TmpMatrix;
  105533. /**
  105534. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  105535. * @param name the name of the camera
  105536. * @param scene the scene to add the camera to
  105537. */
  105538. constructor(name: string, scene: Scene);
  105539. private _updateNumberOfRigCameras;
  105540. /** @hidden */
  105541. _updateForDualEyeDebugging(pupilDistance?: number): void;
  105542. /**
  105543. * Updates the cameras position from the current pose information of the XR session
  105544. * @param xrSessionManager the session containing pose information
  105545. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  105546. */
  105547. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  105548. }
  105549. }
  105550. declare module BABYLON {
  105551. /**
  105552. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  105553. */
  105554. export class WebXRManagedOutputCanvas implements IDisposable {
  105555. private helper;
  105556. private _canvas;
  105557. /**
  105558. * xrpresent context of the canvas which can be used to display/mirror xr content
  105559. */
  105560. canvasContext: WebGLRenderingContext;
  105561. /**
  105562. * xr layer for the canvas
  105563. */
  105564. xrLayer: Nullable<XRWebGLLayer>;
  105565. /**
  105566. * Initializes the xr layer for the session
  105567. * @param xrSession xr session
  105568. * @returns a promise that will resolve once the XR Layer has been created
  105569. */
  105570. initializeXRLayerAsync(xrSession: any): any;
  105571. /**
  105572. * Initializes the canvas to be added/removed upon entering/exiting xr
  105573. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  105574. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  105575. */
  105576. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  105577. /**
  105578. * Disposes of the object
  105579. */
  105580. dispose(): void;
  105581. private _setManagedOutputCanvas;
  105582. private _addCanvas;
  105583. private _removeCanvas;
  105584. }
  105585. }
  105586. declare module BABYLON {
  105587. /**
  105588. * States of the webXR experience
  105589. */
  105590. export enum WebXRState {
  105591. /**
  105592. * Transitioning to being in XR mode
  105593. */
  105594. ENTERING_XR = 0,
  105595. /**
  105596. * Transitioning to non XR mode
  105597. */
  105598. EXITING_XR = 1,
  105599. /**
  105600. * In XR mode and presenting
  105601. */
  105602. IN_XR = 2,
  105603. /**
  105604. * Not entered XR mode
  105605. */
  105606. NOT_IN_XR = 3
  105607. }
  105608. /**
  105609. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  105610. * @see https://doc.babylonjs.com/how_to/webxr
  105611. */
  105612. export class WebXRExperienceHelper implements IDisposable {
  105613. private scene;
  105614. /**
  105615. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  105616. */
  105617. container: AbstractMesh;
  105618. /**
  105619. * Camera used to render xr content
  105620. */
  105621. camera: WebXRCamera;
  105622. /**
  105623. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  105624. */
  105625. state: WebXRState;
  105626. private _setState;
  105627. private static _TmpVector;
  105628. /**
  105629. * Fires when the state of the experience helper has changed
  105630. */
  105631. onStateChangedObservable: Observable<WebXRState>;
  105632. /** Session manager used to keep track of xr session */
  105633. sessionManager: WebXRSessionManager;
  105634. private _nonVRCamera;
  105635. private _originalSceneAutoClear;
  105636. private _supported;
  105637. /**
  105638. * Creates the experience helper
  105639. * @param scene the scene to attach the experience helper to
  105640. * @returns a promise for the experience helper
  105641. */
  105642. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  105643. /**
  105644. * Creates a WebXRExperienceHelper
  105645. * @param scene The scene the helper should be created in
  105646. */
  105647. private constructor();
  105648. /**
  105649. * Exits XR mode and returns the scene to its original state
  105650. * @returns promise that resolves after xr mode has exited
  105651. */
  105652. exitXRAsync(): Promise<unknown>;
  105653. /**
  105654. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  105655. * @param sessionCreationOptions options for the XR session
  105656. * @param referenceSpaceType frame of reference of the XR session
  105657. * @param outputCanvas the output canvas that will be used to enter XR mode
  105658. * @returns promise that resolves after xr mode has entered
  105659. */
  105660. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  105661. /**
  105662. * Updates the global position of the camera by moving the camera's container
  105663. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  105664. * @param position The desired global position of the camera
  105665. */
  105666. setPositionOfCameraUsingContainer(position: Vector3): void;
  105667. /**
  105668. * Rotates the xr camera by rotating the camera's container around the camera's position
  105669. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  105670. * @param rotation the desired quaternion rotation to apply to the camera
  105671. */
  105672. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  105673. /**
  105674. * Disposes of the experience helper
  105675. */
  105676. dispose(): void;
  105677. }
  105678. }
  105679. declare module BABYLON {
  105680. /**
  105681. * Button which can be used to enter a different mode of XR
  105682. */
  105683. export class WebXREnterExitUIButton {
  105684. /** button element */
  105685. element: HTMLElement;
  105686. /** XR initialization options for the button */
  105687. sessionMode: XRSessionMode;
  105688. /** Reference space type */
  105689. referenceSpaceType: XRReferenceSpaceType;
  105690. /**
  105691. * Creates a WebXREnterExitUIButton
  105692. * @param element button element
  105693. * @param sessionMode XR initialization session mode
  105694. * @param referenceSpaceType the type of reference space to be used
  105695. */
  105696. constructor(
  105697. /** button element */
  105698. element: HTMLElement,
  105699. /** XR initialization options for the button */
  105700. sessionMode: XRSessionMode,
  105701. /** Reference space type */
  105702. referenceSpaceType: XRReferenceSpaceType);
  105703. /**
  105704. * Overwritable function which can be used to update the button's visuals when the state changes
  105705. * @param activeButton the current active button in the UI
  105706. */
  105707. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  105708. }
  105709. /**
  105710. * Options to create the webXR UI
  105711. */
  105712. export class WebXREnterExitUIOptions {
  105713. /**
  105714. * Context to enter xr with
  105715. */
  105716. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  105717. /**
  105718. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  105719. */
  105720. customButtons?: Array<WebXREnterExitUIButton>;
  105721. }
  105722. /**
  105723. * UI to allow the user to enter/exit XR mode
  105724. */
  105725. export class WebXREnterExitUI implements IDisposable {
  105726. private scene;
  105727. private _overlay;
  105728. private _buttons;
  105729. private _activeButton;
  105730. /**
  105731. * Fired every time the active button is changed.
  105732. *
  105733. * When xr is entered via a button that launches xr that button will be the callback parameter
  105734. *
  105735. * When exiting xr the callback parameter will be null)
  105736. */
  105737. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  105738. /**
  105739. * Creates UI to allow the user to enter/exit XR mode
  105740. * @param scene the scene to add the ui to
  105741. * @param helper the xr experience helper to enter/exit xr with
  105742. * @param options options to configure the UI
  105743. * @returns the created ui
  105744. */
  105745. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  105746. private constructor();
  105747. private _updateButtons;
  105748. /**
  105749. * Disposes of the object
  105750. */
  105751. dispose(): void;
  105752. }
  105753. }
  105754. declare module BABYLON {
  105755. /**
  105756. * Represents an XR input
  105757. */
  105758. export class WebXRController {
  105759. private scene;
  105760. /** The underlying input source for the controller */
  105761. inputSource: XRInputSource;
  105762. private parentContainer;
  105763. /**
  105764. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  105765. */
  105766. grip?: AbstractMesh;
  105767. /**
  105768. * Pointer which can be used to select objects or attach a visible laser to
  105769. */
  105770. pointer: AbstractMesh;
  105771. /**
  105772. * Event that fires when the controller is removed/disposed
  105773. */
  105774. onDisposeObservable: Observable<{}>;
  105775. private _tmpMatrix;
  105776. private _tmpQuaternion;
  105777. private _tmpVector;
  105778. /**
  105779. * Creates the controller
  105780. * @see https://doc.babylonjs.com/how_to/webxr
  105781. * @param scene the scene which the controller should be associated to
  105782. * @param inputSource the underlying input source for the controller
  105783. * @param parentContainer parent that the controller meshes should be children of
  105784. */
  105785. constructor(scene: Scene,
  105786. /** The underlying input source for the controller */
  105787. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  105788. /**
  105789. * Updates the controller pose based on the given XRFrame
  105790. * @param xrFrame xr frame to update the pose with
  105791. * @param referenceSpace reference space to use
  105792. */
  105793. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  105794. /**
  105795. * Gets a world space ray coming from the controller
  105796. * @param result the resulting ray
  105797. */
  105798. getWorldPointerRayToRef(result: Ray): void;
  105799. /**
  105800. * Disposes of the object
  105801. */
  105802. dispose(): void;
  105803. }
  105804. }
  105805. declare module BABYLON {
  105806. /**
  105807. * XR input used to track XR inputs such as controllers/rays
  105808. */
  105809. export class WebXRInput implements IDisposable {
  105810. /**
  105811. * Base experience the input listens to
  105812. */
  105813. baseExperience: WebXRExperienceHelper;
  105814. /**
  105815. * XR controllers being tracked
  105816. */
  105817. controllers: Array<WebXRController>;
  105818. private _frameObserver;
  105819. private _stateObserver;
  105820. /**
  105821. * Event when a controller has been connected/added
  105822. */
  105823. onControllerAddedObservable: Observable<WebXRController>;
  105824. /**
  105825. * Event when a controller has been removed/disconnected
  105826. */
  105827. onControllerRemovedObservable: Observable<WebXRController>;
  105828. /**
  105829. * Initializes the WebXRInput
  105830. * @param baseExperience experience helper which the input should be created for
  105831. */
  105832. constructor(
  105833. /**
  105834. * Base experience the input listens to
  105835. */
  105836. baseExperience: WebXRExperienceHelper);
  105837. private _onInputSourcesChange;
  105838. private _addAndRemoveControllers;
  105839. /**
  105840. * Disposes of the object
  105841. */
  105842. dispose(): void;
  105843. }
  105844. }
  105845. declare module BABYLON {
  105846. /**
  105847. * Enables teleportation
  105848. */
  105849. export class WebXRControllerTeleportation {
  105850. private _teleportationFillColor;
  105851. private _teleportationBorderColor;
  105852. private _tmpRay;
  105853. private _tmpVector;
  105854. /**
  105855. * Creates a WebXRControllerTeleportation
  105856. * @param input input manager to add teleportation to
  105857. * @param floorMeshes floormeshes which can be teleported to
  105858. */
  105859. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  105860. }
  105861. }
  105862. declare module BABYLON {
  105863. /**
  105864. * Handles pointer input automatically for the pointer of XR controllers
  105865. */
  105866. export class WebXRControllerPointerSelection {
  105867. private static _idCounter;
  105868. private _tmpRay;
  105869. /**
  105870. * Creates a WebXRControllerPointerSelection
  105871. * @param input input manager to setup pointer selection
  105872. */
  105873. constructor(input: WebXRInput);
  105874. private _convertNormalToDirectionOfRay;
  105875. private _updatePointerDistance;
  105876. }
  105877. }
  105878. declare module BABYLON {
  105879. /**
  105880. * Class used to represent data loading progression
  105881. */
  105882. export class SceneLoaderProgressEvent {
  105883. /** defines if data length to load can be evaluated */
  105884. readonly lengthComputable: boolean;
  105885. /** defines the loaded data length */
  105886. readonly loaded: number;
  105887. /** defines the data length to load */
  105888. readonly total: number;
  105889. /**
  105890. * Create a new progress event
  105891. * @param lengthComputable defines if data length to load can be evaluated
  105892. * @param loaded defines the loaded data length
  105893. * @param total defines the data length to load
  105894. */
  105895. constructor(
  105896. /** defines if data length to load can be evaluated */
  105897. lengthComputable: boolean,
  105898. /** defines the loaded data length */
  105899. loaded: number,
  105900. /** defines the data length to load */
  105901. total: number);
  105902. /**
  105903. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  105904. * @param event defines the source event
  105905. * @returns a new SceneLoaderProgressEvent
  105906. */
  105907. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  105908. }
  105909. /**
  105910. * Interface used by SceneLoader plugins to define supported file extensions
  105911. */
  105912. export interface ISceneLoaderPluginExtensions {
  105913. /**
  105914. * Defines the list of supported extensions
  105915. */
  105916. [extension: string]: {
  105917. isBinary: boolean;
  105918. };
  105919. }
  105920. /**
  105921. * Interface used by SceneLoader plugin factory
  105922. */
  105923. export interface ISceneLoaderPluginFactory {
  105924. /**
  105925. * Defines the name of the factory
  105926. */
  105927. name: string;
  105928. /**
  105929. * Function called to create a new plugin
  105930. * @return the new plugin
  105931. */
  105932. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  105933. /**
  105934. * Boolean indicating if the plugin can direct load specific data
  105935. */
  105936. canDirectLoad?: (data: string) => boolean;
  105937. }
  105938. /**
  105939. * Interface used to define a SceneLoader plugin
  105940. */
  105941. export interface ISceneLoaderPlugin {
  105942. /**
  105943. * The friendly name of this plugin.
  105944. */
  105945. name: string;
  105946. /**
  105947. * The file extensions supported by this plugin.
  105948. */
  105949. extensions: string | ISceneLoaderPluginExtensions;
  105950. /**
  105951. * Import meshes into a scene.
  105952. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105953. * @param scene The scene to import into
  105954. * @param data The data to import
  105955. * @param rootUrl The root url for scene and resources
  105956. * @param meshes The meshes array to import into
  105957. * @param particleSystems The particle systems array to import into
  105958. * @param skeletons The skeletons array to import into
  105959. * @param onError The callback when import fails
  105960. * @returns True if successful or false otherwise
  105961. */
  105962. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  105963. /**
  105964. * Load into a scene.
  105965. * @param scene The scene to load into
  105966. * @param data The data to import
  105967. * @param rootUrl The root url for scene and resources
  105968. * @param onError The callback when import fails
  105969. * @returns true if successful or false otherwise
  105970. */
  105971. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  105972. /**
  105973. * The callback that returns true if the data can be directly loaded.
  105974. */
  105975. canDirectLoad?: (data: string) => boolean;
  105976. /**
  105977. * The callback that allows custom handling of the root url based on the response url.
  105978. */
  105979. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105980. /**
  105981. * Load into an asset container.
  105982. * @param scene The scene to load into
  105983. * @param data The data to import
  105984. * @param rootUrl The root url for scene and resources
  105985. * @param onError The callback when import fails
  105986. * @returns The loaded asset container
  105987. */
  105988. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  105989. }
  105990. /**
  105991. * Interface used to define an async SceneLoader plugin
  105992. */
  105993. export interface ISceneLoaderPluginAsync {
  105994. /**
  105995. * The friendly name of this plugin.
  105996. */
  105997. name: string;
  105998. /**
  105999. * The file extensions supported by this plugin.
  106000. */
  106001. extensions: string | ISceneLoaderPluginExtensions;
  106002. /**
  106003. * Import meshes into a scene.
  106004. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106005. * @param scene The scene to import into
  106006. * @param data The data to import
  106007. * @param rootUrl The root url for scene and resources
  106008. * @param onProgress The callback when the load progresses
  106009. * @param fileName Defines the name of the file to load
  106010. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  106011. */
  106012. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  106013. meshes: AbstractMesh[];
  106014. particleSystems: IParticleSystem[];
  106015. skeletons: Skeleton[];
  106016. animationGroups: AnimationGroup[];
  106017. }>;
  106018. /**
  106019. * Load into a scene.
  106020. * @param scene The scene to load into
  106021. * @param data The data to import
  106022. * @param rootUrl The root url for scene and resources
  106023. * @param onProgress The callback when the load progresses
  106024. * @param fileName Defines the name of the file to load
  106025. * @returns Nothing
  106026. */
  106027. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  106028. /**
  106029. * The callback that returns true if the data can be directly loaded.
  106030. */
  106031. canDirectLoad?: (data: string) => boolean;
  106032. /**
  106033. * The callback that allows custom handling of the root url based on the response url.
  106034. */
  106035. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106036. /**
  106037. * Load into an asset container.
  106038. * @param scene The scene to load into
  106039. * @param data The data to import
  106040. * @param rootUrl The root url for scene and resources
  106041. * @param onProgress The callback when the load progresses
  106042. * @param fileName Defines the name of the file to load
  106043. * @returns The loaded asset container
  106044. */
  106045. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  106046. }
  106047. /**
  106048. * Class used to load scene from various file formats using registered plugins
  106049. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  106050. */
  106051. export class SceneLoader {
  106052. /**
  106053. * No logging while loading
  106054. */
  106055. static readonly NO_LOGGING: number;
  106056. /**
  106057. * Minimal logging while loading
  106058. */
  106059. static readonly MINIMAL_LOGGING: number;
  106060. /**
  106061. * Summary logging while loading
  106062. */
  106063. static readonly SUMMARY_LOGGING: number;
  106064. /**
  106065. * Detailled logging while loading
  106066. */
  106067. static readonly DETAILED_LOGGING: number;
  106068. /**
  106069. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  106070. */
  106071. static ForceFullSceneLoadingForIncremental: boolean;
  106072. /**
  106073. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  106074. */
  106075. static ShowLoadingScreen: boolean;
  106076. /**
  106077. * Defines the current logging level (while loading the scene)
  106078. * @ignorenaming
  106079. */
  106080. static loggingLevel: number;
  106081. /**
  106082. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  106083. */
  106084. static CleanBoneMatrixWeights: boolean;
  106085. /**
  106086. * Event raised when a plugin is used to load a scene
  106087. */
  106088. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106089. private static _registeredPlugins;
  106090. private static _getDefaultPlugin;
  106091. private static _getPluginForExtension;
  106092. private static _getPluginForDirectLoad;
  106093. private static _getPluginForFilename;
  106094. private static _getDirectLoad;
  106095. private static _loadData;
  106096. private static _getFileInfo;
  106097. /**
  106098. * Gets a plugin that can load the given extension
  106099. * @param extension defines the extension to load
  106100. * @returns a plugin or null if none works
  106101. */
  106102. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  106103. /**
  106104. * Gets a boolean indicating that the given extension can be loaded
  106105. * @param extension defines the extension to load
  106106. * @returns true if the extension is supported
  106107. */
  106108. static IsPluginForExtensionAvailable(extension: string): boolean;
  106109. /**
  106110. * Adds a new plugin to the list of registered plugins
  106111. * @param plugin defines the plugin to add
  106112. */
  106113. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  106114. /**
  106115. * Import meshes into a scene
  106116. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106117. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106118. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106119. * @param scene the instance of BABYLON.Scene to append to
  106120. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  106121. * @param onProgress a callback with a progress event for each file being loaded
  106122. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106123. * @param pluginExtension the extension used to determine the plugin
  106124. * @returns The loaded plugin
  106125. */
  106126. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106127. /**
  106128. * Import meshes into a scene
  106129. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106130. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106131. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106132. * @param scene the instance of BABYLON.Scene to append to
  106133. * @param onProgress a callback with a progress event for each file being loaded
  106134. * @param pluginExtension the extension used to determine the plugin
  106135. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  106136. */
  106137. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  106138. meshes: AbstractMesh[];
  106139. particleSystems: IParticleSystem[];
  106140. skeletons: Skeleton[];
  106141. animationGroups: AnimationGroup[];
  106142. }>;
  106143. /**
  106144. * Load a scene
  106145. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106146. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106147. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106148. * @param onSuccess a callback with the scene when import succeeds
  106149. * @param onProgress a callback with a progress event for each file being loaded
  106150. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106151. * @param pluginExtension the extension used to determine the plugin
  106152. * @returns The loaded plugin
  106153. */
  106154. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106155. /**
  106156. * Load a scene
  106157. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106158. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106159. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106160. * @param onProgress a callback with a progress event for each file being loaded
  106161. * @param pluginExtension the extension used to determine the plugin
  106162. * @returns The loaded scene
  106163. */
  106164. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106165. /**
  106166. * Append a scene
  106167. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106168. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106169. * @param scene is the instance of BABYLON.Scene to append to
  106170. * @param onSuccess a callback with the scene when import succeeds
  106171. * @param onProgress a callback with a progress event for each file being loaded
  106172. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106173. * @param pluginExtension the extension used to determine the plugin
  106174. * @returns The loaded plugin
  106175. */
  106176. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106177. /**
  106178. * Append a scene
  106179. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106180. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106181. * @param scene is the instance of BABYLON.Scene to append to
  106182. * @param onProgress a callback with a progress event for each file being loaded
  106183. * @param pluginExtension the extension used to determine the plugin
  106184. * @returns The given scene
  106185. */
  106186. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106187. /**
  106188. * Load a scene into an asset container
  106189. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106190. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106191. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  106192. * @param onSuccess a callback with the scene when import succeeds
  106193. * @param onProgress a callback with a progress event for each file being loaded
  106194. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106195. * @param pluginExtension the extension used to determine the plugin
  106196. * @returns The loaded plugin
  106197. */
  106198. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106199. /**
  106200. * Load a scene into an asset container
  106201. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106202. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  106203. * @param scene is the instance of Scene to append to
  106204. * @param onProgress a callback with a progress event for each file being loaded
  106205. * @param pluginExtension the extension used to determine the plugin
  106206. * @returns The loaded asset container
  106207. */
  106208. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  106209. }
  106210. }
  106211. declare module BABYLON {
  106212. /**
  106213. * Generic Controller
  106214. */
  106215. export class GenericController extends WebVRController {
  106216. /**
  106217. * Base Url for the controller model.
  106218. */
  106219. static readonly MODEL_BASE_URL: string;
  106220. /**
  106221. * File name for the controller model.
  106222. */
  106223. static readonly MODEL_FILENAME: string;
  106224. /**
  106225. * Creates a new GenericController from a gamepad
  106226. * @param vrGamepad the gamepad that the controller should be created from
  106227. */
  106228. constructor(vrGamepad: any);
  106229. /**
  106230. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106231. * @param scene scene in which to add meshes
  106232. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106233. */
  106234. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106235. /**
  106236. * Called once for each button that changed state since the last frame
  106237. * @param buttonIdx Which button index changed
  106238. * @param state New state of the button
  106239. * @param changes Which properties on the state changed since last frame
  106240. */
  106241. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106242. }
  106243. }
  106244. declare module BABYLON {
  106245. /**
  106246. * Defines the WindowsMotionController object that the state of the windows motion controller
  106247. */
  106248. export class WindowsMotionController extends WebVRController {
  106249. /**
  106250. * The base url used to load the left and right controller models
  106251. */
  106252. static MODEL_BASE_URL: string;
  106253. /**
  106254. * The name of the left controller model file
  106255. */
  106256. static MODEL_LEFT_FILENAME: string;
  106257. /**
  106258. * The name of the right controller model file
  106259. */
  106260. static MODEL_RIGHT_FILENAME: string;
  106261. /**
  106262. * The controller name prefix for this controller type
  106263. */
  106264. static readonly GAMEPAD_ID_PREFIX: string;
  106265. /**
  106266. * The controller id pattern for this controller type
  106267. */
  106268. private static readonly GAMEPAD_ID_PATTERN;
  106269. private _loadedMeshInfo;
  106270. private readonly _mapping;
  106271. /**
  106272. * Fired when the trackpad on this controller is clicked
  106273. */
  106274. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  106275. /**
  106276. * Fired when the trackpad on this controller is modified
  106277. */
  106278. onTrackpadValuesChangedObservable: Observable<StickValues>;
  106279. /**
  106280. * The current x and y values of this controller's trackpad
  106281. */
  106282. trackpad: StickValues;
  106283. /**
  106284. * Creates a new WindowsMotionController from a gamepad
  106285. * @param vrGamepad the gamepad that the controller should be created from
  106286. */
  106287. constructor(vrGamepad: any);
  106288. /**
  106289. * Fired when the trigger on this controller is modified
  106290. */
  106291. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106292. /**
  106293. * Fired when the menu button on this controller is modified
  106294. */
  106295. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106296. /**
  106297. * Fired when the grip button on this controller is modified
  106298. */
  106299. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106300. /**
  106301. * Fired when the thumbstick button on this controller is modified
  106302. */
  106303. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106304. /**
  106305. * Fired when the touchpad button on this controller is modified
  106306. */
  106307. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106308. /**
  106309. * Fired when the touchpad values on this controller are modified
  106310. */
  106311. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  106312. private _updateTrackpad;
  106313. /**
  106314. * Called once per frame by the engine.
  106315. */
  106316. update(): void;
  106317. /**
  106318. * Called once for each button that changed state since the last frame
  106319. * @param buttonIdx Which button index changed
  106320. * @param state New state of the button
  106321. * @param changes Which properties on the state changed since last frame
  106322. */
  106323. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106324. /**
  106325. * Moves the buttons on the controller mesh based on their current state
  106326. * @param buttonName the name of the button to move
  106327. * @param buttonValue the value of the button which determines the buttons new position
  106328. */
  106329. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  106330. /**
  106331. * Moves the axis on the controller mesh based on its current state
  106332. * @param axis the index of the axis
  106333. * @param axisValue the value of the axis which determines the meshes new position
  106334. * @hidden
  106335. */
  106336. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  106337. /**
  106338. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106339. * @param scene scene in which to add meshes
  106340. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106341. */
  106342. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  106343. /**
  106344. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  106345. * can be transformed by button presses and axes values, based on this._mapping.
  106346. *
  106347. * @param scene scene in which the meshes exist
  106348. * @param meshes list of meshes that make up the controller model to process
  106349. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  106350. */
  106351. private processModel;
  106352. private createMeshInfo;
  106353. /**
  106354. * Gets the ray of the controller in the direction the controller is pointing
  106355. * @param length the length the resulting ray should be
  106356. * @returns a ray in the direction the controller is pointing
  106357. */
  106358. getForwardRay(length?: number): Ray;
  106359. /**
  106360. * Disposes of the controller
  106361. */
  106362. dispose(): void;
  106363. }
  106364. }
  106365. declare module BABYLON {
  106366. /**
  106367. * Oculus Touch Controller
  106368. */
  106369. export class OculusTouchController extends WebVRController {
  106370. /**
  106371. * Base Url for the controller model.
  106372. */
  106373. static MODEL_BASE_URL: string;
  106374. /**
  106375. * File name for the left controller model.
  106376. */
  106377. static MODEL_LEFT_FILENAME: string;
  106378. /**
  106379. * File name for the right controller model.
  106380. */
  106381. static MODEL_RIGHT_FILENAME: string;
  106382. /**
  106383. * Base Url for the Quest controller model.
  106384. */
  106385. static QUEST_MODEL_BASE_URL: string;
  106386. /**
  106387. * @hidden
  106388. * If the controllers are running on a device that needs the updated Quest controller models
  106389. */
  106390. static _IsQuest: boolean;
  106391. /**
  106392. * Fired when the secondary trigger on this controller is modified
  106393. */
  106394. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  106395. /**
  106396. * Fired when the thumb rest on this controller is modified
  106397. */
  106398. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  106399. /**
  106400. * Creates a new OculusTouchController from a gamepad
  106401. * @param vrGamepad the gamepad that the controller should be created from
  106402. */
  106403. constructor(vrGamepad: any);
  106404. /**
  106405. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106406. * @param scene scene in which to add meshes
  106407. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106408. */
  106409. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106410. /**
  106411. * Fired when the A button on this controller is modified
  106412. */
  106413. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106414. /**
  106415. * Fired when the B button on this controller is modified
  106416. */
  106417. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106418. /**
  106419. * Fired when the X button on this controller is modified
  106420. */
  106421. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106422. /**
  106423. * Fired when the Y button on this controller is modified
  106424. */
  106425. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106426. /**
  106427. * Called once for each button that changed state since the last frame
  106428. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  106429. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  106430. * 2) secondary trigger (same)
  106431. * 3) A (right) X (left), touch, pressed = value
  106432. * 4) B / Y
  106433. * 5) thumb rest
  106434. * @param buttonIdx Which button index changed
  106435. * @param state New state of the button
  106436. * @param changes Which properties on the state changed since last frame
  106437. */
  106438. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106439. }
  106440. }
  106441. declare module BABYLON {
  106442. /**
  106443. * Vive Controller
  106444. */
  106445. export class ViveController extends WebVRController {
  106446. /**
  106447. * Base Url for the controller model.
  106448. */
  106449. static MODEL_BASE_URL: string;
  106450. /**
  106451. * File name for the controller model.
  106452. */
  106453. static MODEL_FILENAME: string;
  106454. /**
  106455. * Creates a new ViveController from a gamepad
  106456. * @param vrGamepad the gamepad that the controller should be created from
  106457. */
  106458. constructor(vrGamepad: any);
  106459. /**
  106460. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106461. * @param scene scene in which to add meshes
  106462. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106463. */
  106464. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106465. /**
  106466. * Fired when the left button on this controller is modified
  106467. */
  106468. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106469. /**
  106470. * Fired when the right button on this controller is modified
  106471. */
  106472. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106473. /**
  106474. * Fired when the menu button on this controller is modified
  106475. */
  106476. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106477. /**
  106478. * Called once for each button that changed state since the last frame
  106479. * Vive mapping:
  106480. * 0: touchpad
  106481. * 1: trigger
  106482. * 2: left AND right buttons
  106483. * 3: menu button
  106484. * @param buttonIdx Which button index changed
  106485. * @param state New state of the button
  106486. * @param changes Which properties on the state changed since last frame
  106487. */
  106488. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106489. }
  106490. }
  106491. declare module BABYLON {
  106492. /**
  106493. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  106494. */
  106495. export class WebXRControllerModelLoader {
  106496. /**
  106497. * Creates the WebXRControllerModelLoader
  106498. * @param input xr input that creates the controllers
  106499. */
  106500. constructor(input: WebXRInput);
  106501. }
  106502. }
  106503. declare module BABYLON {
  106504. /**
  106505. * Contains an array of blocks representing the octree
  106506. */
  106507. export interface IOctreeContainer<T> {
  106508. /**
  106509. * Blocks within the octree
  106510. */
  106511. blocks: Array<OctreeBlock<T>>;
  106512. }
  106513. /**
  106514. * Class used to store a cell in an octree
  106515. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106516. */
  106517. export class OctreeBlock<T> {
  106518. /**
  106519. * Gets the content of the current block
  106520. */
  106521. entries: T[];
  106522. /**
  106523. * Gets the list of block children
  106524. */
  106525. blocks: Array<OctreeBlock<T>>;
  106526. private _depth;
  106527. private _maxDepth;
  106528. private _capacity;
  106529. private _minPoint;
  106530. private _maxPoint;
  106531. private _boundingVectors;
  106532. private _creationFunc;
  106533. /**
  106534. * Creates a new block
  106535. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  106536. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  106537. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106538. * @param depth defines the current depth of this block in the octree
  106539. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  106540. * @param creationFunc defines a callback to call when an element is added to the block
  106541. */
  106542. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  106543. /**
  106544. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106545. */
  106546. readonly capacity: number;
  106547. /**
  106548. * Gets the minimum vector (in world space) of the block's bounding box
  106549. */
  106550. readonly minPoint: Vector3;
  106551. /**
  106552. * Gets the maximum vector (in world space) of the block's bounding box
  106553. */
  106554. readonly maxPoint: Vector3;
  106555. /**
  106556. * Add a new element to this block
  106557. * @param entry defines the element to add
  106558. */
  106559. addEntry(entry: T): void;
  106560. /**
  106561. * Remove an element from this block
  106562. * @param entry defines the element to remove
  106563. */
  106564. removeEntry(entry: T): void;
  106565. /**
  106566. * Add an array of elements to this block
  106567. * @param entries defines the array of elements to add
  106568. */
  106569. addEntries(entries: T[]): void;
  106570. /**
  106571. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  106572. * @param frustumPlanes defines the frustum planes to test
  106573. * @param selection defines the array to store current content if selection is positive
  106574. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106575. */
  106576. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106577. /**
  106578. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  106579. * @param sphereCenter defines the bounding sphere center
  106580. * @param sphereRadius defines the bounding sphere radius
  106581. * @param selection defines the array to store current content if selection is positive
  106582. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106583. */
  106584. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106585. /**
  106586. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  106587. * @param ray defines the ray to test with
  106588. * @param selection defines the array to store current content if selection is positive
  106589. */
  106590. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  106591. /**
  106592. * Subdivide the content into child blocks (this block will then be empty)
  106593. */
  106594. createInnerBlocks(): void;
  106595. /**
  106596. * @hidden
  106597. */
  106598. static _CreateBlocks<T>(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer<T>, creationFunc: (entry: T, block: OctreeBlock<T>) => void): void;
  106599. }
  106600. }
  106601. declare module BABYLON {
  106602. /**
  106603. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  106604. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106605. */
  106606. export class Octree<T> {
  106607. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  106608. maxDepth: number;
  106609. /**
  106610. * Blocks within the octree containing objects
  106611. */
  106612. blocks: Array<OctreeBlock<T>>;
  106613. /**
  106614. * Content stored in the octree
  106615. */
  106616. dynamicContent: T[];
  106617. private _maxBlockCapacity;
  106618. private _selectionContent;
  106619. private _creationFunc;
  106620. /**
  106621. * Creates a octree
  106622. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106623. * @param creationFunc function to be used to instatiate the octree
  106624. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  106625. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  106626. */
  106627. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  106628. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  106629. maxDepth?: number);
  106630. /**
  106631. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  106632. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  106633. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  106634. * @param entries meshes to be added to the octree blocks
  106635. */
  106636. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  106637. /**
  106638. * Adds a mesh to the octree
  106639. * @param entry Mesh to add to the octree
  106640. */
  106641. addMesh(entry: T): void;
  106642. /**
  106643. * Remove an element from the octree
  106644. * @param entry defines the element to remove
  106645. */
  106646. removeMesh(entry: T): void;
  106647. /**
  106648. * Selects an array of meshes within the frustum
  106649. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  106650. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  106651. * @returns array of meshes within the frustum
  106652. */
  106653. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  106654. /**
  106655. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  106656. * @param sphereCenter defines the bounding sphere center
  106657. * @param sphereRadius defines the bounding sphere radius
  106658. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106659. * @returns an array of objects that intersect the sphere
  106660. */
  106661. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  106662. /**
  106663. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  106664. * @param ray defines the ray to test with
  106665. * @returns array of intersected objects
  106666. */
  106667. intersectsRay(ray: Ray): SmartArray<T>;
  106668. /**
  106669. * Adds a mesh into the octree block if it intersects the block
  106670. */
  106671. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  106672. /**
  106673. * Adds a submesh into the octree block if it intersects the block
  106674. */
  106675. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  106676. }
  106677. }
  106678. declare module BABYLON {
  106679. interface Scene {
  106680. /**
  106681. * @hidden
  106682. * Backing Filed
  106683. */
  106684. _selectionOctree: Octree<AbstractMesh>;
  106685. /**
  106686. * Gets the octree used to boost mesh selection (picking)
  106687. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106688. */
  106689. selectionOctree: Octree<AbstractMesh>;
  106690. /**
  106691. * Creates or updates the octree used to boost selection (picking)
  106692. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106693. * @param maxCapacity defines the maximum capacity per leaf
  106694. * @param maxDepth defines the maximum depth of the octree
  106695. * @returns an octree of AbstractMesh
  106696. */
  106697. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  106698. }
  106699. interface AbstractMesh {
  106700. /**
  106701. * @hidden
  106702. * Backing Field
  106703. */
  106704. _submeshesOctree: Octree<SubMesh>;
  106705. /**
  106706. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  106707. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  106708. * @param maxCapacity defines the maximum size of each block (64 by default)
  106709. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  106710. * @returns the new octree
  106711. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  106712. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106713. */
  106714. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  106715. }
  106716. /**
  106717. * Defines the octree scene component responsible to manage any octrees
  106718. * in a given scene.
  106719. */
  106720. export class OctreeSceneComponent {
  106721. /**
  106722. * The component name help to identify the component in the list of scene components.
  106723. */
  106724. readonly name: string;
  106725. /**
  106726. * The scene the component belongs to.
  106727. */
  106728. scene: Scene;
  106729. /**
  106730. * Indicates if the meshes have been checked to make sure they are isEnabled()
  106731. */
  106732. readonly checksIsEnabled: boolean;
  106733. /**
  106734. * Creates a new instance of the component for the given scene
  106735. * @param scene Defines the scene to register the component in
  106736. */
  106737. constructor(scene: Scene);
  106738. /**
  106739. * Registers the component in a given scene
  106740. */
  106741. register(): void;
  106742. /**
  106743. * Return the list of active meshes
  106744. * @returns the list of active meshes
  106745. */
  106746. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  106747. /**
  106748. * Return the list of active sub meshes
  106749. * @param mesh The mesh to get the candidates sub meshes from
  106750. * @returns the list of active sub meshes
  106751. */
  106752. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  106753. private _tempRay;
  106754. /**
  106755. * Return the list of sub meshes intersecting with a given local ray
  106756. * @param mesh defines the mesh to find the submesh for
  106757. * @param localRay defines the ray in local space
  106758. * @returns the list of intersecting sub meshes
  106759. */
  106760. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  106761. /**
  106762. * Return the list of sub meshes colliding with a collider
  106763. * @param mesh defines the mesh to find the submesh for
  106764. * @param collider defines the collider to evaluate the collision against
  106765. * @returns the list of colliding sub meshes
  106766. */
  106767. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  106768. /**
  106769. * Rebuilds the elements related to this component in case of
  106770. * context lost for instance.
  106771. */
  106772. rebuild(): void;
  106773. /**
  106774. * Disposes the component and the associated ressources.
  106775. */
  106776. dispose(): void;
  106777. }
  106778. }
  106779. declare module BABYLON {
  106780. /**
  106781. * Renders a layer on top of an existing scene
  106782. */
  106783. export class UtilityLayerRenderer implements IDisposable {
  106784. /** the original scene that will be rendered on top of */
  106785. originalScene: Scene;
  106786. private _pointerCaptures;
  106787. private _lastPointerEvents;
  106788. private static _DefaultUtilityLayer;
  106789. private static _DefaultKeepDepthUtilityLayer;
  106790. private _sharedGizmoLight;
  106791. private _renderCamera;
  106792. /**
  106793. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  106794. * @returns the camera that is used when rendering the utility layer
  106795. */
  106796. getRenderCamera(): Nullable<Camera>;
  106797. /**
  106798. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  106799. * @param cam the camera that should be used when rendering the utility layer
  106800. */
  106801. setRenderCamera(cam: Nullable<Camera>): void;
  106802. /**
  106803. * @hidden
  106804. * Light which used by gizmos to get light shading
  106805. */
  106806. _getSharedGizmoLight(): HemisphericLight;
  106807. /**
  106808. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  106809. */
  106810. pickUtilitySceneFirst: boolean;
  106811. /**
  106812. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  106813. */
  106814. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  106815. /**
  106816. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  106817. */
  106818. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  106819. /**
  106820. * The scene that is rendered on top of the original scene
  106821. */
  106822. utilityLayerScene: Scene;
  106823. /**
  106824. * If the utility layer should automatically be rendered on top of existing scene
  106825. */
  106826. shouldRender: boolean;
  106827. /**
  106828. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  106829. */
  106830. onlyCheckPointerDownEvents: boolean;
  106831. /**
  106832. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  106833. */
  106834. processAllEvents: boolean;
  106835. /**
  106836. * Observable raised when the pointer move from the utility layer scene to the main scene
  106837. */
  106838. onPointerOutObservable: Observable<number>;
  106839. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  106840. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  106841. private _afterRenderObserver;
  106842. private _sceneDisposeObserver;
  106843. private _originalPointerObserver;
  106844. /**
  106845. * Instantiates a UtilityLayerRenderer
  106846. * @param originalScene the original scene that will be rendered on top of
  106847. * @param handleEvents boolean indicating if the utility layer should handle events
  106848. */
  106849. constructor(
  106850. /** the original scene that will be rendered on top of */
  106851. originalScene: Scene, handleEvents?: boolean);
  106852. private _notifyObservers;
  106853. /**
  106854. * Renders the utility layers scene on top of the original scene
  106855. */
  106856. render(): void;
  106857. /**
  106858. * Disposes of the renderer
  106859. */
  106860. dispose(): void;
  106861. private _updateCamera;
  106862. }
  106863. }
  106864. declare module BABYLON {
  106865. /**
  106866. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  106867. */
  106868. export class Gizmo implements IDisposable {
  106869. /** The utility layer the gizmo will be added to */
  106870. gizmoLayer: UtilityLayerRenderer;
  106871. /**
  106872. * The root mesh of the gizmo
  106873. */
  106874. _rootMesh: Mesh;
  106875. private _attachedMesh;
  106876. /**
  106877. * Ratio for the scale of the gizmo (Default: 1)
  106878. */
  106879. scaleRatio: number;
  106880. /**
  106881. * If a custom mesh has been set (Default: false)
  106882. */
  106883. protected _customMeshSet: boolean;
  106884. /**
  106885. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  106886. * * When set, interactions will be enabled
  106887. */
  106888. attachedMesh: Nullable<AbstractMesh>;
  106889. /**
  106890. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  106891. * @param mesh The mesh to replace the default mesh of the gizmo
  106892. */
  106893. setCustomMesh(mesh: Mesh): void;
  106894. /**
  106895. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  106896. */
  106897. updateGizmoRotationToMatchAttachedMesh: boolean;
  106898. /**
  106899. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  106900. */
  106901. updateGizmoPositionToMatchAttachedMesh: boolean;
  106902. /**
  106903. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  106904. */
  106905. updateScale: boolean;
  106906. protected _interactionsEnabled: boolean;
  106907. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106908. private _beforeRenderObserver;
  106909. private _tempVector;
  106910. /**
  106911. * Creates a gizmo
  106912. * @param gizmoLayer The utility layer the gizmo will be added to
  106913. */
  106914. constructor(
  106915. /** The utility layer the gizmo will be added to */
  106916. gizmoLayer?: UtilityLayerRenderer);
  106917. /**
  106918. * Updates the gizmo to match the attached mesh's position/rotation
  106919. */
  106920. protected _update(): void;
  106921. /**
  106922. * Disposes of the gizmo
  106923. */
  106924. dispose(): void;
  106925. }
  106926. }
  106927. declare module BABYLON {
  106928. /**
  106929. * Single plane drag gizmo
  106930. */
  106931. export class PlaneDragGizmo extends Gizmo {
  106932. /**
  106933. * Drag behavior responsible for the gizmos dragging interactions
  106934. */
  106935. dragBehavior: PointerDragBehavior;
  106936. private _pointerObserver;
  106937. /**
  106938. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106939. */
  106940. snapDistance: number;
  106941. /**
  106942. * Event that fires each time the gizmo snaps to a new location.
  106943. * * snapDistance is the the change in distance
  106944. */
  106945. onSnapObservable: Observable<{
  106946. snapDistance: number;
  106947. }>;
  106948. private _plane;
  106949. private _coloredMaterial;
  106950. private _hoverMaterial;
  106951. private _isEnabled;
  106952. private _parent;
  106953. /** @hidden */
  106954. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  106955. /** @hidden */
  106956. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106957. /**
  106958. * Creates a PlaneDragGizmo
  106959. * @param gizmoLayer The utility layer the gizmo will be added to
  106960. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  106961. * @param color The color of the gizmo
  106962. */
  106963. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106964. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106965. /**
  106966. * If the gizmo is enabled
  106967. */
  106968. isEnabled: boolean;
  106969. /**
  106970. * Disposes of the gizmo
  106971. */
  106972. dispose(): void;
  106973. }
  106974. }
  106975. declare module BABYLON {
  106976. /**
  106977. * Gizmo that enables dragging a mesh along 3 axis
  106978. */
  106979. export class PositionGizmo extends Gizmo {
  106980. /**
  106981. * Internal gizmo used for interactions on the x axis
  106982. */
  106983. xGizmo: AxisDragGizmo;
  106984. /**
  106985. * Internal gizmo used for interactions on the y axis
  106986. */
  106987. yGizmo: AxisDragGizmo;
  106988. /**
  106989. * Internal gizmo used for interactions on the z axis
  106990. */
  106991. zGizmo: AxisDragGizmo;
  106992. /**
  106993. * Internal gizmo used for interactions on the yz plane
  106994. */
  106995. xPlaneGizmo: PlaneDragGizmo;
  106996. /**
  106997. * Internal gizmo used for interactions on the xz plane
  106998. */
  106999. yPlaneGizmo: PlaneDragGizmo;
  107000. /**
  107001. * Internal gizmo used for interactions on the xy plane
  107002. */
  107003. zPlaneGizmo: PlaneDragGizmo;
  107004. /**
  107005. * private variables
  107006. */
  107007. private _meshAttached;
  107008. private _updateGizmoRotationToMatchAttachedMesh;
  107009. private _snapDistance;
  107010. private _scaleRatio;
  107011. /** Fires an event when any of it's sub gizmos are dragged */
  107012. onDragStartObservable: Observable<unknown>;
  107013. /** Fires an event when any of it's sub gizmos are released from dragging */
  107014. onDragEndObservable: Observable<unknown>;
  107015. /**
  107016. * If set to true, planar drag is enabled
  107017. */
  107018. private _planarGizmoEnabled;
  107019. attachedMesh: Nullable<AbstractMesh>;
  107020. /**
  107021. * Creates a PositionGizmo
  107022. * @param gizmoLayer The utility layer the gizmo will be added to
  107023. */
  107024. constructor(gizmoLayer?: UtilityLayerRenderer);
  107025. /**
  107026. * If the planar drag gizmo is enabled
  107027. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  107028. */
  107029. planarGizmoEnabled: boolean;
  107030. updateGizmoRotationToMatchAttachedMesh: boolean;
  107031. /**
  107032. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107033. */
  107034. snapDistance: number;
  107035. /**
  107036. * Ratio for the scale of the gizmo (Default: 1)
  107037. */
  107038. scaleRatio: number;
  107039. /**
  107040. * Disposes of the gizmo
  107041. */
  107042. dispose(): void;
  107043. /**
  107044. * CustomMeshes are not supported by this gizmo
  107045. * @param mesh The mesh to replace the default mesh of the gizmo
  107046. */
  107047. setCustomMesh(mesh: Mesh): void;
  107048. }
  107049. }
  107050. declare module BABYLON {
  107051. /**
  107052. * Single axis drag gizmo
  107053. */
  107054. export class AxisDragGizmo extends Gizmo {
  107055. /**
  107056. * Drag behavior responsible for the gizmos dragging interactions
  107057. */
  107058. dragBehavior: PointerDragBehavior;
  107059. private _pointerObserver;
  107060. /**
  107061. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107062. */
  107063. snapDistance: number;
  107064. /**
  107065. * Event that fires each time the gizmo snaps to a new location.
  107066. * * snapDistance is the the change in distance
  107067. */
  107068. onSnapObservable: Observable<{
  107069. snapDistance: number;
  107070. }>;
  107071. private _isEnabled;
  107072. private _parent;
  107073. private _arrow;
  107074. private _coloredMaterial;
  107075. private _hoverMaterial;
  107076. /** @hidden */
  107077. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  107078. /** @hidden */
  107079. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107080. /**
  107081. * Creates an AxisDragGizmo
  107082. * @param gizmoLayer The utility layer the gizmo will be added to
  107083. * @param dragAxis The axis which the gizmo will be able to drag on
  107084. * @param color The color of the gizmo
  107085. */
  107086. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107087. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107088. /**
  107089. * If the gizmo is enabled
  107090. */
  107091. isEnabled: boolean;
  107092. /**
  107093. * Disposes of the gizmo
  107094. */
  107095. dispose(): void;
  107096. }
  107097. }
  107098. declare module BABYLON.Debug {
  107099. /**
  107100. * The Axes viewer will show 3 axes in a specific point in space
  107101. */
  107102. export class AxesViewer {
  107103. private _xAxis;
  107104. private _yAxis;
  107105. private _zAxis;
  107106. private _scaleLinesFactor;
  107107. private _instanced;
  107108. /**
  107109. * Gets the hosting scene
  107110. */
  107111. scene: Scene;
  107112. /**
  107113. * Gets or sets a number used to scale line length
  107114. */
  107115. scaleLines: number;
  107116. /** Gets the node hierarchy used to render x-axis */
  107117. readonly xAxis: TransformNode;
  107118. /** Gets the node hierarchy used to render y-axis */
  107119. readonly yAxis: TransformNode;
  107120. /** Gets the node hierarchy used to render z-axis */
  107121. readonly zAxis: TransformNode;
  107122. /**
  107123. * Creates a new AxesViewer
  107124. * @param scene defines the hosting scene
  107125. * @param scaleLines defines a number used to scale line length (1 by default)
  107126. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  107127. * @param xAxis defines the node hierarchy used to render the x-axis
  107128. * @param yAxis defines the node hierarchy used to render the y-axis
  107129. * @param zAxis defines the node hierarchy used to render the z-axis
  107130. */
  107131. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  107132. /**
  107133. * Force the viewer to update
  107134. * @param position defines the position of the viewer
  107135. * @param xaxis defines the x axis of the viewer
  107136. * @param yaxis defines the y axis of the viewer
  107137. * @param zaxis defines the z axis of the viewer
  107138. */
  107139. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  107140. /**
  107141. * Creates an instance of this axes viewer.
  107142. * @returns a new axes viewer with instanced meshes
  107143. */
  107144. createInstance(): AxesViewer;
  107145. /** Releases resources */
  107146. dispose(): void;
  107147. private static _SetRenderingGroupId;
  107148. }
  107149. }
  107150. declare module BABYLON.Debug {
  107151. /**
  107152. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  107153. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  107154. */
  107155. export class BoneAxesViewer extends AxesViewer {
  107156. /**
  107157. * Gets or sets the target mesh where to display the axes viewer
  107158. */
  107159. mesh: Nullable<Mesh>;
  107160. /**
  107161. * Gets or sets the target bone where to display the axes viewer
  107162. */
  107163. bone: Nullable<Bone>;
  107164. /** Gets current position */
  107165. pos: Vector3;
  107166. /** Gets direction of X axis */
  107167. xaxis: Vector3;
  107168. /** Gets direction of Y axis */
  107169. yaxis: Vector3;
  107170. /** Gets direction of Z axis */
  107171. zaxis: Vector3;
  107172. /**
  107173. * Creates a new BoneAxesViewer
  107174. * @param scene defines the hosting scene
  107175. * @param bone defines the target bone
  107176. * @param mesh defines the target mesh
  107177. * @param scaleLines defines a scaling factor for line length (1 by default)
  107178. */
  107179. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  107180. /**
  107181. * Force the viewer to update
  107182. */
  107183. update(): void;
  107184. /** Releases resources */
  107185. dispose(): void;
  107186. }
  107187. }
  107188. declare module BABYLON {
  107189. /**
  107190. * Interface used to define scene explorer extensibility option
  107191. */
  107192. export interface IExplorerExtensibilityOption {
  107193. /**
  107194. * Define the option label
  107195. */
  107196. label: string;
  107197. /**
  107198. * Defines the action to execute on click
  107199. */
  107200. action: (entity: any) => void;
  107201. }
  107202. /**
  107203. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  107204. */
  107205. export interface IExplorerExtensibilityGroup {
  107206. /**
  107207. * Defines a predicate to test if a given type mut be extended
  107208. */
  107209. predicate: (entity: any) => boolean;
  107210. /**
  107211. * Gets the list of options added to a type
  107212. */
  107213. entries: IExplorerExtensibilityOption[];
  107214. }
  107215. /**
  107216. * Interface used to define the options to use to create the Inspector
  107217. */
  107218. export interface IInspectorOptions {
  107219. /**
  107220. * Display in overlay mode (default: false)
  107221. */
  107222. overlay?: boolean;
  107223. /**
  107224. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  107225. */
  107226. globalRoot?: HTMLElement;
  107227. /**
  107228. * Display the Scene explorer
  107229. */
  107230. showExplorer?: boolean;
  107231. /**
  107232. * Display the property inspector
  107233. */
  107234. showInspector?: boolean;
  107235. /**
  107236. * Display in embed mode (both panes on the right)
  107237. */
  107238. embedMode?: boolean;
  107239. /**
  107240. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  107241. */
  107242. handleResize?: boolean;
  107243. /**
  107244. * Allow the panes to popup (default: true)
  107245. */
  107246. enablePopup?: boolean;
  107247. /**
  107248. * Allow the panes to be closed by users (default: true)
  107249. */
  107250. enableClose?: boolean;
  107251. /**
  107252. * Optional list of extensibility entries
  107253. */
  107254. explorerExtensibility?: IExplorerExtensibilityGroup[];
  107255. /**
  107256. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  107257. */
  107258. inspectorURL?: string;
  107259. }
  107260. interface Scene {
  107261. /**
  107262. * @hidden
  107263. * Backing field
  107264. */
  107265. _debugLayer: DebugLayer;
  107266. /**
  107267. * Gets the debug layer (aka Inspector) associated with the scene
  107268. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107269. */
  107270. debugLayer: DebugLayer;
  107271. }
  107272. /**
  107273. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107274. * what is happening in your scene
  107275. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107276. */
  107277. export class DebugLayer {
  107278. /**
  107279. * Define the url to get the inspector script from.
  107280. * By default it uses the babylonjs CDN.
  107281. * @ignoreNaming
  107282. */
  107283. static InspectorURL: string;
  107284. private _scene;
  107285. private BJSINSPECTOR;
  107286. private _onPropertyChangedObservable?;
  107287. /**
  107288. * Observable triggered when a property is changed through the inspector.
  107289. */
  107290. readonly onPropertyChangedObservable: any;
  107291. /**
  107292. * Instantiates a new debug layer.
  107293. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107294. * what is happening in your scene
  107295. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107296. * @param scene Defines the scene to inspect
  107297. */
  107298. constructor(scene: Scene);
  107299. /** Creates the inspector window. */
  107300. private _createInspector;
  107301. /**
  107302. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  107303. * @param entity defines the entity to select
  107304. * @param lineContainerTitle defines the specific block to highlight
  107305. */
  107306. select(entity: any, lineContainerTitle?: string): void;
  107307. /** Get the inspector from bundle or global */
  107308. private _getGlobalInspector;
  107309. /**
  107310. * Get if the inspector is visible or not.
  107311. * @returns true if visible otherwise, false
  107312. */
  107313. isVisible(): boolean;
  107314. /**
  107315. * Hide the inspector and close its window.
  107316. */
  107317. hide(): void;
  107318. /**
  107319. * Launch the debugLayer.
  107320. * @param config Define the configuration of the inspector
  107321. * @return a promise fulfilled when the debug layer is visible
  107322. */
  107323. show(config?: IInspectorOptions): Promise<DebugLayer>;
  107324. }
  107325. }
  107326. declare module BABYLON {
  107327. /**
  107328. * Class containing static functions to help procedurally build meshes
  107329. */
  107330. export class BoxBuilder {
  107331. /**
  107332. * Creates a box mesh
  107333. * * The parameter `size` sets the size (float) of each box side (default 1)
  107334. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  107335. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  107336. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107337. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107338. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107339. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107340. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  107341. * @param name defines the name of the mesh
  107342. * @param options defines the options used to create the mesh
  107343. * @param scene defines the hosting scene
  107344. * @returns the box mesh
  107345. */
  107346. static CreateBox(name: string, options: {
  107347. size?: number;
  107348. width?: number;
  107349. height?: number;
  107350. depth?: number;
  107351. faceUV?: Vector4[];
  107352. faceColors?: Color4[];
  107353. sideOrientation?: number;
  107354. frontUVs?: Vector4;
  107355. backUVs?: Vector4;
  107356. wrap?: boolean;
  107357. topBaseAt?: number;
  107358. bottomBaseAt?: number;
  107359. updatable?: boolean;
  107360. }, scene?: Nullable<Scene>): Mesh;
  107361. }
  107362. }
  107363. declare module BABYLON {
  107364. /**
  107365. * Class containing static functions to help procedurally build meshes
  107366. */
  107367. export class SphereBuilder {
  107368. /**
  107369. * Creates a sphere mesh
  107370. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  107371. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  107372. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  107373. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  107374. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  107375. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107376. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107377. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107378. * @param name defines the name of the mesh
  107379. * @param options defines the options used to create the mesh
  107380. * @param scene defines the hosting scene
  107381. * @returns the sphere mesh
  107382. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  107383. */
  107384. static CreateSphere(name: string, options: {
  107385. segments?: number;
  107386. diameter?: number;
  107387. diameterX?: number;
  107388. diameterY?: number;
  107389. diameterZ?: number;
  107390. arc?: number;
  107391. slice?: number;
  107392. sideOrientation?: number;
  107393. frontUVs?: Vector4;
  107394. backUVs?: Vector4;
  107395. updatable?: boolean;
  107396. }, scene: any): Mesh;
  107397. }
  107398. }
  107399. declare module BABYLON.Debug {
  107400. /**
  107401. * Used to show the physics impostor around the specific mesh
  107402. */
  107403. export class PhysicsViewer {
  107404. /** @hidden */
  107405. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  107406. /** @hidden */
  107407. protected _meshes: Array<Nullable<AbstractMesh>>;
  107408. /** @hidden */
  107409. protected _scene: Nullable<Scene>;
  107410. /** @hidden */
  107411. protected _numMeshes: number;
  107412. /** @hidden */
  107413. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  107414. private _renderFunction;
  107415. private _utilityLayer;
  107416. private _debugBoxMesh;
  107417. private _debugSphereMesh;
  107418. private _debugCylinderMesh;
  107419. private _debugMaterial;
  107420. private _debugMeshMeshes;
  107421. /**
  107422. * Creates a new PhysicsViewer
  107423. * @param scene defines the hosting scene
  107424. */
  107425. constructor(scene: Scene);
  107426. /** @hidden */
  107427. protected _updateDebugMeshes(): void;
  107428. /**
  107429. * Renders a specified physic impostor
  107430. * @param impostor defines the impostor to render
  107431. * @param targetMesh defines the mesh represented by the impostor
  107432. * @returns the new debug mesh used to render the impostor
  107433. */
  107434. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  107435. /**
  107436. * Hides a specified physic impostor
  107437. * @param impostor defines the impostor to hide
  107438. */
  107439. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  107440. private _getDebugMaterial;
  107441. private _getDebugBoxMesh;
  107442. private _getDebugSphereMesh;
  107443. private _getDebugCylinderMesh;
  107444. private _getDebugMeshMesh;
  107445. private _getDebugMesh;
  107446. /** Releases all resources */
  107447. dispose(): void;
  107448. }
  107449. }
  107450. declare module BABYLON {
  107451. /**
  107452. * Class containing static functions to help procedurally build meshes
  107453. */
  107454. export class LinesBuilder {
  107455. /**
  107456. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  107457. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  107458. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  107459. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  107460. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  107461. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  107462. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  107463. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  107464. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  107465. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107466. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  107467. * @param name defines the name of the new line system
  107468. * @param options defines the options used to create the line system
  107469. * @param scene defines the hosting scene
  107470. * @returns a new line system mesh
  107471. */
  107472. static CreateLineSystem(name: string, options: {
  107473. lines: Vector3[][];
  107474. updatable?: boolean;
  107475. instance?: Nullable<LinesMesh>;
  107476. colors?: Nullable<Color4[][]>;
  107477. useVertexAlpha?: boolean;
  107478. }, scene: Nullable<Scene>): LinesMesh;
  107479. /**
  107480. * Creates a line mesh
  107481. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  107482. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107483. * * The parameter `points` is an array successive Vector3
  107484. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  107485. * * The optional parameter `colors` is an array of successive Color4, one per line point
  107486. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  107487. * * When updating an instance, remember that only point positions can change, not the number of points
  107488. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107489. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  107490. * @param name defines the name of the new line system
  107491. * @param options defines the options used to create the line system
  107492. * @param scene defines the hosting scene
  107493. * @returns a new line mesh
  107494. */
  107495. static CreateLines(name: string, options: {
  107496. points: Vector3[];
  107497. updatable?: boolean;
  107498. instance?: Nullable<LinesMesh>;
  107499. colors?: Color4[];
  107500. useVertexAlpha?: boolean;
  107501. }, scene?: Nullable<Scene>): LinesMesh;
  107502. /**
  107503. * Creates a dashed line mesh
  107504. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  107505. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107506. * * The parameter `points` is an array successive Vector3
  107507. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  107508. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  107509. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  107510. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  107511. * * When updating an instance, remember that only point positions can change, not the number of points
  107512. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107513. * @param name defines the name of the mesh
  107514. * @param options defines the options used to create the mesh
  107515. * @param scene defines the hosting scene
  107516. * @returns the dashed line mesh
  107517. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  107518. */
  107519. static CreateDashedLines(name: string, options: {
  107520. points: Vector3[];
  107521. dashSize?: number;
  107522. gapSize?: number;
  107523. dashNb?: number;
  107524. updatable?: boolean;
  107525. instance?: LinesMesh;
  107526. }, scene?: Nullable<Scene>): LinesMesh;
  107527. }
  107528. }
  107529. declare module BABYLON {
  107530. /**
  107531. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107532. * in order to better appreciate the issue one might have.
  107533. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107534. */
  107535. export class RayHelper {
  107536. /**
  107537. * Defines the ray we are currently tryin to visualize.
  107538. */
  107539. ray: Nullable<Ray>;
  107540. private _renderPoints;
  107541. private _renderLine;
  107542. private _renderFunction;
  107543. private _scene;
  107544. private _updateToMeshFunction;
  107545. private _attachedToMesh;
  107546. private _meshSpaceDirection;
  107547. private _meshSpaceOrigin;
  107548. /**
  107549. * Helper function to create a colored helper in a scene in one line.
  107550. * @param ray Defines the ray we are currently tryin to visualize
  107551. * @param scene Defines the scene the ray is used in
  107552. * @param color Defines the color we want to see the ray in
  107553. * @returns The newly created ray helper.
  107554. */
  107555. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  107556. /**
  107557. * Instantiate a new ray helper.
  107558. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107559. * in order to better appreciate the issue one might have.
  107560. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107561. * @param ray Defines the ray we are currently tryin to visualize
  107562. */
  107563. constructor(ray: Ray);
  107564. /**
  107565. * Shows the ray we are willing to debug.
  107566. * @param scene Defines the scene the ray needs to be rendered in
  107567. * @param color Defines the color the ray needs to be rendered in
  107568. */
  107569. show(scene: Scene, color?: Color3): void;
  107570. /**
  107571. * Hides the ray we are debugging.
  107572. */
  107573. hide(): void;
  107574. private _render;
  107575. /**
  107576. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  107577. * @param mesh Defines the mesh we want the helper attached to
  107578. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  107579. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  107580. * @param length Defines the length of the ray
  107581. */
  107582. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  107583. /**
  107584. * Detach the ray helper from the mesh it has previously been attached to.
  107585. */
  107586. detachFromMesh(): void;
  107587. private _updateToMesh;
  107588. /**
  107589. * Dispose the helper and release its associated resources.
  107590. */
  107591. dispose(): void;
  107592. }
  107593. }
  107594. declare module BABYLON.Debug {
  107595. /**
  107596. * Class used to render a debug view of a given skeleton
  107597. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  107598. */
  107599. export class SkeletonViewer {
  107600. /** defines the skeleton to render */
  107601. skeleton: Skeleton;
  107602. /** defines the mesh attached to the skeleton */
  107603. mesh: AbstractMesh;
  107604. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107605. autoUpdateBonesMatrices: boolean;
  107606. /** defines the rendering group id to use with the viewer */
  107607. renderingGroupId: number;
  107608. /** Gets or sets the color used to render the skeleton */
  107609. color: Color3;
  107610. private _scene;
  107611. private _debugLines;
  107612. private _debugMesh;
  107613. private _isEnabled;
  107614. private _renderFunction;
  107615. private _utilityLayer;
  107616. /**
  107617. * Returns the mesh used to render the bones
  107618. */
  107619. readonly debugMesh: Nullable<LinesMesh>;
  107620. /**
  107621. * Creates a new SkeletonViewer
  107622. * @param skeleton defines the skeleton to render
  107623. * @param mesh defines the mesh attached to the skeleton
  107624. * @param scene defines the hosting scene
  107625. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  107626. * @param renderingGroupId defines the rendering group id to use with the viewer
  107627. */
  107628. constructor(
  107629. /** defines the skeleton to render */
  107630. skeleton: Skeleton,
  107631. /** defines the mesh attached to the skeleton */
  107632. mesh: AbstractMesh, scene: Scene,
  107633. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107634. autoUpdateBonesMatrices?: boolean,
  107635. /** defines the rendering group id to use with the viewer */
  107636. renderingGroupId?: number);
  107637. /** Gets or sets a boolean indicating if the viewer is enabled */
  107638. isEnabled: boolean;
  107639. private _getBonePosition;
  107640. private _getLinesForBonesWithLength;
  107641. private _getLinesForBonesNoLength;
  107642. /** Update the viewer to sync with current skeleton state */
  107643. update(): void;
  107644. /** Release associated resources */
  107645. dispose(): void;
  107646. }
  107647. }
  107648. declare module BABYLON {
  107649. /**
  107650. * Options to create the null engine
  107651. */
  107652. export class NullEngineOptions {
  107653. /**
  107654. * Render width (Default: 512)
  107655. */
  107656. renderWidth: number;
  107657. /**
  107658. * Render height (Default: 256)
  107659. */
  107660. renderHeight: number;
  107661. /**
  107662. * Texture size (Default: 512)
  107663. */
  107664. textureSize: number;
  107665. /**
  107666. * If delta time between frames should be constant
  107667. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107668. */
  107669. deterministicLockstep: boolean;
  107670. /**
  107671. * Maximum about of steps between frames (Default: 4)
  107672. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107673. */
  107674. lockstepMaxSteps: number;
  107675. }
  107676. /**
  107677. * The null engine class provides support for headless version of babylon.js.
  107678. * This can be used in server side scenario or for testing purposes
  107679. */
  107680. export class NullEngine extends Engine {
  107681. private _options;
  107682. /**
  107683. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107684. */
  107685. isDeterministicLockStep(): boolean;
  107686. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  107687. getLockstepMaxSteps(): number;
  107688. /**
  107689. * Sets hardware scaling, used to save performance if needed
  107690. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  107691. */
  107692. getHardwareScalingLevel(): number;
  107693. constructor(options?: NullEngineOptions);
  107694. createVertexBuffer(vertices: FloatArray): DataBuffer;
  107695. createIndexBuffer(indices: IndicesArray): DataBuffer;
  107696. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  107697. getRenderWidth(useScreen?: boolean): number;
  107698. getRenderHeight(useScreen?: boolean): number;
  107699. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  107700. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  107701. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  107702. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  107703. bindSamplers(effect: Effect): void;
  107704. enableEffect(effect: Effect): void;
  107705. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  107706. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  107707. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  107708. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  107709. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  107710. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  107711. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  107712. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  107713. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  107714. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  107715. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  107716. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  107717. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  107718. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  107719. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107720. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107721. setFloat(uniform: WebGLUniformLocation, value: number): void;
  107722. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  107723. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  107724. setBool(uniform: WebGLUniformLocation, bool: number): void;
  107725. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  107726. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  107727. bindBuffers(vertexBuffers: {
  107728. [key: string]: VertexBuffer;
  107729. }, indexBuffer: DataBuffer, effect: Effect): void;
  107730. wipeCaches(bruteForce?: boolean): void;
  107731. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  107732. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  107733. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  107734. /** @hidden */
  107735. _createTexture(): WebGLTexture;
  107736. /** @hidden */
  107737. _releaseTexture(texture: InternalTexture): void;
  107738. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  107739. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  107740. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  107741. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  107742. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  107743. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  107744. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  107745. areAllEffectsReady(): boolean;
  107746. /**
  107747. * @hidden
  107748. * Get the current error code of the webGL context
  107749. * @returns the error code
  107750. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  107751. */
  107752. getError(): number;
  107753. /** @hidden */
  107754. _getUnpackAlignement(): number;
  107755. /** @hidden */
  107756. _unpackFlipY(value: boolean): void;
  107757. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  107758. /**
  107759. * Updates a dynamic vertex buffer.
  107760. * @param vertexBuffer the vertex buffer to update
  107761. * @param data the data used to update the vertex buffer
  107762. * @param byteOffset the byte offset of the data (optional)
  107763. * @param byteLength the byte length of the data (optional)
  107764. */
  107765. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  107766. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  107767. /** @hidden */
  107768. _bindTexture(channel: number, texture: InternalTexture): void;
  107769. /** @hidden */
  107770. _releaseBuffer(buffer: DataBuffer): boolean;
  107771. releaseEffects(): void;
  107772. displayLoadingUI(): void;
  107773. hideLoadingUI(): void;
  107774. /** @hidden */
  107775. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107776. /** @hidden */
  107777. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107778. /** @hidden */
  107779. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107780. /** @hidden */
  107781. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  107782. }
  107783. }
  107784. declare module BABYLON {
  107785. /** @hidden */
  107786. export class _OcclusionDataStorage {
  107787. /** @hidden */
  107788. occlusionInternalRetryCounter: number;
  107789. /** @hidden */
  107790. isOcclusionQueryInProgress: boolean;
  107791. /** @hidden */
  107792. isOccluded: boolean;
  107793. /** @hidden */
  107794. occlusionRetryCount: number;
  107795. /** @hidden */
  107796. occlusionType: number;
  107797. /** @hidden */
  107798. occlusionQueryAlgorithmType: number;
  107799. }
  107800. interface Engine {
  107801. /**
  107802. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  107803. * @return the new query
  107804. */
  107805. createQuery(): WebGLQuery;
  107806. /**
  107807. * Delete and release a webGL query
  107808. * @param query defines the query to delete
  107809. * @return the current engine
  107810. */
  107811. deleteQuery(query: WebGLQuery): Engine;
  107812. /**
  107813. * Check if a given query has resolved and got its value
  107814. * @param query defines the query to check
  107815. * @returns true if the query got its value
  107816. */
  107817. isQueryResultAvailable(query: WebGLQuery): boolean;
  107818. /**
  107819. * Gets the value of a given query
  107820. * @param query defines the query to check
  107821. * @returns the value of the query
  107822. */
  107823. getQueryResult(query: WebGLQuery): number;
  107824. /**
  107825. * Initiates an occlusion query
  107826. * @param algorithmType defines the algorithm to use
  107827. * @param query defines the query to use
  107828. * @returns the current engine
  107829. * @see http://doc.babylonjs.com/features/occlusionquery
  107830. */
  107831. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  107832. /**
  107833. * Ends an occlusion query
  107834. * @see http://doc.babylonjs.com/features/occlusionquery
  107835. * @param algorithmType defines the algorithm to use
  107836. * @returns the current engine
  107837. */
  107838. endOcclusionQuery(algorithmType: number): Engine;
  107839. /**
  107840. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  107841. * Please note that only one query can be issued at a time
  107842. * @returns a time token used to track the time span
  107843. */
  107844. startTimeQuery(): Nullable<_TimeToken>;
  107845. /**
  107846. * Ends a time query
  107847. * @param token defines the token used to measure the time span
  107848. * @returns the time spent (in ns)
  107849. */
  107850. endTimeQuery(token: _TimeToken): int;
  107851. /** @hidden */
  107852. _currentNonTimestampToken: Nullable<_TimeToken>;
  107853. /** @hidden */
  107854. _createTimeQuery(): WebGLQuery;
  107855. /** @hidden */
  107856. _deleteTimeQuery(query: WebGLQuery): void;
  107857. /** @hidden */
  107858. _getGlAlgorithmType(algorithmType: number): number;
  107859. /** @hidden */
  107860. _getTimeQueryResult(query: WebGLQuery): any;
  107861. /** @hidden */
  107862. _getTimeQueryAvailability(query: WebGLQuery): any;
  107863. }
  107864. interface AbstractMesh {
  107865. /**
  107866. * Backing filed
  107867. * @hidden
  107868. */
  107869. __occlusionDataStorage: _OcclusionDataStorage;
  107870. /**
  107871. * Access property
  107872. * @hidden
  107873. */
  107874. _occlusionDataStorage: _OcclusionDataStorage;
  107875. /**
  107876. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  107877. * The default value is -1 which means don't break the query and wait till the result
  107878. * @see http://doc.babylonjs.com/features/occlusionquery
  107879. */
  107880. occlusionRetryCount: number;
  107881. /**
  107882. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  107883. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  107884. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  107885. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  107886. * @see http://doc.babylonjs.com/features/occlusionquery
  107887. */
  107888. occlusionType: number;
  107889. /**
  107890. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  107891. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  107892. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  107893. * @see http://doc.babylonjs.com/features/occlusionquery
  107894. */
  107895. occlusionQueryAlgorithmType: number;
  107896. /**
  107897. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  107898. * @see http://doc.babylonjs.com/features/occlusionquery
  107899. */
  107900. isOccluded: boolean;
  107901. /**
  107902. * Flag to check the progress status of the query
  107903. * @see http://doc.babylonjs.com/features/occlusionquery
  107904. */
  107905. isOcclusionQueryInProgress: boolean;
  107906. }
  107907. }
  107908. declare module BABYLON {
  107909. /** @hidden */
  107910. export var _forceTransformFeedbackToBundle: boolean;
  107911. interface Engine {
  107912. /**
  107913. * Creates a webGL transform feedback object
  107914. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  107915. * @returns the webGL transform feedback object
  107916. */
  107917. createTransformFeedback(): WebGLTransformFeedback;
  107918. /**
  107919. * Delete a webGL transform feedback object
  107920. * @param value defines the webGL transform feedback object to delete
  107921. */
  107922. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  107923. /**
  107924. * Bind a webGL transform feedback object to the webgl context
  107925. * @param value defines the webGL transform feedback object to bind
  107926. */
  107927. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  107928. /**
  107929. * Begins a transform feedback operation
  107930. * @param usePoints defines if points or triangles must be used
  107931. */
  107932. beginTransformFeedback(usePoints: boolean): void;
  107933. /**
  107934. * Ends a transform feedback operation
  107935. */
  107936. endTransformFeedback(): void;
  107937. /**
  107938. * Specify the varyings to use with transform feedback
  107939. * @param program defines the associated webGL program
  107940. * @param value defines the list of strings representing the varying names
  107941. */
  107942. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  107943. /**
  107944. * Bind a webGL buffer for a transform feedback operation
  107945. * @param value defines the webGL buffer to bind
  107946. */
  107947. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  107948. }
  107949. }
  107950. declare module BABYLON {
  107951. /**
  107952. * Creation options of the multi render target texture.
  107953. */
  107954. export interface IMultiRenderTargetOptions {
  107955. /**
  107956. * Define if the texture needs to create mip maps after render.
  107957. */
  107958. generateMipMaps?: boolean;
  107959. /**
  107960. * Define the types of all the draw buffers we want to create
  107961. */
  107962. types?: number[];
  107963. /**
  107964. * Define the sampling modes of all the draw buffers we want to create
  107965. */
  107966. samplingModes?: number[];
  107967. /**
  107968. * Define if a depth buffer is required
  107969. */
  107970. generateDepthBuffer?: boolean;
  107971. /**
  107972. * Define if a stencil buffer is required
  107973. */
  107974. generateStencilBuffer?: boolean;
  107975. /**
  107976. * Define if a depth texture is required instead of a depth buffer
  107977. */
  107978. generateDepthTexture?: boolean;
  107979. /**
  107980. * Define the number of desired draw buffers
  107981. */
  107982. textureCount?: number;
  107983. /**
  107984. * Define if aspect ratio should be adapted to the texture or stay the scene one
  107985. */
  107986. doNotChangeAspectRatio?: boolean;
  107987. /**
  107988. * Define the default type of the buffers we are creating
  107989. */
  107990. defaultType?: number;
  107991. }
  107992. /**
  107993. * A multi render target, like a render target provides the ability to render to a texture.
  107994. * Unlike the render target, it can render to several draw buffers in one draw.
  107995. * This is specially interesting in deferred rendering or for any effects requiring more than
  107996. * just one color from a single pass.
  107997. */
  107998. export class MultiRenderTarget extends RenderTargetTexture {
  107999. private _internalTextures;
  108000. private _textures;
  108001. private _multiRenderTargetOptions;
  108002. /**
  108003. * Get if draw buffers are currently supported by the used hardware and browser.
  108004. */
  108005. readonly isSupported: boolean;
  108006. /**
  108007. * Get the list of textures generated by the multi render target.
  108008. */
  108009. readonly textures: Texture[];
  108010. /**
  108011. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  108012. */
  108013. readonly depthTexture: Texture;
  108014. /**
  108015. * Set the wrapping mode on U of all the textures we are rendering to.
  108016. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108017. */
  108018. wrapU: number;
  108019. /**
  108020. * Set the wrapping mode on V of all the textures we are rendering to.
  108021. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108022. */
  108023. wrapV: number;
  108024. /**
  108025. * Instantiate a new multi render target texture.
  108026. * A multi render target, like a render target provides the ability to render to a texture.
  108027. * Unlike the render target, it can render to several draw buffers in one draw.
  108028. * This is specially interesting in deferred rendering or for any effects requiring more than
  108029. * just one color from a single pass.
  108030. * @param name Define the name of the texture
  108031. * @param size Define the size of the buffers to render to
  108032. * @param count Define the number of target we are rendering into
  108033. * @param scene Define the scene the texture belongs to
  108034. * @param options Define the options used to create the multi render target
  108035. */
  108036. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  108037. /** @hidden */
  108038. _rebuild(): void;
  108039. private _createInternalTextures;
  108040. private _createTextures;
  108041. /**
  108042. * Define the number of samples used if MSAA is enabled.
  108043. */
  108044. samples: number;
  108045. /**
  108046. * Resize all the textures in the multi render target.
  108047. * Be carrefull as it will recreate all the data in the new texture.
  108048. * @param size Define the new size
  108049. */
  108050. resize(size: any): void;
  108051. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  108052. /**
  108053. * Dispose the render targets and their associated resources
  108054. */
  108055. dispose(): void;
  108056. /**
  108057. * Release all the underlying texture used as draw buffers.
  108058. */
  108059. releaseInternalTextures(): void;
  108060. }
  108061. }
  108062. declare module BABYLON {
  108063. interface Engine {
  108064. /**
  108065. * Unbind a list of render target textures from the webGL context
  108066. * This is used only when drawBuffer extension or webGL2 are active
  108067. * @param textures defines the render target textures to unbind
  108068. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  108069. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  108070. */
  108071. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  108072. /**
  108073. * Create a multi render target texture
  108074. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  108075. * @param size defines the size of the texture
  108076. * @param options defines the creation options
  108077. * @returns the cube texture as an InternalTexture
  108078. */
  108079. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  108080. /**
  108081. * Update the sample count for a given multiple render target texture
  108082. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  108083. * @param textures defines the textures to update
  108084. * @param samples defines the sample count to set
  108085. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  108086. */
  108087. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  108088. }
  108089. }
  108090. declare module BABYLON {
  108091. /**
  108092. * Gather the list of clipboard event types as constants.
  108093. */
  108094. export class ClipboardEventTypes {
  108095. /**
  108096. * The clipboard event is fired when a copy command is active (pressed).
  108097. */
  108098. static readonly COPY: number;
  108099. /**
  108100. * The clipboard event is fired when a cut command is active (pressed).
  108101. */
  108102. static readonly CUT: number;
  108103. /**
  108104. * The clipboard event is fired when a paste command is active (pressed).
  108105. */
  108106. static readonly PASTE: number;
  108107. }
  108108. /**
  108109. * This class is used to store clipboard related info for the onClipboardObservable event.
  108110. */
  108111. export class ClipboardInfo {
  108112. /**
  108113. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108114. */
  108115. type: number;
  108116. /**
  108117. * Defines the related dom event
  108118. */
  108119. event: ClipboardEvent;
  108120. /**
  108121. *Creates an instance of ClipboardInfo.
  108122. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  108123. * @param event Defines the related dom event
  108124. */
  108125. constructor(
  108126. /**
  108127. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108128. */
  108129. type: number,
  108130. /**
  108131. * Defines the related dom event
  108132. */
  108133. event: ClipboardEvent);
  108134. /**
  108135. * Get the clipboard event's type from the keycode.
  108136. * @param keyCode Defines the keyCode for the current keyboard event.
  108137. * @return {number}
  108138. */
  108139. static GetTypeFromCharacter(keyCode: number): number;
  108140. }
  108141. }
  108142. declare module BABYLON {
  108143. /**
  108144. * Google Daydream controller
  108145. */
  108146. export class DaydreamController extends WebVRController {
  108147. /**
  108148. * Base Url for the controller model.
  108149. */
  108150. static MODEL_BASE_URL: string;
  108151. /**
  108152. * File name for the controller model.
  108153. */
  108154. static MODEL_FILENAME: string;
  108155. /**
  108156. * Gamepad Id prefix used to identify Daydream Controller.
  108157. */
  108158. static readonly GAMEPAD_ID_PREFIX: string;
  108159. /**
  108160. * Creates a new DaydreamController from a gamepad
  108161. * @param vrGamepad the gamepad that the controller should be created from
  108162. */
  108163. constructor(vrGamepad: any);
  108164. /**
  108165. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108166. * @param scene scene in which to add meshes
  108167. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108168. */
  108169. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108170. /**
  108171. * Called once for each button that changed state since the last frame
  108172. * @param buttonIdx Which button index changed
  108173. * @param state New state of the button
  108174. * @param changes Which properties on the state changed since last frame
  108175. */
  108176. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108177. }
  108178. }
  108179. declare module BABYLON {
  108180. /**
  108181. * Gear VR Controller
  108182. */
  108183. export class GearVRController extends WebVRController {
  108184. /**
  108185. * Base Url for the controller model.
  108186. */
  108187. static MODEL_BASE_URL: string;
  108188. /**
  108189. * File name for the controller model.
  108190. */
  108191. static MODEL_FILENAME: string;
  108192. /**
  108193. * Gamepad Id prefix used to identify this controller.
  108194. */
  108195. static readonly GAMEPAD_ID_PREFIX: string;
  108196. private readonly _buttonIndexToObservableNameMap;
  108197. /**
  108198. * Creates a new GearVRController from a gamepad
  108199. * @param vrGamepad the gamepad that the controller should be created from
  108200. */
  108201. constructor(vrGamepad: any);
  108202. /**
  108203. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108204. * @param scene scene in which to add meshes
  108205. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108206. */
  108207. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108208. /**
  108209. * Called once for each button that changed state since the last frame
  108210. * @param buttonIdx Which button index changed
  108211. * @param state New state of the button
  108212. * @param changes Which properties on the state changed since last frame
  108213. */
  108214. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108215. }
  108216. }
  108217. declare module BABYLON {
  108218. /**
  108219. * Class containing static functions to help procedurally build meshes
  108220. */
  108221. export class PolyhedronBuilder {
  108222. /**
  108223. * Creates a polyhedron mesh
  108224. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  108225. * * The parameter `size` (positive float, default 1) sets the polygon size
  108226. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  108227. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  108228. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  108229. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  108230. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108231. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  108232. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108233. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  108234. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108235. * @param name defines the name of the mesh
  108236. * @param options defines the options used to create the mesh
  108237. * @param scene defines the hosting scene
  108238. * @returns the polyhedron mesh
  108239. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  108240. */
  108241. static CreatePolyhedron(name: string, options: {
  108242. type?: number;
  108243. size?: number;
  108244. sizeX?: number;
  108245. sizeY?: number;
  108246. sizeZ?: number;
  108247. custom?: any;
  108248. faceUV?: Vector4[];
  108249. faceColors?: Color4[];
  108250. flat?: boolean;
  108251. updatable?: boolean;
  108252. sideOrientation?: number;
  108253. frontUVs?: Vector4;
  108254. backUVs?: Vector4;
  108255. }, scene?: Nullable<Scene>): Mesh;
  108256. }
  108257. }
  108258. declare module BABYLON {
  108259. /**
  108260. * Gizmo that enables scaling a mesh along 3 axis
  108261. */
  108262. export class ScaleGizmo extends Gizmo {
  108263. /**
  108264. * Internal gizmo used for interactions on the x axis
  108265. */
  108266. xGizmo: AxisScaleGizmo;
  108267. /**
  108268. * Internal gizmo used for interactions on the y axis
  108269. */
  108270. yGizmo: AxisScaleGizmo;
  108271. /**
  108272. * Internal gizmo used for interactions on the z axis
  108273. */
  108274. zGizmo: AxisScaleGizmo;
  108275. /**
  108276. * Internal gizmo used to scale all axis equally
  108277. */
  108278. uniformScaleGizmo: AxisScaleGizmo;
  108279. private _meshAttached;
  108280. private _updateGizmoRotationToMatchAttachedMesh;
  108281. private _snapDistance;
  108282. private _scaleRatio;
  108283. private _uniformScalingMesh;
  108284. private _octahedron;
  108285. /** Fires an event when any of it's sub gizmos are dragged */
  108286. onDragStartObservable: Observable<unknown>;
  108287. /** Fires an event when any of it's sub gizmos are released from dragging */
  108288. onDragEndObservable: Observable<unknown>;
  108289. attachedMesh: Nullable<AbstractMesh>;
  108290. /**
  108291. * Creates a ScaleGizmo
  108292. * @param gizmoLayer The utility layer the gizmo will be added to
  108293. */
  108294. constructor(gizmoLayer?: UtilityLayerRenderer);
  108295. updateGizmoRotationToMatchAttachedMesh: boolean;
  108296. /**
  108297. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108298. */
  108299. snapDistance: number;
  108300. /**
  108301. * Ratio for the scale of the gizmo (Default: 1)
  108302. */
  108303. scaleRatio: number;
  108304. /**
  108305. * Disposes of the gizmo
  108306. */
  108307. dispose(): void;
  108308. }
  108309. }
  108310. declare module BABYLON {
  108311. /**
  108312. * Single axis scale gizmo
  108313. */
  108314. export class AxisScaleGizmo extends Gizmo {
  108315. /**
  108316. * Drag behavior responsible for the gizmos dragging interactions
  108317. */
  108318. dragBehavior: PointerDragBehavior;
  108319. private _pointerObserver;
  108320. /**
  108321. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108322. */
  108323. snapDistance: number;
  108324. /**
  108325. * Event that fires each time the gizmo snaps to a new location.
  108326. * * snapDistance is the the change in distance
  108327. */
  108328. onSnapObservable: Observable<{
  108329. snapDistance: number;
  108330. }>;
  108331. /**
  108332. * If the scaling operation should be done on all axis (default: false)
  108333. */
  108334. uniformScaling: boolean;
  108335. private _isEnabled;
  108336. private _parent;
  108337. private _arrow;
  108338. private _coloredMaterial;
  108339. private _hoverMaterial;
  108340. /**
  108341. * Creates an AxisScaleGizmo
  108342. * @param gizmoLayer The utility layer the gizmo will be added to
  108343. * @param dragAxis The axis which the gizmo will be able to scale on
  108344. * @param color The color of the gizmo
  108345. */
  108346. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  108347. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108348. /**
  108349. * If the gizmo is enabled
  108350. */
  108351. isEnabled: boolean;
  108352. /**
  108353. * Disposes of the gizmo
  108354. */
  108355. dispose(): void;
  108356. /**
  108357. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108358. * @param mesh The mesh to replace the default mesh of the gizmo
  108359. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  108360. */
  108361. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  108362. }
  108363. }
  108364. declare module BABYLON {
  108365. /**
  108366. * Bounding box gizmo
  108367. */
  108368. export class BoundingBoxGizmo extends Gizmo {
  108369. private _lineBoundingBox;
  108370. private _rotateSpheresParent;
  108371. private _scaleBoxesParent;
  108372. private _boundingDimensions;
  108373. private _renderObserver;
  108374. private _pointerObserver;
  108375. private _scaleDragSpeed;
  108376. private _tmpQuaternion;
  108377. private _tmpVector;
  108378. private _tmpRotationMatrix;
  108379. /**
  108380. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  108381. */
  108382. ignoreChildren: boolean;
  108383. /**
  108384. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  108385. */
  108386. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  108387. /**
  108388. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  108389. */
  108390. rotationSphereSize: number;
  108391. /**
  108392. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  108393. */
  108394. scaleBoxSize: number;
  108395. /**
  108396. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  108397. */
  108398. fixedDragMeshScreenSize: boolean;
  108399. /**
  108400. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  108401. */
  108402. fixedDragMeshScreenSizeDistanceFactor: number;
  108403. /**
  108404. * Fired when a rotation sphere or scale box is dragged
  108405. */
  108406. onDragStartObservable: Observable<{}>;
  108407. /**
  108408. * Fired when a scale box is dragged
  108409. */
  108410. onScaleBoxDragObservable: Observable<{}>;
  108411. /**
  108412. * Fired when a scale box drag is ended
  108413. */
  108414. onScaleBoxDragEndObservable: Observable<{}>;
  108415. /**
  108416. * Fired when a rotation sphere is dragged
  108417. */
  108418. onRotationSphereDragObservable: Observable<{}>;
  108419. /**
  108420. * Fired when a rotation sphere drag is ended
  108421. */
  108422. onRotationSphereDragEndObservable: Observable<{}>;
  108423. /**
  108424. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  108425. */
  108426. scalePivot: Nullable<Vector3>;
  108427. /**
  108428. * Mesh used as a pivot to rotate the attached mesh
  108429. */
  108430. private _anchorMesh;
  108431. private _existingMeshScale;
  108432. private _dragMesh;
  108433. private pointerDragBehavior;
  108434. private coloredMaterial;
  108435. private hoverColoredMaterial;
  108436. /**
  108437. * Sets the color of the bounding box gizmo
  108438. * @param color the color to set
  108439. */
  108440. setColor(color: Color3): void;
  108441. /**
  108442. * Creates an BoundingBoxGizmo
  108443. * @param gizmoLayer The utility layer the gizmo will be added to
  108444. * @param color The color of the gizmo
  108445. */
  108446. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  108447. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108448. private _selectNode;
  108449. /**
  108450. * Updates the bounding box information for the Gizmo
  108451. */
  108452. updateBoundingBox(): void;
  108453. private _updateRotationSpheres;
  108454. private _updateScaleBoxes;
  108455. /**
  108456. * Enables rotation on the specified axis and disables rotation on the others
  108457. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  108458. */
  108459. setEnabledRotationAxis(axis: string): void;
  108460. /**
  108461. * Enables/disables scaling
  108462. * @param enable if scaling should be enabled
  108463. */
  108464. setEnabledScaling(enable: boolean): void;
  108465. private _updateDummy;
  108466. /**
  108467. * Enables a pointer drag behavior on the bounding box of the gizmo
  108468. */
  108469. enableDragBehavior(): void;
  108470. /**
  108471. * Disposes of the gizmo
  108472. */
  108473. dispose(): void;
  108474. /**
  108475. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  108476. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  108477. * @returns the bounding box mesh with the passed in mesh as a child
  108478. */
  108479. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  108480. /**
  108481. * CustomMeshes are not supported by this gizmo
  108482. * @param mesh The mesh to replace the default mesh of the gizmo
  108483. */
  108484. setCustomMesh(mesh: Mesh): void;
  108485. }
  108486. }
  108487. declare module BABYLON {
  108488. /**
  108489. * Single plane rotation gizmo
  108490. */
  108491. export class PlaneRotationGizmo extends Gizmo {
  108492. /**
  108493. * Drag behavior responsible for the gizmos dragging interactions
  108494. */
  108495. dragBehavior: PointerDragBehavior;
  108496. private _pointerObserver;
  108497. /**
  108498. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  108499. */
  108500. snapDistance: number;
  108501. /**
  108502. * Event that fires each time the gizmo snaps to a new location.
  108503. * * snapDistance is the the change in distance
  108504. */
  108505. onSnapObservable: Observable<{
  108506. snapDistance: number;
  108507. }>;
  108508. private _isEnabled;
  108509. private _parent;
  108510. /**
  108511. * Creates a PlaneRotationGizmo
  108512. * @param gizmoLayer The utility layer the gizmo will be added to
  108513. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  108514. * @param color The color of the gizmo
  108515. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108516. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108517. */
  108518. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  108519. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108520. /**
  108521. * If the gizmo is enabled
  108522. */
  108523. isEnabled: boolean;
  108524. /**
  108525. * Disposes of the gizmo
  108526. */
  108527. dispose(): void;
  108528. }
  108529. }
  108530. declare module BABYLON {
  108531. /**
  108532. * Gizmo that enables rotating a mesh along 3 axis
  108533. */
  108534. export class RotationGizmo extends Gizmo {
  108535. /**
  108536. * Internal gizmo used for interactions on the x axis
  108537. */
  108538. xGizmo: PlaneRotationGizmo;
  108539. /**
  108540. * Internal gizmo used for interactions on the y axis
  108541. */
  108542. yGizmo: PlaneRotationGizmo;
  108543. /**
  108544. * Internal gizmo used for interactions on the z axis
  108545. */
  108546. zGizmo: PlaneRotationGizmo;
  108547. /** Fires an event when any of it's sub gizmos are dragged */
  108548. onDragStartObservable: Observable<unknown>;
  108549. /** Fires an event when any of it's sub gizmos are released from dragging */
  108550. onDragEndObservable: Observable<unknown>;
  108551. private _meshAttached;
  108552. attachedMesh: Nullable<AbstractMesh>;
  108553. /**
  108554. * Creates a RotationGizmo
  108555. * @param gizmoLayer The utility layer the gizmo will be added to
  108556. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108557. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108558. */
  108559. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  108560. updateGizmoRotationToMatchAttachedMesh: boolean;
  108561. /**
  108562. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108563. */
  108564. snapDistance: number;
  108565. /**
  108566. * Ratio for the scale of the gizmo (Default: 1)
  108567. */
  108568. scaleRatio: number;
  108569. /**
  108570. * Disposes of the gizmo
  108571. */
  108572. dispose(): void;
  108573. /**
  108574. * CustomMeshes are not supported by this gizmo
  108575. * @param mesh The mesh to replace the default mesh of the gizmo
  108576. */
  108577. setCustomMesh(mesh: Mesh): void;
  108578. }
  108579. }
  108580. declare module BABYLON {
  108581. /**
  108582. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  108583. */
  108584. export class GizmoManager implements IDisposable {
  108585. private scene;
  108586. /**
  108587. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  108588. */
  108589. gizmos: {
  108590. positionGizmo: Nullable<PositionGizmo>;
  108591. rotationGizmo: Nullable<RotationGizmo>;
  108592. scaleGizmo: Nullable<ScaleGizmo>;
  108593. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  108594. };
  108595. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  108596. clearGizmoOnEmptyPointerEvent: boolean;
  108597. /** Fires an event when the manager is attached to a mesh */
  108598. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  108599. private _gizmosEnabled;
  108600. private _pointerObserver;
  108601. private _attachedMesh;
  108602. private _boundingBoxColor;
  108603. private _defaultUtilityLayer;
  108604. private _defaultKeepDepthUtilityLayer;
  108605. /**
  108606. * When bounding box gizmo is enabled, this can be used to track drag/end events
  108607. */
  108608. boundingBoxDragBehavior: SixDofDragBehavior;
  108609. /**
  108610. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  108611. */
  108612. attachableMeshes: Nullable<Array<AbstractMesh>>;
  108613. /**
  108614. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  108615. */
  108616. usePointerToAttachGizmos: boolean;
  108617. /**
  108618. * Utility layer that the bounding box gizmo belongs to
  108619. */
  108620. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  108621. /**
  108622. * Utility layer that all gizmos besides bounding box belong to
  108623. */
  108624. readonly utilityLayer: UtilityLayerRenderer;
  108625. /**
  108626. * Instatiates a gizmo manager
  108627. * @param scene the scene to overlay the gizmos on top of
  108628. */
  108629. constructor(scene: Scene);
  108630. /**
  108631. * Attaches a set of gizmos to the specified mesh
  108632. * @param mesh The mesh the gizmo's should be attached to
  108633. */
  108634. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  108635. /**
  108636. * If the position gizmo is enabled
  108637. */
  108638. positionGizmoEnabled: boolean;
  108639. /**
  108640. * If the rotation gizmo is enabled
  108641. */
  108642. rotationGizmoEnabled: boolean;
  108643. /**
  108644. * If the scale gizmo is enabled
  108645. */
  108646. scaleGizmoEnabled: boolean;
  108647. /**
  108648. * If the boundingBox gizmo is enabled
  108649. */
  108650. boundingBoxGizmoEnabled: boolean;
  108651. /**
  108652. * Disposes of the gizmo manager
  108653. */
  108654. dispose(): void;
  108655. }
  108656. }
  108657. declare module BABYLON {
  108658. /**
  108659. * A directional light is defined by a direction (what a surprise!).
  108660. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  108661. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  108662. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108663. */
  108664. export class DirectionalLight extends ShadowLight {
  108665. private _shadowFrustumSize;
  108666. /**
  108667. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  108668. */
  108669. /**
  108670. * Specifies a fix frustum size for the shadow generation.
  108671. */
  108672. shadowFrustumSize: number;
  108673. private _shadowOrthoScale;
  108674. /**
  108675. * Gets the shadow projection scale against the optimal computed one.
  108676. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108677. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108678. */
  108679. /**
  108680. * Sets the shadow projection scale against the optimal computed one.
  108681. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108682. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108683. */
  108684. shadowOrthoScale: number;
  108685. /**
  108686. * Automatically compute the projection matrix to best fit (including all the casters)
  108687. * on each frame.
  108688. */
  108689. autoUpdateExtends: boolean;
  108690. private _orthoLeft;
  108691. private _orthoRight;
  108692. private _orthoTop;
  108693. private _orthoBottom;
  108694. /**
  108695. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  108696. * The directional light is emitted from everywhere in the given direction.
  108697. * It can cast shadows.
  108698. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108699. * @param name The friendly name of the light
  108700. * @param direction The direction of the light
  108701. * @param scene The scene the light belongs to
  108702. */
  108703. constructor(name: string, direction: Vector3, scene: Scene);
  108704. /**
  108705. * Returns the string "DirectionalLight".
  108706. * @return The class name
  108707. */
  108708. getClassName(): string;
  108709. /**
  108710. * Returns the integer 1.
  108711. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108712. */
  108713. getTypeID(): number;
  108714. /**
  108715. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  108716. * Returns the DirectionalLight Shadow projection matrix.
  108717. */
  108718. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108719. /**
  108720. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  108721. * Returns the DirectionalLight Shadow projection matrix.
  108722. */
  108723. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  108724. /**
  108725. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  108726. * Returns the DirectionalLight Shadow projection matrix.
  108727. */
  108728. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108729. protected _buildUniformLayout(): void;
  108730. /**
  108731. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  108732. * @param effect The effect to update
  108733. * @param lightIndex The index of the light in the effect to update
  108734. * @returns The directional light
  108735. */
  108736. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  108737. /**
  108738. * Gets the minZ used for shadow according to both the scene and the light.
  108739. *
  108740. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108741. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108742. * @param activeCamera The camera we are returning the min for
  108743. * @returns the depth min z
  108744. */
  108745. getDepthMinZ(activeCamera: Camera): number;
  108746. /**
  108747. * Gets the maxZ used for shadow according to both the scene and the light.
  108748. *
  108749. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108750. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108751. * @param activeCamera The camera we are returning the max for
  108752. * @returns the depth max z
  108753. */
  108754. getDepthMaxZ(activeCamera: Camera): number;
  108755. /**
  108756. * Prepares the list of defines specific to the light type.
  108757. * @param defines the list of defines
  108758. * @param lightIndex defines the index of the light for the effect
  108759. */
  108760. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108761. }
  108762. }
  108763. declare module BABYLON {
  108764. /**
  108765. * Class containing static functions to help procedurally build meshes
  108766. */
  108767. export class HemisphereBuilder {
  108768. /**
  108769. * Creates a hemisphere mesh
  108770. * @param name defines the name of the mesh
  108771. * @param options defines the options used to create the mesh
  108772. * @param scene defines the hosting scene
  108773. * @returns the hemisphere mesh
  108774. */
  108775. static CreateHemisphere(name: string, options: {
  108776. segments?: number;
  108777. diameter?: number;
  108778. sideOrientation?: number;
  108779. }, scene: any): Mesh;
  108780. }
  108781. }
  108782. declare module BABYLON {
  108783. /**
  108784. * A spot light is defined by a position, a direction, an angle, and an exponent.
  108785. * These values define a cone of light starting from the position, emitting toward the direction.
  108786. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  108787. * and the exponent defines the speed of the decay of the light with distance (reach).
  108788. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108789. */
  108790. export class SpotLight extends ShadowLight {
  108791. private _angle;
  108792. private _innerAngle;
  108793. private _cosHalfAngle;
  108794. private _lightAngleScale;
  108795. private _lightAngleOffset;
  108796. /**
  108797. * Gets the cone angle of the spot light in Radians.
  108798. */
  108799. /**
  108800. * Sets the cone angle of the spot light in Radians.
  108801. */
  108802. angle: number;
  108803. /**
  108804. * Only used in gltf falloff mode, this defines the angle where
  108805. * the directional falloff will start before cutting at angle which could be seen
  108806. * as outer angle.
  108807. */
  108808. /**
  108809. * Only used in gltf falloff mode, this defines the angle where
  108810. * the directional falloff will start before cutting at angle which could be seen
  108811. * as outer angle.
  108812. */
  108813. innerAngle: number;
  108814. private _shadowAngleScale;
  108815. /**
  108816. * Allows scaling the angle of the light for shadow generation only.
  108817. */
  108818. /**
  108819. * Allows scaling the angle of the light for shadow generation only.
  108820. */
  108821. shadowAngleScale: number;
  108822. /**
  108823. * The light decay speed with the distance from the emission spot.
  108824. */
  108825. exponent: number;
  108826. private _projectionTextureMatrix;
  108827. /**
  108828. * Allows reading the projecton texture
  108829. */
  108830. readonly projectionTextureMatrix: Matrix;
  108831. protected _projectionTextureLightNear: number;
  108832. /**
  108833. * Gets the near clip of the Spotlight for texture projection.
  108834. */
  108835. /**
  108836. * Sets the near clip of the Spotlight for texture projection.
  108837. */
  108838. projectionTextureLightNear: number;
  108839. protected _projectionTextureLightFar: number;
  108840. /**
  108841. * Gets the far clip of the Spotlight for texture projection.
  108842. */
  108843. /**
  108844. * Sets the far clip of the Spotlight for texture projection.
  108845. */
  108846. projectionTextureLightFar: number;
  108847. protected _projectionTextureUpDirection: Vector3;
  108848. /**
  108849. * Gets the Up vector of the Spotlight for texture projection.
  108850. */
  108851. /**
  108852. * Sets the Up vector of the Spotlight for texture projection.
  108853. */
  108854. projectionTextureUpDirection: Vector3;
  108855. private _projectionTexture;
  108856. /**
  108857. * Gets the projection texture of the light.
  108858. */
  108859. /**
  108860. * Sets the projection texture of the light.
  108861. */
  108862. projectionTexture: Nullable<BaseTexture>;
  108863. private _projectionTextureViewLightDirty;
  108864. private _projectionTextureProjectionLightDirty;
  108865. private _projectionTextureDirty;
  108866. private _projectionTextureViewTargetVector;
  108867. private _projectionTextureViewLightMatrix;
  108868. private _projectionTextureProjectionLightMatrix;
  108869. private _projectionTextureScalingMatrix;
  108870. /**
  108871. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  108872. * It can cast shadows.
  108873. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108874. * @param name The light friendly name
  108875. * @param position The position of the spot light in the scene
  108876. * @param direction The direction of the light in the scene
  108877. * @param angle The cone angle of the light in Radians
  108878. * @param exponent The light decay speed with the distance from the emission spot
  108879. * @param scene The scene the lights belongs to
  108880. */
  108881. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  108882. /**
  108883. * Returns the string "SpotLight".
  108884. * @returns the class name
  108885. */
  108886. getClassName(): string;
  108887. /**
  108888. * Returns the integer 2.
  108889. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108890. */
  108891. getTypeID(): number;
  108892. /**
  108893. * Overrides the direction setter to recompute the projection texture view light Matrix.
  108894. */
  108895. protected _setDirection(value: Vector3): void;
  108896. /**
  108897. * Overrides the position setter to recompute the projection texture view light Matrix.
  108898. */
  108899. protected _setPosition(value: Vector3): void;
  108900. /**
  108901. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  108902. * Returns the SpotLight.
  108903. */
  108904. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108905. protected _computeProjectionTextureViewLightMatrix(): void;
  108906. protected _computeProjectionTextureProjectionLightMatrix(): void;
  108907. /**
  108908. * Main function for light texture projection matrix computing.
  108909. */
  108910. protected _computeProjectionTextureMatrix(): void;
  108911. protected _buildUniformLayout(): void;
  108912. private _computeAngleValues;
  108913. /**
  108914. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  108915. * @param effect The effect to update
  108916. * @param lightIndex The index of the light in the effect to update
  108917. * @returns The spot light
  108918. */
  108919. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  108920. /**
  108921. * Disposes the light and the associated resources.
  108922. */
  108923. dispose(): void;
  108924. /**
  108925. * Prepares the list of defines specific to the light type.
  108926. * @param defines the list of defines
  108927. * @param lightIndex defines the index of the light for the effect
  108928. */
  108929. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108930. }
  108931. }
  108932. declare module BABYLON {
  108933. /**
  108934. * Gizmo that enables viewing a light
  108935. */
  108936. export class LightGizmo extends Gizmo {
  108937. private _lightMesh;
  108938. private _material;
  108939. private cachedPosition;
  108940. private cachedForward;
  108941. /**
  108942. * Creates a LightGizmo
  108943. * @param gizmoLayer The utility layer the gizmo will be added to
  108944. */
  108945. constructor(gizmoLayer?: UtilityLayerRenderer);
  108946. private _light;
  108947. /**
  108948. * The light that the gizmo is attached to
  108949. */
  108950. light: Nullable<Light>;
  108951. /**
  108952. * Gets the material used to render the light gizmo
  108953. */
  108954. readonly material: StandardMaterial;
  108955. /**
  108956. * @hidden
  108957. * Updates the gizmo to match the attached mesh's position/rotation
  108958. */
  108959. protected _update(): void;
  108960. private static _Scale;
  108961. /**
  108962. * Creates the lines for a light mesh
  108963. */
  108964. private static _createLightLines;
  108965. /**
  108966. * Disposes of the light gizmo
  108967. */
  108968. dispose(): void;
  108969. private static _CreateHemisphericLightMesh;
  108970. private static _CreatePointLightMesh;
  108971. private static _CreateSpotLightMesh;
  108972. private static _CreateDirectionalLightMesh;
  108973. }
  108974. }
  108975. declare module BABYLON {
  108976. /** @hidden */
  108977. export var backgroundFragmentDeclaration: {
  108978. name: string;
  108979. shader: string;
  108980. };
  108981. }
  108982. declare module BABYLON {
  108983. /** @hidden */
  108984. export var backgroundUboDeclaration: {
  108985. name: string;
  108986. shader: string;
  108987. };
  108988. }
  108989. declare module BABYLON {
  108990. /** @hidden */
  108991. export var backgroundPixelShader: {
  108992. name: string;
  108993. shader: string;
  108994. };
  108995. }
  108996. declare module BABYLON {
  108997. /** @hidden */
  108998. export var backgroundVertexDeclaration: {
  108999. name: string;
  109000. shader: string;
  109001. };
  109002. }
  109003. declare module BABYLON {
  109004. /** @hidden */
  109005. export var backgroundVertexShader: {
  109006. name: string;
  109007. shader: string;
  109008. };
  109009. }
  109010. declare module BABYLON {
  109011. /**
  109012. * Background material used to create an efficient environement around your scene.
  109013. */
  109014. export class BackgroundMaterial extends PushMaterial {
  109015. /**
  109016. * Standard reflectance value at parallel view angle.
  109017. */
  109018. static StandardReflectance0: number;
  109019. /**
  109020. * Standard reflectance value at grazing angle.
  109021. */
  109022. static StandardReflectance90: number;
  109023. protected _primaryColor: Color3;
  109024. /**
  109025. * Key light Color (multiply against the environement texture)
  109026. */
  109027. primaryColor: Color3;
  109028. protected __perceptualColor: Nullable<Color3>;
  109029. /**
  109030. * Experimental Internal Use Only.
  109031. *
  109032. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  109033. * This acts as a helper to set the primary color to a more "human friendly" value.
  109034. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  109035. * output color as close as possible from the chosen value.
  109036. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  109037. * part of lighting setup.)
  109038. */
  109039. _perceptualColor: Nullable<Color3>;
  109040. protected _primaryColorShadowLevel: float;
  109041. /**
  109042. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  109043. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  109044. */
  109045. primaryColorShadowLevel: float;
  109046. protected _primaryColorHighlightLevel: float;
  109047. /**
  109048. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  109049. * The primary color is used at the level chosen to define what the white area would look.
  109050. */
  109051. primaryColorHighlightLevel: float;
  109052. protected _reflectionTexture: Nullable<BaseTexture>;
  109053. /**
  109054. * Reflection Texture used in the material.
  109055. * Should be author in a specific way for the best result (refer to the documentation).
  109056. */
  109057. reflectionTexture: Nullable<BaseTexture>;
  109058. protected _reflectionBlur: float;
  109059. /**
  109060. * Reflection Texture level of blur.
  109061. *
  109062. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  109063. * texture twice.
  109064. */
  109065. reflectionBlur: float;
  109066. protected _diffuseTexture: Nullable<BaseTexture>;
  109067. /**
  109068. * Diffuse Texture used in the material.
  109069. * Should be author in a specific way for the best result (refer to the documentation).
  109070. */
  109071. diffuseTexture: Nullable<BaseTexture>;
  109072. protected _shadowLights: Nullable<IShadowLight[]>;
  109073. /**
  109074. * Specify the list of lights casting shadow on the material.
  109075. * All scene shadow lights will be included if null.
  109076. */
  109077. shadowLights: Nullable<IShadowLight[]>;
  109078. protected _shadowLevel: float;
  109079. /**
  109080. * Helps adjusting the shadow to a softer level if required.
  109081. * 0 means black shadows and 1 means no shadows.
  109082. */
  109083. shadowLevel: float;
  109084. protected _sceneCenter: Vector3;
  109085. /**
  109086. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  109087. * It is usually zero but might be interesting to modify according to your setup.
  109088. */
  109089. sceneCenter: Vector3;
  109090. protected _opacityFresnel: boolean;
  109091. /**
  109092. * This helps specifying that the material is falling off to the sky box at grazing angle.
  109093. * This helps ensuring a nice transition when the camera goes under the ground.
  109094. */
  109095. opacityFresnel: boolean;
  109096. protected _reflectionFresnel: boolean;
  109097. /**
  109098. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  109099. * This helps adding a mirror texture on the ground.
  109100. */
  109101. reflectionFresnel: boolean;
  109102. protected _reflectionFalloffDistance: number;
  109103. /**
  109104. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  109105. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  109106. */
  109107. reflectionFalloffDistance: number;
  109108. protected _reflectionAmount: number;
  109109. /**
  109110. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  109111. */
  109112. reflectionAmount: number;
  109113. protected _reflectionReflectance0: number;
  109114. /**
  109115. * This specifies the weight of the reflection at grazing angle.
  109116. */
  109117. reflectionReflectance0: number;
  109118. protected _reflectionReflectance90: number;
  109119. /**
  109120. * This specifies the weight of the reflection at a perpendicular point of view.
  109121. */
  109122. reflectionReflectance90: number;
  109123. /**
  109124. * Sets the reflection reflectance fresnel values according to the default standard
  109125. * empirically know to work well :-)
  109126. */
  109127. reflectionStandardFresnelWeight: number;
  109128. protected _useRGBColor: boolean;
  109129. /**
  109130. * Helps to directly use the maps channels instead of their level.
  109131. */
  109132. useRGBColor: boolean;
  109133. protected _enableNoise: boolean;
  109134. /**
  109135. * This helps reducing the banding effect that could occur on the background.
  109136. */
  109137. enableNoise: boolean;
  109138. /**
  109139. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109140. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  109141. * Recommended to be keep at 1.0 except for special cases.
  109142. */
  109143. fovMultiplier: number;
  109144. private _fovMultiplier;
  109145. /**
  109146. * Enable the FOV adjustment feature controlled by fovMultiplier.
  109147. */
  109148. useEquirectangularFOV: boolean;
  109149. private _maxSimultaneousLights;
  109150. /**
  109151. * Number of Simultaneous lights allowed on the material.
  109152. */
  109153. maxSimultaneousLights: int;
  109154. /**
  109155. * Default configuration related to image processing available in the Background Material.
  109156. */
  109157. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109158. /**
  109159. * Keep track of the image processing observer to allow dispose and replace.
  109160. */
  109161. private _imageProcessingObserver;
  109162. /**
  109163. * Attaches a new image processing configuration to the PBR Material.
  109164. * @param configuration (if null the scene configuration will be use)
  109165. */
  109166. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109167. /**
  109168. * Gets the image processing configuration used either in this material.
  109169. */
  109170. /**
  109171. * Sets the Default image processing configuration used either in the this material.
  109172. *
  109173. * If sets to null, the scene one is in use.
  109174. */
  109175. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  109176. /**
  109177. * Gets wether the color curves effect is enabled.
  109178. */
  109179. /**
  109180. * Sets wether the color curves effect is enabled.
  109181. */
  109182. cameraColorCurvesEnabled: boolean;
  109183. /**
  109184. * Gets wether the color grading effect is enabled.
  109185. */
  109186. /**
  109187. * Gets wether the color grading effect is enabled.
  109188. */
  109189. cameraColorGradingEnabled: boolean;
  109190. /**
  109191. * Gets wether tonemapping is enabled or not.
  109192. */
  109193. /**
  109194. * Sets wether tonemapping is enabled or not
  109195. */
  109196. cameraToneMappingEnabled: boolean;
  109197. /**
  109198. * The camera exposure used on this material.
  109199. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109200. * This corresponds to a photographic exposure.
  109201. */
  109202. /**
  109203. * The camera exposure used on this material.
  109204. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109205. * This corresponds to a photographic exposure.
  109206. */
  109207. cameraExposure: float;
  109208. /**
  109209. * Gets The camera contrast used on this material.
  109210. */
  109211. /**
  109212. * Sets The camera contrast used on this material.
  109213. */
  109214. cameraContrast: float;
  109215. /**
  109216. * Gets the Color Grading 2D Lookup Texture.
  109217. */
  109218. /**
  109219. * Sets the Color Grading 2D Lookup Texture.
  109220. */
  109221. cameraColorGradingTexture: Nullable<BaseTexture>;
  109222. /**
  109223. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109224. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109225. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  109226. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109227. */
  109228. /**
  109229. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109230. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109231. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  109232. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109233. */
  109234. cameraColorCurves: Nullable<ColorCurves>;
  109235. /**
  109236. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  109237. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  109238. */
  109239. switchToBGR: boolean;
  109240. private _renderTargets;
  109241. private _reflectionControls;
  109242. private _white;
  109243. private _primaryShadowColor;
  109244. private _primaryHighlightColor;
  109245. /**
  109246. * Instantiates a Background Material in the given scene
  109247. * @param name The friendly name of the material
  109248. * @param scene The scene to add the material to
  109249. */
  109250. constructor(name: string, scene: Scene);
  109251. /**
  109252. * Gets a boolean indicating that current material needs to register RTT
  109253. */
  109254. readonly hasRenderTargetTextures: boolean;
  109255. /**
  109256. * The entire material has been created in order to prevent overdraw.
  109257. * @returns false
  109258. */
  109259. needAlphaTesting(): boolean;
  109260. /**
  109261. * The entire material has been created in order to prevent overdraw.
  109262. * @returns true if blending is enable
  109263. */
  109264. needAlphaBlending(): boolean;
  109265. /**
  109266. * Checks wether the material is ready to be rendered for a given mesh.
  109267. * @param mesh The mesh to render
  109268. * @param subMesh The submesh to check against
  109269. * @param useInstances Specify wether or not the material is used with instances
  109270. * @returns true if all the dependencies are ready (Textures, Effects...)
  109271. */
  109272. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109273. /**
  109274. * Compute the primary color according to the chosen perceptual color.
  109275. */
  109276. private _computePrimaryColorFromPerceptualColor;
  109277. /**
  109278. * Compute the highlights and shadow colors according to their chosen levels.
  109279. */
  109280. private _computePrimaryColors;
  109281. /**
  109282. * Build the uniform buffer used in the material.
  109283. */
  109284. buildUniformLayout(): void;
  109285. /**
  109286. * Unbind the material.
  109287. */
  109288. unbind(): void;
  109289. /**
  109290. * Bind only the world matrix to the material.
  109291. * @param world The world matrix to bind.
  109292. */
  109293. bindOnlyWorldMatrix(world: Matrix): void;
  109294. /**
  109295. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  109296. * @param world The world matrix to bind.
  109297. * @param subMesh The submesh to bind for.
  109298. */
  109299. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109300. /**
  109301. * Dispose the material.
  109302. * @param forceDisposeEffect Force disposal of the associated effect.
  109303. * @param forceDisposeTextures Force disposal of the associated textures.
  109304. */
  109305. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109306. /**
  109307. * Clones the material.
  109308. * @param name The cloned name.
  109309. * @returns The cloned material.
  109310. */
  109311. clone(name: string): BackgroundMaterial;
  109312. /**
  109313. * Serializes the current material to its JSON representation.
  109314. * @returns The JSON representation.
  109315. */
  109316. serialize(): any;
  109317. /**
  109318. * Gets the class name of the material
  109319. * @returns "BackgroundMaterial"
  109320. */
  109321. getClassName(): string;
  109322. /**
  109323. * Parse a JSON input to create back a background material.
  109324. * @param source The JSON data to parse
  109325. * @param scene The scene to create the parsed material in
  109326. * @param rootUrl The root url of the assets the material depends upon
  109327. * @returns the instantiated BackgroundMaterial.
  109328. */
  109329. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  109330. }
  109331. }
  109332. declare module BABYLON {
  109333. /**
  109334. * Represents the different options available during the creation of
  109335. * a Environment helper.
  109336. *
  109337. * This can control the default ground, skybox and image processing setup of your scene.
  109338. */
  109339. export interface IEnvironmentHelperOptions {
  109340. /**
  109341. * Specifies wether or not to create a ground.
  109342. * True by default.
  109343. */
  109344. createGround: boolean;
  109345. /**
  109346. * Specifies the ground size.
  109347. * 15 by default.
  109348. */
  109349. groundSize: number;
  109350. /**
  109351. * The texture used on the ground for the main color.
  109352. * Comes from the BabylonJS CDN by default.
  109353. *
  109354. * Remarks: Can be either a texture or a url.
  109355. */
  109356. groundTexture: string | BaseTexture;
  109357. /**
  109358. * The color mixed in the ground texture by default.
  109359. * BabylonJS clearColor by default.
  109360. */
  109361. groundColor: Color3;
  109362. /**
  109363. * Specifies the ground opacity.
  109364. * 1 by default.
  109365. */
  109366. groundOpacity: number;
  109367. /**
  109368. * Enables the ground to receive shadows.
  109369. * True by default.
  109370. */
  109371. enableGroundShadow: boolean;
  109372. /**
  109373. * Helps preventing the shadow to be fully black on the ground.
  109374. * 0.5 by default.
  109375. */
  109376. groundShadowLevel: number;
  109377. /**
  109378. * Creates a mirror texture attach to the ground.
  109379. * false by default.
  109380. */
  109381. enableGroundMirror: boolean;
  109382. /**
  109383. * Specifies the ground mirror size ratio.
  109384. * 0.3 by default as the default kernel is 64.
  109385. */
  109386. groundMirrorSizeRatio: number;
  109387. /**
  109388. * Specifies the ground mirror blur kernel size.
  109389. * 64 by default.
  109390. */
  109391. groundMirrorBlurKernel: number;
  109392. /**
  109393. * Specifies the ground mirror visibility amount.
  109394. * 1 by default
  109395. */
  109396. groundMirrorAmount: number;
  109397. /**
  109398. * Specifies the ground mirror reflectance weight.
  109399. * This uses the standard weight of the background material to setup the fresnel effect
  109400. * of the mirror.
  109401. * 1 by default.
  109402. */
  109403. groundMirrorFresnelWeight: number;
  109404. /**
  109405. * Specifies the ground mirror Falloff distance.
  109406. * This can helps reducing the size of the reflection.
  109407. * 0 by Default.
  109408. */
  109409. groundMirrorFallOffDistance: number;
  109410. /**
  109411. * Specifies the ground mirror texture type.
  109412. * Unsigned Int by Default.
  109413. */
  109414. groundMirrorTextureType: number;
  109415. /**
  109416. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  109417. * the shown objects.
  109418. */
  109419. groundYBias: number;
  109420. /**
  109421. * Specifies wether or not to create a skybox.
  109422. * True by default.
  109423. */
  109424. createSkybox: boolean;
  109425. /**
  109426. * Specifies the skybox size.
  109427. * 20 by default.
  109428. */
  109429. skyboxSize: number;
  109430. /**
  109431. * The texture used on the skybox for the main color.
  109432. * Comes from the BabylonJS CDN by default.
  109433. *
  109434. * Remarks: Can be either a texture or a url.
  109435. */
  109436. skyboxTexture: string | BaseTexture;
  109437. /**
  109438. * The color mixed in the skybox texture by default.
  109439. * BabylonJS clearColor by default.
  109440. */
  109441. skyboxColor: Color3;
  109442. /**
  109443. * The background rotation around the Y axis of the scene.
  109444. * This helps aligning the key lights of your scene with the background.
  109445. * 0 by default.
  109446. */
  109447. backgroundYRotation: number;
  109448. /**
  109449. * Compute automatically the size of the elements to best fit with the scene.
  109450. */
  109451. sizeAuto: boolean;
  109452. /**
  109453. * Default position of the rootMesh if autoSize is not true.
  109454. */
  109455. rootPosition: Vector3;
  109456. /**
  109457. * Sets up the image processing in the scene.
  109458. * true by default.
  109459. */
  109460. setupImageProcessing: boolean;
  109461. /**
  109462. * The texture used as your environment texture in the scene.
  109463. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  109464. *
  109465. * Remarks: Can be either a texture or a url.
  109466. */
  109467. environmentTexture: string | BaseTexture;
  109468. /**
  109469. * The value of the exposure to apply to the scene.
  109470. * 0.6 by default if setupImageProcessing is true.
  109471. */
  109472. cameraExposure: number;
  109473. /**
  109474. * The value of the contrast to apply to the scene.
  109475. * 1.6 by default if setupImageProcessing is true.
  109476. */
  109477. cameraContrast: number;
  109478. /**
  109479. * Specifies wether or not tonemapping should be enabled in the scene.
  109480. * true by default if setupImageProcessing is true.
  109481. */
  109482. toneMappingEnabled: boolean;
  109483. }
  109484. /**
  109485. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  109486. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  109487. * It also helps with the default setup of your imageProcessing configuration.
  109488. */
  109489. export class EnvironmentHelper {
  109490. /**
  109491. * Default ground texture URL.
  109492. */
  109493. private static _groundTextureCDNUrl;
  109494. /**
  109495. * Default skybox texture URL.
  109496. */
  109497. private static _skyboxTextureCDNUrl;
  109498. /**
  109499. * Default environment texture URL.
  109500. */
  109501. private static _environmentTextureCDNUrl;
  109502. /**
  109503. * Creates the default options for the helper.
  109504. */
  109505. private static _getDefaultOptions;
  109506. private _rootMesh;
  109507. /**
  109508. * Gets the root mesh created by the helper.
  109509. */
  109510. readonly rootMesh: Mesh;
  109511. private _skybox;
  109512. /**
  109513. * Gets the skybox created by the helper.
  109514. */
  109515. readonly skybox: Nullable<Mesh>;
  109516. private _skyboxTexture;
  109517. /**
  109518. * Gets the skybox texture created by the helper.
  109519. */
  109520. readonly skyboxTexture: Nullable<BaseTexture>;
  109521. private _skyboxMaterial;
  109522. /**
  109523. * Gets the skybox material created by the helper.
  109524. */
  109525. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  109526. private _ground;
  109527. /**
  109528. * Gets the ground mesh created by the helper.
  109529. */
  109530. readonly ground: Nullable<Mesh>;
  109531. private _groundTexture;
  109532. /**
  109533. * Gets the ground texture created by the helper.
  109534. */
  109535. readonly groundTexture: Nullable<BaseTexture>;
  109536. private _groundMirror;
  109537. /**
  109538. * Gets the ground mirror created by the helper.
  109539. */
  109540. readonly groundMirror: Nullable<MirrorTexture>;
  109541. /**
  109542. * Gets the ground mirror render list to helps pushing the meshes
  109543. * you wish in the ground reflection.
  109544. */
  109545. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  109546. private _groundMaterial;
  109547. /**
  109548. * Gets the ground material created by the helper.
  109549. */
  109550. readonly groundMaterial: Nullable<BackgroundMaterial>;
  109551. /**
  109552. * Stores the creation options.
  109553. */
  109554. private readonly _scene;
  109555. private _options;
  109556. /**
  109557. * This observable will be notified with any error during the creation of the environment,
  109558. * mainly texture creation errors.
  109559. */
  109560. onErrorObservable: Observable<{
  109561. message?: string;
  109562. exception?: any;
  109563. }>;
  109564. /**
  109565. * constructor
  109566. * @param options Defines the options we want to customize the helper
  109567. * @param scene The scene to add the material to
  109568. */
  109569. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  109570. /**
  109571. * Updates the background according to the new options
  109572. * @param options
  109573. */
  109574. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  109575. /**
  109576. * Sets the primary color of all the available elements.
  109577. * @param color the main color to affect to the ground and the background
  109578. */
  109579. setMainColor(color: Color3): void;
  109580. /**
  109581. * Setup the image processing according to the specified options.
  109582. */
  109583. private _setupImageProcessing;
  109584. /**
  109585. * Setup the environment texture according to the specified options.
  109586. */
  109587. private _setupEnvironmentTexture;
  109588. /**
  109589. * Setup the background according to the specified options.
  109590. */
  109591. private _setupBackground;
  109592. /**
  109593. * Get the scene sizes according to the setup.
  109594. */
  109595. private _getSceneSize;
  109596. /**
  109597. * Setup the ground according to the specified options.
  109598. */
  109599. private _setupGround;
  109600. /**
  109601. * Setup the ground material according to the specified options.
  109602. */
  109603. private _setupGroundMaterial;
  109604. /**
  109605. * Setup the ground diffuse texture according to the specified options.
  109606. */
  109607. private _setupGroundDiffuseTexture;
  109608. /**
  109609. * Setup the ground mirror texture according to the specified options.
  109610. */
  109611. private _setupGroundMirrorTexture;
  109612. /**
  109613. * Setup the ground to receive the mirror texture.
  109614. */
  109615. private _setupMirrorInGroundMaterial;
  109616. /**
  109617. * Setup the skybox according to the specified options.
  109618. */
  109619. private _setupSkybox;
  109620. /**
  109621. * Setup the skybox material according to the specified options.
  109622. */
  109623. private _setupSkyboxMaterial;
  109624. /**
  109625. * Setup the skybox reflection texture according to the specified options.
  109626. */
  109627. private _setupSkyboxReflectionTexture;
  109628. private _errorHandler;
  109629. /**
  109630. * Dispose all the elements created by the Helper.
  109631. */
  109632. dispose(): void;
  109633. }
  109634. }
  109635. declare module BABYLON {
  109636. /**
  109637. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  109638. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  109639. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  109640. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  109641. */
  109642. export class PhotoDome extends TransformNode {
  109643. /**
  109644. * Define the image as a Monoscopic panoramic 360 image.
  109645. */
  109646. static readonly MODE_MONOSCOPIC: number;
  109647. /**
  109648. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109649. */
  109650. static readonly MODE_TOPBOTTOM: number;
  109651. /**
  109652. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109653. */
  109654. static readonly MODE_SIDEBYSIDE: number;
  109655. private _useDirectMapping;
  109656. /**
  109657. * The texture being displayed on the sphere
  109658. */
  109659. protected _photoTexture: Texture;
  109660. /**
  109661. * Gets or sets the texture being displayed on the sphere
  109662. */
  109663. photoTexture: Texture;
  109664. /**
  109665. * Observable raised when an error occured while loading the 360 image
  109666. */
  109667. onLoadErrorObservable: Observable<string>;
  109668. /**
  109669. * The skybox material
  109670. */
  109671. protected _material: BackgroundMaterial;
  109672. /**
  109673. * The surface used for the skybox
  109674. */
  109675. protected _mesh: Mesh;
  109676. /**
  109677. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109678. * Also see the options.resolution property.
  109679. */
  109680. fovMultiplier: number;
  109681. private _imageMode;
  109682. /**
  109683. * Gets or set the current video mode for the video. It can be:
  109684. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  109685. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109686. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109687. */
  109688. imageMode: number;
  109689. /**
  109690. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  109691. * @param name Element's name, child elements will append suffixes for their own names.
  109692. * @param urlsOfPhoto defines the url of the photo to display
  109693. * @param options defines an object containing optional or exposed sub element properties
  109694. * @param onError defines a callback called when an error occured while loading the texture
  109695. */
  109696. constructor(name: string, urlOfPhoto: string, options: {
  109697. resolution?: number;
  109698. size?: number;
  109699. useDirectMapping?: boolean;
  109700. faceForward?: boolean;
  109701. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  109702. private _onBeforeCameraRenderObserver;
  109703. private _changeImageMode;
  109704. /**
  109705. * Releases resources associated with this node.
  109706. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  109707. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  109708. */
  109709. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  109710. }
  109711. }
  109712. declare module BABYLON {
  109713. /** @hidden */
  109714. export var rgbdDecodePixelShader: {
  109715. name: string;
  109716. shader: string;
  109717. };
  109718. }
  109719. declare module BABYLON {
  109720. /**
  109721. * Class used to host texture specific utilities
  109722. */
  109723. export class BRDFTextureTools {
  109724. /**
  109725. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  109726. * @param texture the texture to expand.
  109727. */
  109728. private static _ExpandDefaultBRDFTexture;
  109729. /**
  109730. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  109731. * @param scene defines the hosting scene
  109732. * @returns the environment BRDF texture
  109733. */
  109734. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  109735. private static _environmentBRDFBase64Texture;
  109736. }
  109737. }
  109738. declare module BABYLON {
  109739. /**
  109740. * @hidden
  109741. */
  109742. export interface IMaterialClearCoatDefines {
  109743. CLEARCOAT: boolean;
  109744. CLEARCOAT_DEFAULTIOR: boolean;
  109745. CLEARCOAT_TEXTURE: boolean;
  109746. CLEARCOAT_TEXTUREDIRECTUV: number;
  109747. CLEARCOAT_BUMP: boolean;
  109748. CLEARCOAT_BUMPDIRECTUV: number;
  109749. CLEARCOAT_TINT: boolean;
  109750. CLEARCOAT_TINT_TEXTURE: boolean;
  109751. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109752. /** @hidden */
  109753. _areTexturesDirty: boolean;
  109754. }
  109755. /**
  109756. * Define the code related to the clear coat parameters of the pbr material.
  109757. */
  109758. export class PBRClearCoatConfiguration {
  109759. /**
  109760. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109761. * The default fits with a polyurethane material.
  109762. */
  109763. private static readonly _DefaultIndexOfRefraction;
  109764. private _isEnabled;
  109765. /**
  109766. * Defines if the clear coat is enabled in the material.
  109767. */
  109768. isEnabled: boolean;
  109769. /**
  109770. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  109771. */
  109772. intensity: number;
  109773. /**
  109774. * Defines the clear coat layer roughness.
  109775. */
  109776. roughness: number;
  109777. private _indexOfRefraction;
  109778. /**
  109779. * Defines the index of refraction of the clear coat.
  109780. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109781. * The default fits with a polyurethane material.
  109782. * Changing the default value is more performance intensive.
  109783. */
  109784. indexOfRefraction: number;
  109785. private _texture;
  109786. /**
  109787. * Stores the clear coat values in a texture.
  109788. */
  109789. texture: Nullable<BaseTexture>;
  109790. private _bumpTexture;
  109791. /**
  109792. * Define the clear coat specific bump texture.
  109793. */
  109794. bumpTexture: Nullable<BaseTexture>;
  109795. private _isTintEnabled;
  109796. /**
  109797. * Defines if the clear coat tint is enabled in the material.
  109798. */
  109799. isTintEnabled: boolean;
  109800. /**
  109801. * Defines the clear coat tint of the material.
  109802. * This is only use if tint is enabled
  109803. */
  109804. tintColor: Color3;
  109805. /**
  109806. * Defines the distance at which the tint color should be found in the
  109807. * clear coat media.
  109808. * This is only use if tint is enabled
  109809. */
  109810. tintColorAtDistance: number;
  109811. /**
  109812. * Defines the clear coat layer thickness.
  109813. * This is only use if tint is enabled
  109814. */
  109815. tintThickness: number;
  109816. private _tintTexture;
  109817. /**
  109818. * Stores the clear tint values in a texture.
  109819. * rgb is tint
  109820. * a is a thickness factor
  109821. */
  109822. tintTexture: Nullable<BaseTexture>;
  109823. /** @hidden */
  109824. private _internalMarkAllSubMeshesAsTexturesDirty;
  109825. /** @hidden */
  109826. _markAllSubMeshesAsTexturesDirty(): void;
  109827. /**
  109828. * Instantiate a new istance of clear coat configuration.
  109829. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109830. */
  109831. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109832. /**
  109833. * Gets wehter the submesh is ready to be used or not.
  109834. * @param defines the list of "defines" to update.
  109835. * @param scene defines the scene the material belongs to.
  109836. * @param engine defines the engine the material belongs to.
  109837. * @param disableBumpMap defines wether the material disables bump or not.
  109838. * @returns - boolean indicating that the submesh is ready or not.
  109839. */
  109840. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  109841. /**
  109842. * Checks to see if a texture is used in the material.
  109843. * @param defines the list of "defines" to update.
  109844. * @param scene defines the scene to the material belongs to.
  109845. */
  109846. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  109847. /**
  109848. * Binds the material data.
  109849. * @param uniformBuffer defines the Uniform buffer to fill in.
  109850. * @param scene defines the scene the material belongs to.
  109851. * @param engine defines the engine the material belongs to.
  109852. * @param disableBumpMap defines wether the material disables bump or not.
  109853. * @param isFrozen defines wether the material is frozen or not.
  109854. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  109855. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  109856. */
  109857. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  109858. /**
  109859. * Checks to see if a texture is used in the material.
  109860. * @param texture - Base texture to use.
  109861. * @returns - Boolean specifying if a texture is used in the material.
  109862. */
  109863. hasTexture(texture: BaseTexture): boolean;
  109864. /**
  109865. * Returns an array of the actively used textures.
  109866. * @param activeTextures Array of BaseTextures
  109867. */
  109868. getActiveTextures(activeTextures: BaseTexture[]): void;
  109869. /**
  109870. * Returns the animatable textures.
  109871. * @param animatables Array of animatable textures.
  109872. */
  109873. getAnimatables(animatables: IAnimatable[]): void;
  109874. /**
  109875. * Disposes the resources of the material.
  109876. * @param forceDisposeTextures - Forces the disposal of all textures.
  109877. */
  109878. dispose(forceDisposeTextures?: boolean): void;
  109879. /**
  109880. * Get the current class name of the texture useful for serialization or dynamic coding.
  109881. * @returns "PBRClearCoatConfiguration"
  109882. */
  109883. getClassName(): string;
  109884. /**
  109885. * Add fallbacks to the effect fallbacks list.
  109886. * @param defines defines the Base texture to use.
  109887. * @param fallbacks defines the current fallback list.
  109888. * @param currentRank defines the current fallback rank.
  109889. * @returns the new fallback rank.
  109890. */
  109891. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109892. /**
  109893. * Add the required uniforms to the current list.
  109894. * @param uniforms defines the current uniform list.
  109895. */
  109896. static AddUniforms(uniforms: string[]): void;
  109897. /**
  109898. * Add the required samplers to the current list.
  109899. * @param samplers defines the current sampler list.
  109900. */
  109901. static AddSamplers(samplers: string[]): void;
  109902. /**
  109903. * Add the required uniforms to the current buffer.
  109904. * @param uniformBuffer defines the current uniform buffer.
  109905. */
  109906. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109907. /**
  109908. * Makes a duplicate of the current configuration into another one.
  109909. * @param clearCoatConfiguration define the config where to copy the info
  109910. */
  109911. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  109912. /**
  109913. * Serializes this clear coat configuration.
  109914. * @returns - An object with the serialized config.
  109915. */
  109916. serialize(): any;
  109917. /**
  109918. * Parses a anisotropy Configuration from a serialized object.
  109919. * @param source - Serialized object.
  109920. * @param scene Defines the scene we are parsing for
  109921. * @param rootUrl Defines the rootUrl to load from
  109922. */
  109923. parse(source: any, scene: Scene, rootUrl: string): void;
  109924. }
  109925. }
  109926. declare module BABYLON {
  109927. /**
  109928. * @hidden
  109929. */
  109930. export interface IMaterialAnisotropicDefines {
  109931. ANISOTROPIC: boolean;
  109932. ANISOTROPIC_TEXTURE: boolean;
  109933. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109934. MAINUV1: boolean;
  109935. _areTexturesDirty: boolean;
  109936. _needUVs: boolean;
  109937. }
  109938. /**
  109939. * Define the code related to the anisotropic parameters of the pbr material.
  109940. */
  109941. export class PBRAnisotropicConfiguration {
  109942. private _isEnabled;
  109943. /**
  109944. * Defines if the anisotropy is enabled in the material.
  109945. */
  109946. isEnabled: boolean;
  109947. /**
  109948. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  109949. */
  109950. intensity: number;
  109951. /**
  109952. * Defines if the effect is along the tangents, bitangents or in between.
  109953. * By default, the effect is "strectching" the highlights along the tangents.
  109954. */
  109955. direction: Vector2;
  109956. private _texture;
  109957. /**
  109958. * Stores the anisotropy values in a texture.
  109959. * rg is direction (like normal from -1 to 1)
  109960. * b is a intensity
  109961. */
  109962. texture: Nullable<BaseTexture>;
  109963. /** @hidden */
  109964. private _internalMarkAllSubMeshesAsTexturesDirty;
  109965. /** @hidden */
  109966. _markAllSubMeshesAsTexturesDirty(): void;
  109967. /**
  109968. * Instantiate a new istance of anisotropy configuration.
  109969. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109970. */
  109971. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109972. /**
  109973. * Specifies that the submesh is ready to be used.
  109974. * @param defines the list of "defines" to update.
  109975. * @param scene defines the scene the material belongs to.
  109976. * @returns - boolean indicating that the submesh is ready or not.
  109977. */
  109978. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  109979. /**
  109980. * Checks to see if a texture is used in the material.
  109981. * @param defines the list of "defines" to update.
  109982. * @param mesh the mesh we are preparing the defines for.
  109983. * @param scene defines the scene the material belongs to.
  109984. */
  109985. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  109986. /**
  109987. * Binds the material data.
  109988. * @param uniformBuffer defines the Uniform buffer to fill in.
  109989. * @param scene defines the scene the material belongs to.
  109990. * @param isFrozen defines wether the material is frozen or not.
  109991. */
  109992. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109993. /**
  109994. * Checks to see if a texture is used in the material.
  109995. * @param texture - Base texture to use.
  109996. * @returns - Boolean specifying if a texture is used in the material.
  109997. */
  109998. hasTexture(texture: BaseTexture): boolean;
  109999. /**
  110000. * Returns an array of the actively used textures.
  110001. * @param activeTextures Array of BaseTextures
  110002. */
  110003. getActiveTextures(activeTextures: BaseTexture[]): void;
  110004. /**
  110005. * Returns the animatable textures.
  110006. * @param animatables Array of animatable textures.
  110007. */
  110008. getAnimatables(animatables: IAnimatable[]): void;
  110009. /**
  110010. * Disposes the resources of the material.
  110011. * @param forceDisposeTextures - Forces the disposal of all textures.
  110012. */
  110013. dispose(forceDisposeTextures?: boolean): void;
  110014. /**
  110015. * Get the current class name of the texture useful for serialization or dynamic coding.
  110016. * @returns "PBRAnisotropicConfiguration"
  110017. */
  110018. getClassName(): string;
  110019. /**
  110020. * Add fallbacks to the effect fallbacks list.
  110021. * @param defines defines the Base texture to use.
  110022. * @param fallbacks defines the current fallback list.
  110023. * @param currentRank defines the current fallback rank.
  110024. * @returns the new fallback rank.
  110025. */
  110026. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110027. /**
  110028. * Add the required uniforms to the current list.
  110029. * @param uniforms defines the current uniform list.
  110030. */
  110031. static AddUniforms(uniforms: string[]): void;
  110032. /**
  110033. * Add the required uniforms to the current buffer.
  110034. * @param uniformBuffer defines the current uniform buffer.
  110035. */
  110036. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110037. /**
  110038. * Add the required samplers to the current list.
  110039. * @param samplers defines the current sampler list.
  110040. */
  110041. static AddSamplers(samplers: string[]): void;
  110042. /**
  110043. * Makes a duplicate of the current configuration into another one.
  110044. * @param anisotropicConfiguration define the config where to copy the info
  110045. */
  110046. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  110047. /**
  110048. * Serializes this anisotropy configuration.
  110049. * @returns - An object with the serialized config.
  110050. */
  110051. serialize(): any;
  110052. /**
  110053. * Parses a anisotropy Configuration from a serialized object.
  110054. * @param source - Serialized object.
  110055. * @param scene Defines the scene we are parsing for
  110056. * @param rootUrl Defines the rootUrl to load from
  110057. */
  110058. parse(source: any, scene: Scene, rootUrl: string): void;
  110059. }
  110060. }
  110061. declare module BABYLON {
  110062. /**
  110063. * @hidden
  110064. */
  110065. export interface IMaterialBRDFDefines {
  110066. BRDF_V_HEIGHT_CORRELATED: boolean;
  110067. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110068. SPHERICAL_HARMONICS: boolean;
  110069. /** @hidden */
  110070. _areMiscDirty: boolean;
  110071. }
  110072. /**
  110073. * Define the code related to the BRDF parameters of the pbr material.
  110074. */
  110075. export class PBRBRDFConfiguration {
  110076. /**
  110077. * Default value used for the energy conservation.
  110078. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110079. */
  110080. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  110081. /**
  110082. * Default value used for the Smith Visibility Height Correlated mode.
  110083. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110084. */
  110085. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  110086. /**
  110087. * Default value used for the IBL diffuse part.
  110088. * This can help switching back to the polynomials mode globally which is a tiny bit
  110089. * less GPU intensive at the drawback of a lower quality.
  110090. */
  110091. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  110092. private _useEnergyConservation;
  110093. /**
  110094. * Defines if the material uses energy conservation.
  110095. */
  110096. useEnergyConservation: boolean;
  110097. private _useSmithVisibilityHeightCorrelated;
  110098. /**
  110099. * LEGACY Mode set to false
  110100. * Defines if the material uses height smith correlated visibility term.
  110101. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  110102. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  110103. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  110104. * Not relying on height correlated will also disable energy conservation.
  110105. */
  110106. useSmithVisibilityHeightCorrelated: boolean;
  110107. private _useSphericalHarmonics;
  110108. /**
  110109. * LEGACY Mode set to false
  110110. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  110111. * diffuse part of the IBL.
  110112. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  110113. * to the ground truth.
  110114. */
  110115. useSphericalHarmonics: boolean;
  110116. /** @hidden */
  110117. private _internalMarkAllSubMeshesAsMiscDirty;
  110118. /** @hidden */
  110119. _markAllSubMeshesAsMiscDirty(): void;
  110120. /**
  110121. * Instantiate a new istance of clear coat configuration.
  110122. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  110123. */
  110124. constructor(markAllSubMeshesAsMiscDirty: () => void);
  110125. /**
  110126. * Checks to see if a texture is used in the material.
  110127. * @param defines the list of "defines" to update.
  110128. */
  110129. prepareDefines(defines: IMaterialBRDFDefines): void;
  110130. /**
  110131. * Get the current class name of the texture useful for serialization or dynamic coding.
  110132. * @returns "PBRClearCoatConfiguration"
  110133. */
  110134. getClassName(): string;
  110135. /**
  110136. * Makes a duplicate of the current configuration into another one.
  110137. * @param brdfConfiguration define the config where to copy the info
  110138. */
  110139. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  110140. /**
  110141. * Serializes this BRDF configuration.
  110142. * @returns - An object with the serialized config.
  110143. */
  110144. serialize(): any;
  110145. /**
  110146. * Parses a anisotropy Configuration from a serialized object.
  110147. * @param source - Serialized object.
  110148. * @param scene Defines the scene we are parsing for
  110149. * @param rootUrl Defines the rootUrl to load from
  110150. */
  110151. parse(source: any, scene: Scene, rootUrl: string): void;
  110152. }
  110153. }
  110154. declare module BABYLON {
  110155. /**
  110156. * @hidden
  110157. */
  110158. export interface IMaterialSheenDefines {
  110159. SHEEN: boolean;
  110160. SHEEN_TEXTURE: boolean;
  110161. SHEEN_TEXTUREDIRECTUV: number;
  110162. SHEEN_LINKWITHALBEDO: boolean;
  110163. /** @hidden */
  110164. _areTexturesDirty: boolean;
  110165. }
  110166. /**
  110167. * Define the code related to the Sheen parameters of the pbr material.
  110168. */
  110169. export class PBRSheenConfiguration {
  110170. private _isEnabled;
  110171. /**
  110172. * Defines if the material uses sheen.
  110173. */
  110174. isEnabled: boolean;
  110175. private _linkSheenWithAlbedo;
  110176. /**
  110177. * Defines if the sheen is linked to the sheen color.
  110178. */
  110179. linkSheenWithAlbedo: boolean;
  110180. /**
  110181. * Defines the sheen intensity.
  110182. */
  110183. intensity: number;
  110184. /**
  110185. * Defines the sheen color.
  110186. */
  110187. color: Color3;
  110188. private _texture;
  110189. /**
  110190. * Stores the sheen tint values in a texture.
  110191. * rgb is tint
  110192. * a is a intensity
  110193. */
  110194. texture: Nullable<BaseTexture>;
  110195. /** @hidden */
  110196. private _internalMarkAllSubMeshesAsTexturesDirty;
  110197. /** @hidden */
  110198. _markAllSubMeshesAsTexturesDirty(): void;
  110199. /**
  110200. * Instantiate a new istance of clear coat configuration.
  110201. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110202. */
  110203. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110204. /**
  110205. * Specifies that the submesh is ready to be used.
  110206. * @param defines the list of "defines" to update.
  110207. * @param scene defines the scene the material belongs to.
  110208. * @returns - boolean indicating that the submesh is ready or not.
  110209. */
  110210. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  110211. /**
  110212. * Checks to see if a texture is used in the material.
  110213. * @param defines the list of "defines" to update.
  110214. * @param scene defines the scene the material belongs to.
  110215. */
  110216. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  110217. /**
  110218. * Binds the material data.
  110219. * @param uniformBuffer defines the Uniform buffer to fill in.
  110220. * @param scene defines the scene the material belongs to.
  110221. * @param isFrozen defines wether the material is frozen or not.
  110222. */
  110223. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110224. /**
  110225. * Checks to see if a texture is used in the material.
  110226. * @param texture - Base texture to use.
  110227. * @returns - Boolean specifying if a texture is used in the material.
  110228. */
  110229. hasTexture(texture: BaseTexture): boolean;
  110230. /**
  110231. * Returns an array of the actively used textures.
  110232. * @param activeTextures Array of BaseTextures
  110233. */
  110234. getActiveTextures(activeTextures: BaseTexture[]): void;
  110235. /**
  110236. * Returns the animatable textures.
  110237. * @param animatables Array of animatable textures.
  110238. */
  110239. getAnimatables(animatables: IAnimatable[]): void;
  110240. /**
  110241. * Disposes the resources of the material.
  110242. * @param forceDisposeTextures - Forces the disposal of all textures.
  110243. */
  110244. dispose(forceDisposeTextures?: boolean): void;
  110245. /**
  110246. * Get the current class name of the texture useful for serialization or dynamic coding.
  110247. * @returns "PBRSheenConfiguration"
  110248. */
  110249. getClassName(): string;
  110250. /**
  110251. * Add fallbacks to the effect fallbacks list.
  110252. * @param defines defines the Base texture to use.
  110253. * @param fallbacks defines the current fallback list.
  110254. * @param currentRank defines the current fallback rank.
  110255. * @returns the new fallback rank.
  110256. */
  110257. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110258. /**
  110259. * Add the required uniforms to the current list.
  110260. * @param uniforms defines the current uniform list.
  110261. */
  110262. static AddUniforms(uniforms: string[]): void;
  110263. /**
  110264. * Add the required uniforms to the current buffer.
  110265. * @param uniformBuffer defines the current uniform buffer.
  110266. */
  110267. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110268. /**
  110269. * Add the required samplers to the current list.
  110270. * @param samplers defines the current sampler list.
  110271. */
  110272. static AddSamplers(samplers: string[]): void;
  110273. /**
  110274. * Makes a duplicate of the current configuration into another one.
  110275. * @param sheenConfiguration define the config where to copy the info
  110276. */
  110277. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  110278. /**
  110279. * Serializes this BRDF configuration.
  110280. * @returns - An object with the serialized config.
  110281. */
  110282. serialize(): any;
  110283. /**
  110284. * Parses a anisotropy Configuration from a serialized object.
  110285. * @param source - Serialized object.
  110286. * @param scene Defines the scene we are parsing for
  110287. * @param rootUrl Defines the rootUrl to load from
  110288. */
  110289. parse(source: any, scene: Scene, rootUrl: string): void;
  110290. }
  110291. }
  110292. declare module BABYLON {
  110293. /**
  110294. * @hidden
  110295. */
  110296. export interface IMaterialSubSurfaceDefines {
  110297. SUBSURFACE: boolean;
  110298. SS_REFRACTION: boolean;
  110299. SS_TRANSLUCENCY: boolean;
  110300. SS_SCATERRING: boolean;
  110301. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110302. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110303. SS_REFRACTIONMAP_3D: boolean;
  110304. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110305. SS_LODINREFRACTIONALPHA: boolean;
  110306. SS_GAMMAREFRACTION: boolean;
  110307. SS_RGBDREFRACTION: boolean;
  110308. SS_LINEARSPECULARREFRACTION: boolean;
  110309. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110310. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110311. /** @hidden */
  110312. _areTexturesDirty: boolean;
  110313. }
  110314. /**
  110315. * Define the code related to the sub surface parameters of the pbr material.
  110316. */
  110317. export class PBRSubSurfaceConfiguration {
  110318. private _isRefractionEnabled;
  110319. /**
  110320. * Defines if the refraction is enabled in the material.
  110321. */
  110322. isRefractionEnabled: boolean;
  110323. private _isTranslucencyEnabled;
  110324. /**
  110325. * Defines if the translucency is enabled in the material.
  110326. */
  110327. isTranslucencyEnabled: boolean;
  110328. private _isScatteringEnabled;
  110329. /**
  110330. * Defines the refraction intensity of the material.
  110331. * The refraction when enabled replaces the Diffuse part of the material.
  110332. * The intensity helps transitionning between diffuse and refraction.
  110333. */
  110334. refractionIntensity: number;
  110335. /**
  110336. * Defines the translucency intensity of the material.
  110337. * When translucency has been enabled, this defines how much of the "translucency"
  110338. * is addded to the diffuse part of the material.
  110339. */
  110340. translucencyIntensity: number;
  110341. /**
  110342. * Defines the scattering intensity of the material.
  110343. * When scattering has been enabled, this defines how much of the "scattered light"
  110344. * is addded to the diffuse part of the material.
  110345. */
  110346. scatteringIntensity: number;
  110347. private _thicknessTexture;
  110348. /**
  110349. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  110350. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  110351. * 0 would mean minimumThickness
  110352. * 1 would mean maximumThickness
  110353. * The other channels might be use as a mask to vary the different effects intensity.
  110354. */
  110355. thicknessTexture: Nullable<BaseTexture>;
  110356. private _refractionTexture;
  110357. /**
  110358. * Defines the texture to use for refraction.
  110359. */
  110360. refractionTexture: Nullable<BaseTexture>;
  110361. private _indexOfRefraction;
  110362. /**
  110363. * Defines the index of refraction used in the material.
  110364. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  110365. */
  110366. indexOfRefraction: number;
  110367. private _invertRefractionY;
  110368. /**
  110369. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110370. */
  110371. invertRefractionY: boolean;
  110372. private _linkRefractionWithTransparency;
  110373. /**
  110374. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110375. * Materials half opaque for instance using refraction could benefit from this control.
  110376. */
  110377. linkRefractionWithTransparency: boolean;
  110378. /**
  110379. * Defines the minimum thickness stored in the thickness map.
  110380. * If no thickness map is defined, this value will be used to simulate thickness.
  110381. */
  110382. minimumThickness: number;
  110383. /**
  110384. * Defines the maximum thickness stored in the thickness map.
  110385. */
  110386. maximumThickness: number;
  110387. /**
  110388. * Defines the volume tint of the material.
  110389. * This is used for both translucency and scattering.
  110390. */
  110391. tintColor: Color3;
  110392. /**
  110393. * Defines the distance at which the tint color should be found in the media.
  110394. * This is used for refraction only.
  110395. */
  110396. tintColorAtDistance: number;
  110397. /**
  110398. * Defines how far each channel transmit through the media.
  110399. * It is defined as a color to simplify it selection.
  110400. */
  110401. diffusionDistance: Color3;
  110402. private _useMaskFromThicknessTexture;
  110403. /**
  110404. * Stores the intensity of the different subsurface effects in the thickness texture.
  110405. * * the green channel is the translucency intensity.
  110406. * * the blue channel is the scattering intensity.
  110407. * * the alpha channel is the refraction intensity.
  110408. */
  110409. useMaskFromThicknessTexture: boolean;
  110410. /** @hidden */
  110411. private _internalMarkAllSubMeshesAsTexturesDirty;
  110412. /** @hidden */
  110413. _markAllSubMeshesAsTexturesDirty(): void;
  110414. /**
  110415. * Instantiate a new istance of sub surface configuration.
  110416. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110417. */
  110418. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110419. /**
  110420. * Gets wehter the submesh is ready to be used or not.
  110421. * @param defines the list of "defines" to update.
  110422. * @param scene defines the scene the material belongs to.
  110423. * @returns - boolean indicating that the submesh is ready or not.
  110424. */
  110425. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  110426. /**
  110427. * Checks to see if a texture is used in the material.
  110428. * @param defines the list of "defines" to update.
  110429. * @param scene defines the scene to the material belongs to.
  110430. */
  110431. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  110432. /**
  110433. * Binds the material data.
  110434. * @param uniformBuffer defines the Uniform buffer to fill in.
  110435. * @param scene defines the scene the material belongs to.
  110436. * @param engine defines the engine the material belongs to.
  110437. * @param isFrozen defines wether the material is frozen or not.
  110438. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  110439. */
  110440. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  110441. /**
  110442. * Unbinds the material from the mesh.
  110443. * @param activeEffect defines the effect that should be unbound from.
  110444. * @returns true if unbound, otherwise false
  110445. */
  110446. unbind(activeEffect: Effect): boolean;
  110447. /**
  110448. * Returns the texture used for refraction or null if none is used.
  110449. * @param scene defines the scene the material belongs to.
  110450. * @returns - Refraction texture if present. If no refraction texture and refraction
  110451. * is linked with transparency, returns environment texture. Otherwise, returns null.
  110452. */
  110453. private _getRefractionTexture;
  110454. /**
  110455. * Returns true if alpha blending should be disabled.
  110456. */
  110457. readonly disableAlphaBlending: boolean;
  110458. /**
  110459. * Fills the list of render target textures.
  110460. * @param renderTargets the list of render targets to update
  110461. */
  110462. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  110463. /**
  110464. * Checks to see if a texture is used in the material.
  110465. * @param texture - Base texture to use.
  110466. * @returns - Boolean specifying if a texture is used in the material.
  110467. */
  110468. hasTexture(texture: BaseTexture): boolean;
  110469. /**
  110470. * Gets a boolean indicating that current material needs to register RTT
  110471. * @returns true if this uses a render target otherwise false.
  110472. */
  110473. hasRenderTargetTextures(): boolean;
  110474. /**
  110475. * Returns an array of the actively used textures.
  110476. * @param activeTextures Array of BaseTextures
  110477. */
  110478. getActiveTextures(activeTextures: BaseTexture[]): void;
  110479. /**
  110480. * Returns the animatable textures.
  110481. * @param animatables Array of animatable textures.
  110482. */
  110483. getAnimatables(animatables: IAnimatable[]): void;
  110484. /**
  110485. * Disposes the resources of the material.
  110486. * @param forceDisposeTextures - Forces the disposal of all textures.
  110487. */
  110488. dispose(forceDisposeTextures?: boolean): void;
  110489. /**
  110490. * Get the current class name of the texture useful for serialization or dynamic coding.
  110491. * @returns "PBRSubSurfaceConfiguration"
  110492. */
  110493. getClassName(): string;
  110494. /**
  110495. * Add fallbacks to the effect fallbacks list.
  110496. * @param defines defines the Base texture to use.
  110497. * @param fallbacks defines the current fallback list.
  110498. * @param currentRank defines the current fallback rank.
  110499. * @returns the new fallback rank.
  110500. */
  110501. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110502. /**
  110503. * Add the required uniforms to the current list.
  110504. * @param uniforms defines the current uniform list.
  110505. */
  110506. static AddUniforms(uniforms: string[]): void;
  110507. /**
  110508. * Add the required samplers to the current list.
  110509. * @param samplers defines the current sampler list.
  110510. */
  110511. static AddSamplers(samplers: string[]): void;
  110512. /**
  110513. * Add the required uniforms to the current buffer.
  110514. * @param uniformBuffer defines the current uniform buffer.
  110515. */
  110516. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110517. /**
  110518. * Makes a duplicate of the current configuration into another one.
  110519. * @param configuration define the config where to copy the info
  110520. */
  110521. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  110522. /**
  110523. * Serializes this Sub Surface configuration.
  110524. * @returns - An object with the serialized config.
  110525. */
  110526. serialize(): any;
  110527. /**
  110528. * Parses a anisotropy Configuration from a serialized object.
  110529. * @param source - Serialized object.
  110530. * @param scene Defines the scene we are parsing for
  110531. * @param rootUrl Defines the rootUrl to load from
  110532. */
  110533. parse(source: any, scene: Scene, rootUrl: string): void;
  110534. }
  110535. }
  110536. declare module BABYLON {
  110537. /** @hidden */
  110538. export var pbrFragmentDeclaration: {
  110539. name: string;
  110540. shader: string;
  110541. };
  110542. }
  110543. declare module BABYLON {
  110544. /** @hidden */
  110545. export var pbrUboDeclaration: {
  110546. name: string;
  110547. shader: string;
  110548. };
  110549. }
  110550. declare module BABYLON {
  110551. /** @hidden */
  110552. export var pbrFragmentExtraDeclaration: {
  110553. name: string;
  110554. shader: string;
  110555. };
  110556. }
  110557. declare module BABYLON {
  110558. /** @hidden */
  110559. export var pbrFragmentSamplersDeclaration: {
  110560. name: string;
  110561. shader: string;
  110562. };
  110563. }
  110564. declare module BABYLON {
  110565. /** @hidden */
  110566. export var pbrHelperFunctions: {
  110567. name: string;
  110568. shader: string;
  110569. };
  110570. }
  110571. declare module BABYLON {
  110572. /** @hidden */
  110573. export var harmonicsFunctions: {
  110574. name: string;
  110575. shader: string;
  110576. };
  110577. }
  110578. declare module BABYLON {
  110579. /** @hidden */
  110580. export var pbrDirectLightingSetupFunctions: {
  110581. name: string;
  110582. shader: string;
  110583. };
  110584. }
  110585. declare module BABYLON {
  110586. /** @hidden */
  110587. export var pbrDirectLightingFalloffFunctions: {
  110588. name: string;
  110589. shader: string;
  110590. };
  110591. }
  110592. declare module BABYLON {
  110593. /** @hidden */
  110594. export var pbrBRDFFunctions: {
  110595. name: string;
  110596. shader: string;
  110597. };
  110598. }
  110599. declare module BABYLON {
  110600. /** @hidden */
  110601. export var pbrDirectLightingFunctions: {
  110602. name: string;
  110603. shader: string;
  110604. };
  110605. }
  110606. declare module BABYLON {
  110607. /** @hidden */
  110608. export var pbrIBLFunctions: {
  110609. name: string;
  110610. shader: string;
  110611. };
  110612. }
  110613. declare module BABYLON {
  110614. /** @hidden */
  110615. export var pbrDebug: {
  110616. name: string;
  110617. shader: string;
  110618. };
  110619. }
  110620. declare module BABYLON {
  110621. /** @hidden */
  110622. export var pbrPixelShader: {
  110623. name: string;
  110624. shader: string;
  110625. };
  110626. }
  110627. declare module BABYLON {
  110628. /** @hidden */
  110629. export var pbrVertexDeclaration: {
  110630. name: string;
  110631. shader: string;
  110632. };
  110633. }
  110634. declare module BABYLON {
  110635. /** @hidden */
  110636. export var pbrVertexShader: {
  110637. name: string;
  110638. shader: string;
  110639. };
  110640. }
  110641. declare module BABYLON {
  110642. /**
  110643. * Manages the defines for the PBR Material.
  110644. * @hidden
  110645. */
  110646. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  110647. PBR: boolean;
  110648. MAINUV1: boolean;
  110649. MAINUV2: boolean;
  110650. UV1: boolean;
  110651. UV2: boolean;
  110652. ALBEDO: boolean;
  110653. ALBEDODIRECTUV: number;
  110654. VERTEXCOLOR: boolean;
  110655. AMBIENT: boolean;
  110656. AMBIENTDIRECTUV: number;
  110657. AMBIENTINGRAYSCALE: boolean;
  110658. OPACITY: boolean;
  110659. VERTEXALPHA: boolean;
  110660. OPACITYDIRECTUV: number;
  110661. OPACITYRGB: boolean;
  110662. ALPHATEST: boolean;
  110663. DEPTHPREPASS: boolean;
  110664. ALPHABLEND: boolean;
  110665. ALPHAFROMALBEDO: boolean;
  110666. ALPHATESTVALUE: string;
  110667. SPECULAROVERALPHA: boolean;
  110668. RADIANCEOVERALPHA: boolean;
  110669. ALPHAFRESNEL: boolean;
  110670. LINEARALPHAFRESNEL: boolean;
  110671. PREMULTIPLYALPHA: boolean;
  110672. EMISSIVE: boolean;
  110673. EMISSIVEDIRECTUV: number;
  110674. REFLECTIVITY: boolean;
  110675. REFLECTIVITYDIRECTUV: number;
  110676. SPECULARTERM: boolean;
  110677. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  110678. MICROSURFACEAUTOMATIC: boolean;
  110679. LODBASEDMICROSFURACE: boolean;
  110680. MICROSURFACEMAP: boolean;
  110681. MICROSURFACEMAPDIRECTUV: number;
  110682. METALLICWORKFLOW: boolean;
  110683. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  110684. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  110685. METALLNESSSTOREINMETALMAPBLUE: boolean;
  110686. AOSTOREINMETALMAPRED: boolean;
  110687. ENVIRONMENTBRDF: boolean;
  110688. ENVIRONMENTBRDF_RGBD: boolean;
  110689. NORMAL: boolean;
  110690. TANGENT: boolean;
  110691. BUMP: boolean;
  110692. BUMPDIRECTUV: number;
  110693. OBJECTSPACE_NORMALMAP: boolean;
  110694. PARALLAX: boolean;
  110695. PARALLAXOCCLUSION: boolean;
  110696. NORMALXYSCALE: boolean;
  110697. LIGHTMAP: boolean;
  110698. LIGHTMAPDIRECTUV: number;
  110699. USELIGHTMAPASSHADOWMAP: boolean;
  110700. GAMMALIGHTMAP: boolean;
  110701. REFLECTION: boolean;
  110702. REFLECTIONMAP_3D: boolean;
  110703. REFLECTIONMAP_SPHERICAL: boolean;
  110704. REFLECTIONMAP_PLANAR: boolean;
  110705. REFLECTIONMAP_CUBIC: boolean;
  110706. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  110707. REFLECTIONMAP_PROJECTION: boolean;
  110708. REFLECTIONMAP_SKYBOX: boolean;
  110709. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  110710. REFLECTIONMAP_EXPLICIT: boolean;
  110711. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  110712. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  110713. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  110714. INVERTCUBICMAP: boolean;
  110715. USESPHERICALFROMREFLECTIONMAP: boolean;
  110716. USEIRRADIANCEMAP: boolean;
  110717. SPHERICAL_HARMONICS: boolean;
  110718. USESPHERICALINVERTEX: boolean;
  110719. REFLECTIONMAP_OPPOSITEZ: boolean;
  110720. LODINREFLECTIONALPHA: boolean;
  110721. GAMMAREFLECTION: boolean;
  110722. RGBDREFLECTION: boolean;
  110723. LINEARSPECULARREFLECTION: boolean;
  110724. RADIANCEOCCLUSION: boolean;
  110725. HORIZONOCCLUSION: boolean;
  110726. INSTANCES: boolean;
  110727. NUM_BONE_INFLUENCERS: number;
  110728. BonesPerMesh: number;
  110729. BONETEXTURE: boolean;
  110730. NONUNIFORMSCALING: boolean;
  110731. MORPHTARGETS: boolean;
  110732. MORPHTARGETS_NORMAL: boolean;
  110733. MORPHTARGETS_TANGENT: boolean;
  110734. MORPHTARGETS_UV: boolean;
  110735. NUM_MORPH_INFLUENCERS: number;
  110736. IMAGEPROCESSING: boolean;
  110737. VIGNETTE: boolean;
  110738. VIGNETTEBLENDMODEMULTIPLY: boolean;
  110739. VIGNETTEBLENDMODEOPAQUE: boolean;
  110740. TONEMAPPING: boolean;
  110741. TONEMAPPING_ACES: boolean;
  110742. CONTRAST: boolean;
  110743. COLORCURVES: boolean;
  110744. COLORGRADING: boolean;
  110745. COLORGRADING3D: boolean;
  110746. SAMPLER3DGREENDEPTH: boolean;
  110747. SAMPLER3DBGRMAP: boolean;
  110748. IMAGEPROCESSINGPOSTPROCESS: boolean;
  110749. EXPOSURE: boolean;
  110750. MULTIVIEW: boolean;
  110751. USEPHYSICALLIGHTFALLOFF: boolean;
  110752. USEGLTFLIGHTFALLOFF: boolean;
  110753. TWOSIDEDLIGHTING: boolean;
  110754. SHADOWFLOAT: boolean;
  110755. CLIPPLANE: boolean;
  110756. CLIPPLANE2: boolean;
  110757. CLIPPLANE3: boolean;
  110758. CLIPPLANE4: boolean;
  110759. POINTSIZE: boolean;
  110760. FOG: boolean;
  110761. LOGARITHMICDEPTH: boolean;
  110762. FORCENORMALFORWARD: boolean;
  110763. SPECULARAA: boolean;
  110764. CLEARCOAT: boolean;
  110765. CLEARCOAT_DEFAULTIOR: boolean;
  110766. CLEARCOAT_TEXTURE: boolean;
  110767. CLEARCOAT_TEXTUREDIRECTUV: number;
  110768. CLEARCOAT_BUMP: boolean;
  110769. CLEARCOAT_BUMPDIRECTUV: number;
  110770. CLEARCOAT_TINT: boolean;
  110771. CLEARCOAT_TINT_TEXTURE: boolean;
  110772. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110773. ANISOTROPIC: boolean;
  110774. ANISOTROPIC_TEXTURE: boolean;
  110775. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110776. BRDF_V_HEIGHT_CORRELATED: boolean;
  110777. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110778. SHEEN: boolean;
  110779. SHEEN_TEXTURE: boolean;
  110780. SHEEN_TEXTUREDIRECTUV: number;
  110781. SHEEN_LINKWITHALBEDO: boolean;
  110782. SUBSURFACE: boolean;
  110783. SS_REFRACTION: boolean;
  110784. SS_TRANSLUCENCY: boolean;
  110785. SS_SCATERRING: boolean;
  110786. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110787. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110788. SS_REFRACTIONMAP_3D: boolean;
  110789. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110790. SS_LODINREFRACTIONALPHA: boolean;
  110791. SS_GAMMAREFRACTION: boolean;
  110792. SS_RGBDREFRACTION: boolean;
  110793. SS_LINEARSPECULARREFRACTION: boolean;
  110794. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110795. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110796. UNLIT: boolean;
  110797. DEBUGMODE: number;
  110798. /**
  110799. * Initializes the PBR Material defines.
  110800. */
  110801. constructor();
  110802. /**
  110803. * Resets the PBR Material defines.
  110804. */
  110805. reset(): void;
  110806. }
  110807. /**
  110808. * The Physically based material base class of BJS.
  110809. *
  110810. * This offers the main features of a standard PBR material.
  110811. * For more information, please refer to the documentation :
  110812. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110813. */
  110814. export abstract class PBRBaseMaterial extends PushMaterial {
  110815. /**
  110816. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110817. */
  110818. static readonly PBRMATERIAL_OPAQUE: number;
  110819. /**
  110820. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110821. */
  110822. static readonly PBRMATERIAL_ALPHATEST: number;
  110823. /**
  110824. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110825. */
  110826. static readonly PBRMATERIAL_ALPHABLEND: number;
  110827. /**
  110828. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110829. * They are also discarded below the alpha cutoff threshold to improve performances.
  110830. */
  110831. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110832. /**
  110833. * Defines the default value of how much AO map is occluding the analytical lights
  110834. * (point spot...).
  110835. */
  110836. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110837. /**
  110838. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  110839. */
  110840. static readonly LIGHTFALLOFF_PHYSICAL: number;
  110841. /**
  110842. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  110843. * to enhance interoperability with other engines.
  110844. */
  110845. static readonly LIGHTFALLOFF_GLTF: number;
  110846. /**
  110847. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  110848. * to enhance interoperability with other materials.
  110849. */
  110850. static readonly LIGHTFALLOFF_STANDARD: number;
  110851. /**
  110852. * Intensity of the direct lights e.g. the four lights available in your scene.
  110853. * This impacts both the direct diffuse and specular highlights.
  110854. */
  110855. protected _directIntensity: number;
  110856. /**
  110857. * Intensity of the emissive part of the material.
  110858. * This helps controlling the emissive effect without modifying the emissive color.
  110859. */
  110860. protected _emissiveIntensity: number;
  110861. /**
  110862. * Intensity of the environment e.g. how much the environment will light the object
  110863. * either through harmonics for rough material or through the refelction for shiny ones.
  110864. */
  110865. protected _environmentIntensity: number;
  110866. /**
  110867. * This is a special control allowing the reduction of the specular highlights coming from the
  110868. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110869. */
  110870. protected _specularIntensity: number;
  110871. /**
  110872. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  110873. */
  110874. private _lightingInfos;
  110875. /**
  110876. * Debug Control allowing disabling the bump map on this material.
  110877. */
  110878. protected _disableBumpMap: boolean;
  110879. /**
  110880. * AKA Diffuse Texture in standard nomenclature.
  110881. */
  110882. protected _albedoTexture: Nullable<BaseTexture>;
  110883. /**
  110884. * AKA Occlusion Texture in other nomenclature.
  110885. */
  110886. protected _ambientTexture: Nullable<BaseTexture>;
  110887. /**
  110888. * AKA Occlusion Texture Intensity in other nomenclature.
  110889. */
  110890. protected _ambientTextureStrength: number;
  110891. /**
  110892. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110893. * 1 means it completely occludes it
  110894. * 0 mean it has no impact
  110895. */
  110896. protected _ambientTextureImpactOnAnalyticalLights: number;
  110897. /**
  110898. * Stores the alpha values in a texture.
  110899. */
  110900. protected _opacityTexture: Nullable<BaseTexture>;
  110901. /**
  110902. * Stores the reflection values in a texture.
  110903. */
  110904. protected _reflectionTexture: Nullable<BaseTexture>;
  110905. /**
  110906. * Stores the emissive values in a texture.
  110907. */
  110908. protected _emissiveTexture: Nullable<BaseTexture>;
  110909. /**
  110910. * AKA Specular texture in other nomenclature.
  110911. */
  110912. protected _reflectivityTexture: Nullable<BaseTexture>;
  110913. /**
  110914. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110915. */
  110916. protected _metallicTexture: Nullable<BaseTexture>;
  110917. /**
  110918. * Specifies the metallic scalar of the metallic/roughness workflow.
  110919. * Can also be used to scale the metalness values of the metallic texture.
  110920. */
  110921. protected _metallic: Nullable<number>;
  110922. /**
  110923. * Specifies the roughness scalar of the metallic/roughness workflow.
  110924. * Can also be used to scale the roughness values of the metallic texture.
  110925. */
  110926. protected _roughness: Nullable<number>;
  110927. /**
  110928. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110929. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110930. */
  110931. protected _microSurfaceTexture: Nullable<BaseTexture>;
  110932. /**
  110933. * Stores surface normal data used to displace a mesh in a texture.
  110934. */
  110935. protected _bumpTexture: Nullable<BaseTexture>;
  110936. /**
  110937. * Stores the pre-calculated light information of a mesh in a texture.
  110938. */
  110939. protected _lightmapTexture: Nullable<BaseTexture>;
  110940. /**
  110941. * The color of a material in ambient lighting.
  110942. */
  110943. protected _ambientColor: Color3;
  110944. /**
  110945. * AKA Diffuse Color in other nomenclature.
  110946. */
  110947. protected _albedoColor: Color3;
  110948. /**
  110949. * AKA Specular Color in other nomenclature.
  110950. */
  110951. protected _reflectivityColor: Color3;
  110952. /**
  110953. * The color applied when light is reflected from a material.
  110954. */
  110955. protected _reflectionColor: Color3;
  110956. /**
  110957. * The color applied when light is emitted from a material.
  110958. */
  110959. protected _emissiveColor: Color3;
  110960. /**
  110961. * AKA Glossiness in other nomenclature.
  110962. */
  110963. protected _microSurface: number;
  110964. /**
  110965. * Specifies that the material will use the light map as a show map.
  110966. */
  110967. protected _useLightmapAsShadowmap: boolean;
  110968. /**
  110969. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110970. * makes the reflect vector face the model (under horizon).
  110971. */
  110972. protected _useHorizonOcclusion: boolean;
  110973. /**
  110974. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110975. * too much the area relying on ambient texture to define their ambient occlusion.
  110976. */
  110977. protected _useRadianceOcclusion: boolean;
  110978. /**
  110979. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110980. */
  110981. protected _useAlphaFromAlbedoTexture: boolean;
  110982. /**
  110983. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  110984. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110985. */
  110986. protected _useSpecularOverAlpha: boolean;
  110987. /**
  110988. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110989. */
  110990. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110991. /**
  110992. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110993. */
  110994. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  110995. /**
  110996. * Specifies if the metallic texture contains the roughness information in its green channel.
  110997. */
  110998. protected _useRoughnessFromMetallicTextureGreen: boolean;
  110999. /**
  111000. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111001. */
  111002. protected _useMetallnessFromMetallicTextureBlue: boolean;
  111003. /**
  111004. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111005. */
  111006. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  111007. /**
  111008. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111009. */
  111010. protected _useAmbientInGrayScale: boolean;
  111011. /**
  111012. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111013. * The material will try to infer what glossiness each pixel should be.
  111014. */
  111015. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  111016. /**
  111017. * Defines the falloff type used in this material.
  111018. * It by default is Physical.
  111019. */
  111020. protected _lightFalloff: number;
  111021. /**
  111022. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111023. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111024. */
  111025. protected _useRadianceOverAlpha: boolean;
  111026. /**
  111027. * Allows using an object space normal map (instead of tangent space).
  111028. */
  111029. protected _useObjectSpaceNormalMap: boolean;
  111030. /**
  111031. * Allows using the bump map in parallax mode.
  111032. */
  111033. protected _useParallax: boolean;
  111034. /**
  111035. * Allows using the bump map in parallax occlusion mode.
  111036. */
  111037. protected _useParallaxOcclusion: boolean;
  111038. /**
  111039. * Controls the scale bias of the parallax mode.
  111040. */
  111041. protected _parallaxScaleBias: number;
  111042. /**
  111043. * If sets to true, disables all the lights affecting the material.
  111044. */
  111045. protected _disableLighting: boolean;
  111046. /**
  111047. * Number of Simultaneous lights allowed on the material.
  111048. */
  111049. protected _maxSimultaneousLights: number;
  111050. /**
  111051. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111052. */
  111053. protected _invertNormalMapX: boolean;
  111054. /**
  111055. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111056. */
  111057. protected _invertNormalMapY: boolean;
  111058. /**
  111059. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111060. */
  111061. protected _twoSidedLighting: boolean;
  111062. /**
  111063. * Defines the alpha limits in alpha test mode.
  111064. */
  111065. protected _alphaCutOff: number;
  111066. /**
  111067. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111068. */
  111069. protected _forceAlphaTest: boolean;
  111070. /**
  111071. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111072. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111073. */
  111074. protected _useAlphaFresnel: boolean;
  111075. /**
  111076. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111077. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111078. */
  111079. protected _useLinearAlphaFresnel: boolean;
  111080. /**
  111081. * The transparency mode of the material.
  111082. */
  111083. protected _transparencyMode: Nullable<number>;
  111084. /**
  111085. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  111086. * from cos thetav and roughness:
  111087. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  111088. */
  111089. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  111090. /**
  111091. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111092. */
  111093. protected _forceIrradianceInFragment: boolean;
  111094. /**
  111095. * Force normal to face away from face.
  111096. */
  111097. protected _forceNormalForward: boolean;
  111098. /**
  111099. * Enables specular anti aliasing in the PBR shader.
  111100. * It will both interacts on the Geometry for analytical and IBL lighting.
  111101. * It also prefilter the roughness map based on the bump values.
  111102. */
  111103. protected _enableSpecularAntiAliasing: boolean;
  111104. /**
  111105. * Default configuration related to image processing available in the PBR Material.
  111106. */
  111107. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111108. /**
  111109. * Keep track of the image processing observer to allow dispose and replace.
  111110. */
  111111. private _imageProcessingObserver;
  111112. /**
  111113. * Attaches a new image processing configuration to the PBR Material.
  111114. * @param configuration
  111115. */
  111116. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111117. /**
  111118. * Stores the available render targets.
  111119. */
  111120. private _renderTargets;
  111121. /**
  111122. * Sets the global ambient color for the material used in lighting calculations.
  111123. */
  111124. private _globalAmbientColor;
  111125. /**
  111126. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  111127. */
  111128. private _useLogarithmicDepth;
  111129. /**
  111130. * If set to true, no lighting calculations will be applied.
  111131. */
  111132. private _unlit;
  111133. private _debugMode;
  111134. /**
  111135. * @hidden
  111136. * This is reserved for the inspector.
  111137. * Defines the material debug mode.
  111138. * It helps seeing only some components of the material while troubleshooting.
  111139. */
  111140. debugMode: number;
  111141. /**
  111142. * @hidden
  111143. * This is reserved for the inspector.
  111144. * Specify from where on screen the debug mode should start.
  111145. * The value goes from -1 (full screen) to 1 (not visible)
  111146. * It helps with side by side comparison against the final render
  111147. * This defaults to -1
  111148. */
  111149. private debugLimit;
  111150. /**
  111151. * @hidden
  111152. * This is reserved for the inspector.
  111153. * As the default viewing range might not be enough (if the ambient is really small for instance)
  111154. * You can use the factor to better multiply the final value.
  111155. */
  111156. private debugFactor;
  111157. /**
  111158. * Defines the clear coat layer parameters for the material.
  111159. */
  111160. readonly clearCoat: PBRClearCoatConfiguration;
  111161. /**
  111162. * Defines the anisotropic parameters for the material.
  111163. */
  111164. readonly anisotropy: PBRAnisotropicConfiguration;
  111165. /**
  111166. * Defines the BRDF parameters for the material.
  111167. */
  111168. readonly brdf: PBRBRDFConfiguration;
  111169. /**
  111170. * Defines the Sheen parameters for the material.
  111171. */
  111172. readonly sheen: PBRSheenConfiguration;
  111173. /**
  111174. * Defines the SubSurface parameters for the material.
  111175. */
  111176. readonly subSurface: PBRSubSurfaceConfiguration;
  111177. /**
  111178. * Custom callback helping to override the default shader used in the material.
  111179. */
  111180. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  111181. /**
  111182. * Instantiates a new PBRMaterial instance.
  111183. *
  111184. * @param name The material name
  111185. * @param scene The scene the material will be use in.
  111186. */
  111187. constructor(name: string, scene: Scene);
  111188. /**
  111189. * Gets a boolean indicating that current material needs to register RTT
  111190. */
  111191. readonly hasRenderTargetTextures: boolean;
  111192. /**
  111193. * Gets the name of the material class.
  111194. */
  111195. getClassName(): string;
  111196. /**
  111197. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111198. */
  111199. /**
  111200. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111201. */
  111202. useLogarithmicDepth: boolean;
  111203. /**
  111204. * Gets the current transparency mode.
  111205. */
  111206. /**
  111207. * Sets the transparency mode of the material.
  111208. *
  111209. * | Value | Type | Description |
  111210. * | ----- | ----------------------------------- | ----------- |
  111211. * | 0 | OPAQUE | |
  111212. * | 1 | ALPHATEST | |
  111213. * | 2 | ALPHABLEND | |
  111214. * | 3 | ALPHATESTANDBLEND | |
  111215. *
  111216. */
  111217. transparencyMode: Nullable<number>;
  111218. /**
  111219. * Returns true if alpha blending should be disabled.
  111220. */
  111221. private readonly _disableAlphaBlending;
  111222. /**
  111223. * Specifies whether or not this material should be rendered in alpha blend mode.
  111224. */
  111225. needAlphaBlending(): boolean;
  111226. /**
  111227. * Specifies if the mesh will require alpha blending.
  111228. * @param mesh - BJS mesh.
  111229. */
  111230. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  111231. /**
  111232. * Specifies whether or not this material should be rendered in alpha test mode.
  111233. */
  111234. needAlphaTesting(): boolean;
  111235. /**
  111236. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  111237. */
  111238. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  111239. /**
  111240. * Gets the texture used for the alpha test.
  111241. */
  111242. getAlphaTestTexture(): Nullable<BaseTexture>;
  111243. /**
  111244. * Specifies that the submesh is ready to be used.
  111245. * @param mesh - BJS mesh.
  111246. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  111247. * @param useInstances - Specifies that instances should be used.
  111248. * @returns - boolean indicating that the submesh is ready or not.
  111249. */
  111250. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111251. /**
  111252. * Specifies if the material uses metallic roughness workflow.
  111253. * @returns boolean specifiying if the material uses metallic roughness workflow.
  111254. */
  111255. isMetallicWorkflow(): boolean;
  111256. private _prepareEffect;
  111257. private _prepareDefines;
  111258. /**
  111259. * Force shader compilation
  111260. */
  111261. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  111262. clipPlane: boolean;
  111263. }>): void;
  111264. /**
  111265. * Initializes the uniform buffer layout for the shader.
  111266. */
  111267. buildUniformLayout(): void;
  111268. /**
  111269. * Unbinds the material from the mesh
  111270. */
  111271. unbind(): void;
  111272. /**
  111273. * Binds the submesh data.
  111274. * @param world - The world matrix.
  111275. * @param mesh - The BJS mesh.
  111276. * @param subMesh - A submesh of the BJS mesh.
  111277. */
  111278. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111279. /**
  111280. * Returns the animatable textures.
  111281. * @returns - Array of animatable textures.
  111282. */
  111283. getAnimatables(): IAnimatable[];
  111284. /**
  111285. * Returns the texture used for reflections.
  111286. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  111287. */
  111288. private _getReflectionTexture;
  111289. /**
  111290. * Returns an array of the actively used textures.
  111291. * @returns - Array of BaseTextures
  111292. */
  111293. getActiveTextures(): BaseTexture[];
  111294. /**
  111295. * Checks to see if a texture is used in the material.
  111296. * @param texture - Base texture to use.
  111297. * @returns - Boolean specifying if a texture is used in the material.
  111298. */
  111299. hasTexture(texture: BaseTexture): boolean;
  111300. /**
  111301. * Disposes the resources of the material.
  111302. * @param forceDisposeEffect - Forces the disposal of effects.
  111303. * @param forceDisposeTextures - Forces the disposal of all textures.
  111304. */
  111305. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111306. }
  111307. }
  111308. declare module BABYLON {
  111309. /**
  111310. * The Physically based material of BJS.
  111311. *
  111312. * This offers the main features of a standard PBR material.
  111313. * For more information, please refer to the documentation :
  111314. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111315. */
  111316. export class PBRMaterial extends PBRBaseMaterial {
  111317. /**
  111318. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111319. */
  111320. static readonly PBRMATERIAL_OPAQUE: number;
  111321. /**
  111322. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111323. */
  111324. static readonly PBRMATERIAL_ALPHATEST: number;
  111325. /**
  111326. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111327. */
  111328. static readonly PBRMATERIAL_ALPHABLEND: number;
  111329. /**
  111330. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111331. * They are also discarded below the alpha cutoff threshold to improve performances.
  111332. */
  111333. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111334. /**
  111335. * Defines the default value of how much AO map is occluding the analytical lights
  111336. * (point spot...).
  111337. */
  111338. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111339. /**
  111340. * Intensity of the direct lights e.g. the four lights available in your scene.
  111341. * This impacts both the direct diffuse and specular highlights.
  111342. */
  111343. directIntensity: number;
  111344. /**
  111345. * Intensity of the emissive part of the material.
  111346. * This helps controlling the emissive effect without modifying the emissive color.
  111347. */
  111348. emissiveIntensity: number;
  111349. /**
  111350. * Intensity of the environment e.g. how much the environment will light the object
  111351. * either through harmonics for rough material or through the refelction for shiny ones.
  111352. */
  111353. environmentIntensity: number;
  111354. /**
  111355. * This is a special control allowing the reduction of the specular highlights coming from the
  111356. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111357. */
  111358. specularIntensity: number;
  111359. /**
  111360. * Debug Control allowing disabling the bump map on this material.
  111361. */
  111362. disableBumpMap: boolean;
  111363. /**
  111364. * AKA Diffuse Texture in standard nomenclature.
  111365. */
  111366. albedoTexture: BaseTexture;
  111367. /**
  111368. * AKA Occlusion Texture in other nomenclature.
  111369. */
  111370. ambientTexture: BaseTexture;
  111371. /**
  111372. * AKA Occlusion Texture Intensity in other nomenclature.
  111373. */
  111374. ambientTextureStrength: number;
  111375. /**
  111376. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111377. * 1 means it completely occludes it
  111378. * 0 mean it has no impact
  111379. */
  111380. ambientTextureImpactOnAnalyticalLights: number;
  111381. /**
  111382. * Stores the alpha values in a texture.
  111383. */
  111384. opacityTexture: BaseTexture;
  111385. /**
  111386. * Stores the reflection values in a texture.
  111387. */
  111388. reflectionTexture: Nullable<BaseTexture>;
  111389. /**
  111390. * Stores the emissive values in a texture.
  111391. */
  111392. emissiveTexture: BaseTexture;
  111393. /**
  111394. * AKA Specular texture in other nomenclature.
  111395. */
  111396. reflectivityTexture: BaseTexture;
  111397. /**
  111398. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111399. */
  111400. metallicTexture: BaseTexture;
  111401. /**
  111402. * Specifies the metallic scalar of the metallic/roughness workflow.
  111403. * Can also be used to scale the metalness values of the metallic texture.
  111404. */
  111405. metallic: Nullable<number>;
  111406. /**
  111407. * Specifies the roughness scalar of the metallic/roughness workflow.
  111408. * Can also be used to scale the roughness values of the metallic texture.
  111409. */
  111410. roughness: Nullable<number>;
  111411. /**
  111412. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111413. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111414. */
  111415. microSurfaceTexture: BaseTexture;
  111416. /**
  111417. * Stores surface normal data used to displace a mesh in a texture.
  111418. */
  111419. bumpTexture: BaseTexture;
  111420. /**
  111421. * Stores the pre-calculated light information of a mesh in a texture.
  111422. */
  111423. lightmapTexture: BaseTexture;
  111424. /**
  111425. * Stores the refracted light information in a texture.
  111426. */
  111427. refractionTexture: Nullable<BaseTexture>;
  111428. /**
  111429. * The color of a material in ambient lighting.
  111430. */
  111431. ambientColor: Color3;
  111432. /**
  111433. * AKA Diffuse Color in other nomenclature.
  111434. */
  111435. albedoColor: Color3;
  111436. /**
  111437. * AKA Specular Color in other nomenclature.
  111438. */
  111439. reflectivityColor: Color3;
  111440. /**
  111441. * The color reflected from the material.
  111442. */
  111443. reflectionColor: Color3;
  111444. /**
  111445. * The color emitted from the material.
  111446. */
  111447. emissiveColor: Color3;
  111448. /**
  111449. * AKA Glossiness in other nomenclature.
  111450. */
  111451. microSurface: number;
  111452. /**
  111453. * source material index of refraction (IOR)' / 'destination material IOR.
  111454. */
  111455. indexOfRefraction: number;
  111456. /**
  111457. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  111458. */
  111459. invertRefractionY: boolean;
  111460. /**
  111461. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  111462. * Materials half opaque for instance using refraction could benefit from this control.
  111463. */
  111464. linkRefractionWithTransparency: boolean;
  111465. /**
  111466. * If true, the light map contains occlusion information instead of lighting info.
  111467. */
  111468. useLightmapAsShadowmap: boolean;
  111469. /**
  111470. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111471. */
  111472. useAlphaFromAlbedoTexture: boolean;
  111473. /**
  111474. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111475. */
  111476. forceAlphaTest: boolean;
  111477. /**
  111478. * Defines the alpha limits in alpha test mode.
  111479. */
  111480. alphaCutOff: number;
  111481. /**
  111482. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  111483. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111484. */
  111485. useSpecularOverAlpha: boolean;
  111486. /**
  111487. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111488. */
  111489. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111490. /**
  111491. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111492. */
  111493. useRoughnessFromMetallicTextureAlpha: boolean;
  111494. /**
  111495. * Specifies if the metallic texture contains the roughness information in its green channel.
  111496. */
  111497. useRoughnessFromMetallicTextureGreen: boolean;
  111498. /**
  111499. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111500. */
  111501. useMetallnessFromMetallicTextureBlue: boolean;
  111502. /**
  111503. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111504. */
  111505. useAmbientOcclusionFromMetallicTextureRed: boolean;
  111506. /**
  111507. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111508. */
  111509. useAmbientInGrayScale: boolean;
  111510. /**
  111511. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111512. * The material will try to infer what glossiness each pixel should be.
  111513. */
  111514. useAutoMicroSurfaceFromReflectivityMap: boolean;
  111515. /**
  111516. * BJS is using an harcoded light falloff based on a manually sets up range.
  111517. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111518. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111519. */
  111520. /**
  111521. * BJS is using an harcoded light falloff based on a manually sets up range.
  111522. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111523. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111524. */
  111525. usePhysicalLightFalloff: boolean;
  111526. /**
  111527. * In order to support the falloff compatibility with gltf, a special mode has been added
  111528. * to reproduce the gltf light falloff.
  111529. */
  111530. /**
  111531. * In order to support the falloff compatibility with gltf, a special mode has been added
  111532. * to reproduce the gltf light falloff.
  111533. */
  111534. useGLTFLightFalloff: boolean;
  111535. /**
  111536. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111537. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111538. */
  111539. useRadianceOverAlpha: boolean;
  111540. /**
  111541. * Allows using an object space normal map (instead of tangent space).
  111542. */
  111543. useObjectSpaceNormalMap: boolean;
  111544. /**
  111545. * Allows using the bump map in parallax mode.
  111546. */
  111547. useParallax: boolean;
  111548. /**
  111549. * Allows using the bump map in parallax occlusion mode.
  111550. */
  111551. useParallaxOcclusion: boolean;
  111552. /**
  111553. * Controls the scale bias of the parallax mode.
  111554. */
  111555. parallaxScaleBias: number;
  111556. /**
  111557. * If sets to true, disables all the lights affecting the material.
  111558. */
  111559. disableLighting: boolean;
  111560. /**
  111561. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111562. */
  111563. forceIrradianceInFragment: boolean;
  111564. /**
  111565. * Number of Simultaneous lights allowed on the material.
  111566. */
  111567. maxSimultaneousLights: number;
  111568. /**
  111569. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  111570. */
  111571. invertNormalMapX: boolean;
  111572. /**
  111573. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  111574. */
  111575. invertNormalMapY: boolean;
  111576. /**
  111577. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111578. */
  111579. twoSidedLighting: boolean;
  111580. /**
  111581. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111582. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111583. */
  111584. useAlphaFresnel: boolean;
  111585. /**
  111586. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111587. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111588. */
  111589. useLinearAlphaFresnel: boolean;
  111590. /**
  111591. * Let user defines the brdf lookup texture used for IBL.
  111592. * A default 8bit version is embedded but you could point at :
  111593. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  111594. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  111595. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  111596. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  111597. */
  111598. environmentBRDFTexture: Nullable<BaseTexture>;
  111599. /**
  111600. * Force normal to face away from face.
  111601. */
  111602. forceNormalForward: boolean;
  111603. /**
  111604. * Enables specular anti aliasing in the PBR shader.
  111605. * It will both interacts on the Geometry for analytical and IBL lighting.
  111606. * It also prefilter the roughness map based on the bump values.
  111607. */
  111608. enableSpecularAntiAliasing: boolean;
  111609. /**
  111610. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111611. * makes the reflect vector face the model (under horizon).
  111612. */
  111613. useHorizonOcclusion: boolean;
  111614. /**
  111615. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111616. * too much the area relying on ambient texture to define their ambient occlusion.
  111617. */
  111618. useRadianceOcclusion: boolean;
  111619. /**
  111620. * If set to true, no lighting calculations will be applied.
  111621. */
  111622. unlit: boolean;
  111623. /**
  111624. * Gets the image processing configuration used either in this material.
  111625. */
  111626. /**
  111627. * Sets the Default image processing configuration used either in the this material.
  111628. *
  111629. * If sets to null, the scene one is in use.
  111630. */
  111631. imageProcessingConfiguration: ImageProcessingConfiguration;
  111632. /**
  111633. * Gets wether the color curves effect is enabled.
  111634. */
  111635. /**
  111636. * Sets wether the color curves effect is enabled.
  111637. */
  111638. cameraColorCurvesEnabled: boolean;
  111639. /**
  111640. * Gets wether the color grading effect is enabled.
  111641. */
  111642. /**
  111643. * Gets wether the color grading effect is enabled.
  111644. */
  111645. cameraColorGradingEnabled: boolean;
  111646. /**
  111647. * Gets wether tonemapping is enabled or not.
  111648. */
  111649. /**
  111650. * Sets wether tonemapping is enabled or not
  111651. */
  111652. cameraToneMappingEnabled: boolean;
  111653. /**
  111654. * The camera exposure used on this material.
  111655. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111656. * This corresponds to a photographic exposure.
  111657. */
  111658. /**
  111659. * The camera exposure used on this material.
  111660. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111661. * This corresponds to a photographic exposure.
  111662. */
  111663. cameraExposure: number;
  111664. /**
  111665. * Gets The camera contrast used on this material.
  111666. */
  111667. /**
  111668. * Sets The camera contrast used on this material.
  111669. */
  111670. cameraContrast: number;
  111671. /**
  111672. * Gets the Color Grading 2D Lookup Texture.
  111673. */
  111674. /**
  111675. * Sets the Color Grading 2D Lookup Texture.
  111676. */
  111677. cameraColorGradingTexture: Nullable<BaseTexture>;
  111678. /**
  111679. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111680. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111681. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  111682. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111683. */
  111684. /**
  111685. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111686. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111687. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  111688. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111689. */
  111690. cameraColorCurves: Nullable<ColorCurves>;
  111691. /**
  111692. * Instantiates a new PBRMaterial instance.
  111693. *
  111694. * @param name The material name
  111695. * @param scene The scene the material will be use in.
  111696. */
  111697. constructor(name: string, scene: Scene);
  111698. /**
  111699. * Returns the name of this material class.
  111700. */
  111701. getClassName(): string;
  111702. /**
  111703. * Makes a duplicate of the current material.
  111704. * @param name - name to use for the new material.
  111705. */
  111706. clone(name: string): PBRMaterial;
  111707. /**
  111708. * Serializes this PBR Material.
  111709. * @returns - An object with the serialized material.
  111710. */
  111711. serialize(): any;
  111712. /**
  111713. * Parses a PBR Material from a serialized object.
  111714. * @param source - Serialized object.
  111715. * @param scene - BJS scene instance.
  111716. * @param rootUrl - url for the scene object
  111717. * @returns - PBRMaterial
  111718. */
  111719. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  111720. }
  111721. }
  111722. declare module BABYLON {
  111723. /**
  111724. * Direct draw surface info
  111725. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  111726. */
  111727. export interface DDSInfo {
  111728. /**
  111729. * Width of the texture
  111730. */
  111731. width: number;
  111732. /**
  111733. * Width of the texture
  111734. */
  111735. height: number;
  111736. /**
  111737. * Number of Mipmaps for the texture
  111738. * @see https://en.wikipedia.org/wiki/Mipmap
  111739. */
  111740. mipmapCount: number;
  111741. /**
  111742. * If the textures format is a known fourCC format
  111743. * @see https://www.fourcc.org/
  111744. */
  111745. isFourCC: boolean;
  111746. /**
  111747. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  111748. */
  111749. isRGB: boolean;
  111750. /**
  111751. * If the texture is a lumincance format
  111752. */
  111753. isLuminance: boolean;
  111754. /**
  111755. * If this is a cube texture
  111756. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  111757. */
  111758. isCube: boolean;
  111759. /**
  111760. * If the texture is a compressed format eg. FOURCC_DXT1
  111761. */
  111762. isCompressed: boolean;
  111763. /**
  111764. * The dxgiFormat of the texture
  111765. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  111766. */
  111767. dxgiFormat: number;
  111768. /**
  111769. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  111770. */
  111771. textureType: number;
  111772. /**
  111773. * Sphericle polynomial created for the dds texture
  111774. */
  111775. sphericalPolynomial?: SphericalPolynomial;
  111776. }
  111777. /**
  111778. * Class used to provide DDS decompression tools
  111779. */
  111780. export class DDSTools {
  111781. /**
  111782. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  111783. */
  111784. static StoreLODInAlphaChannel: boolean;
  111785. /**
  111786. * Gets DDS information from an array buffer
  111787. * @param arrayBuffer defines the array buffer to read data from
  111788. * @returns the DDS information
  111789. */
  111790. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  111791. private static _FloatView;
  111792. private static _Int32View;
  111793. private static _ToHalfFloat;
  111794. private static _FromHalfFloat;
  111795. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  111796. private static _GetHalfFloatRGBAArrayBuffer;
  111797. private static _GetFloatRGBAArrayBuffer;
  111798. private static _GetFloatAsUIntRGBAArrayBuffer;
  111799. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  111800. private static _GetRGBAArrayBuffer;
  111801. private static _ExtractLongWordOrder;
  111802. private static _GetRGBArrayBuffer;
  111803. private static _GetLuminanceArrayBuffer;
  111804. /**
  111805. * Uploads DDS Levels to a Babylon Texture
  111806. * @hidden
  111807. */
  111808. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  111809. }
  111810. interface Engine {
  111811. /**
  111812. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  111813. * @param rootUrl defines the url where the file to load is located
  111814. * @param scene defines the current scene
  111815. * @param lodScale defines scale to apply to the mip map selection
  111816. * @param lodOffset defines offset to apply to the mip map selection
  111817. * @param onLoad defines an optional callback raised when the texture is loaded
  111818. * @param onError defines an optional callback raised if there is an issue to load the texture
  111819. * @param format defines the format of the data
  111820. * @param forcedExtension defines the extension to use to pick the right loader
  111821. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  111822. * @returns the cube texture as an InternalTexture
  111823. */
  111824. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  111825. }
  111826. }
  111827. declare module BABYLON {
  111828. /**
  111829. * Implementation of the DDS Texture Loader.
  111830. * @hidden
  111831. */
  111832. export class _DDSTextureLoader implements IInternalTextureLoader {
  111833. /**
  111834. * Defines wether the loader supports cascade loading the different faces.
  111835. */
  111836. readonly supportCascades: boolean;
  111837. /**
  111838. * This returns if the loader support the current file information.
  111839. * @param extension defines the file extension of the file being loaded
  111840. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111841. * @param fallback defines the fallback internal texture if any
  111842. * @param isBase64 defines whether the texture is encoded as a base64
  111843. * @param isBuffer defines whether the texture data are stored as a buffer
  111844. * @returns true if the loader can load the specified file
  111845. */
  111846. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111847. /**
  111848. * Transform the url before loading if required.
  111849. * @param rootUrl the url of the texture
  111850. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111851. * @returns the transformed texture
  111852. */
  111853. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111854. /**
  111855. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111856. * @param rootUrl the url of the texture
  111857. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111858. * @returns the fallback texture
  111859. */
  111860. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111861. /**
  111862. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111863. * @param data contains the texture data
  111864. * @param texture defines the BabylonJS internal texture
  111865. * @param createPolynomials will be true if polynomials have been requested
  111866. * @param onLoad defines the callback to trigger once the texture is ready
  111867. * @param onError defines the callback to trigger in case of error
  111868. */
  111869. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111870. /**
  111871. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111872. * @param data contains the texture data
  111873. * @param texture defines the BabylonJS internal texture
  111874. * @param callback defines the method to call once ready to upload
  111875. */
  111876. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111877. }
  111878. }
  111879. declare module BABYLON {
  111880. /** @hidden */
  111881. export var rgbdEncodePixelShader: {
  111882. name: string;
  111883. shader: string;
  111884. };
  111885. }
  111886. declare module BABYLON {
  111887. /**
  111888. * Raw texture data and descriptor sufficient for WebGL texture upload
  111889. */
  111890. export interface EnvironmentTextureInfo {
  111891. /**
  111892. * Version of the environment map
  111893. */
  111894. version: number;
  111895. /**
  111896. * Width of image
  111897. */
  111898. width: number;
  111899. /**
  111900. * Irradiance information stored in the file.
  111901. */
  111902. irradiance: any;
  111903. /**
  111904. * Specular information stored in the file.
  111905. */
  111906. specular: any;
  111907. }
  111908. /**
  111909. * Sets of helpers addressing the serialization and deserialization of environment texture
  111910. * stored in a BabylonJS env file.
  111911. * Those files are usually stored as .env files.
  111912. */
  111913. export class EnvironmentTextureTools {
  111914. /**
  111915. * Magic number identifying the env file.
  111916. */
  111917. private static _MagicBytes;
  111918. /**
  111919. * Gets the environment info from an env file.
  111920. * @param data The array buffer containing the .env bytes.
  111921. * @returns the environment file info (the json header) if successfully parsed.
  111922. */
  111923. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  111924. /**
  111925. * Creates an environment texture from a loaded cube texture.
  111926. * @param texture defines the cube texture to convert in env file
  111927. * @return a promise containing the environment data if succesfull.
  111928. */
  111929. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  111930. /**
  111931. * Creates a JSON representation of the spherical data.
  111932. * @param texture defines the texture containing the polynomials
  111933. * @return the JSON representation of the spherical info
  111934. */
  111935. private static _CreateEnvTextureIrradiance;
  111936. /**
  111937. * Uploads the texture info contained in the env file to the GPU.
  111938. * @param texture defines the internal texture to upload to
  111939. * @param arrayBuffer defines the buffer cotaining the data to load
  111940. * @param info defines the texture info retrieved through the GetEnvInfo method
  111941. * @returns a promise
  111942. */
  111943. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  111944. /**
  111945. * Uploads the levels of image data to the GPU.
  111946. * @param texture defines the internal texture to upload to
  111947. * @param imageData defines the array buffer views of image data [mipmap][face]
  111948. * @returns a promise
  111949. */
  111950. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  111951. /**
  111952. * Uploads spherical polynomials information to the texture.
  111953. * @param texture defines the texture we are trying to upload the information to
  111954. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  111955. */
  111956. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  111957. /** @hidden */
  111958. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  111959. }
  111960. }
  111961. declare module BABYLON {
  111962. /**
  111963. * Implementation of the ENV Texture Loader.
  111964. * @hidden
  111965. */
  111966. export class _ENVTextureLoader implements IInternalTextureLoader {
  111967. /**
  111968. * Defines wether the loader supports cascade loading the different faces.
  111969. */
  111970. readonly supportCascades: boolean;
  111971. /**
  111972. * This returns if the loader support the current file information.
  111973. * @param extension defines the file extension of the file being loaded
  111974. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111975. * @param fallback defines the fallback internal texture if any
  111976. * @param isBase64 defines whether the texture is encoded as a base64
  111977. * @param isBuffer defines whether the texture data are stored as a buffer
  111978. * @returns true if the loader can load the specified file
  111979. */
  111980. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111981. /**
  111982. * Transform the url before loading if required.
  111983. * @param rootUrl the url of the texture
  111984. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111985. * @returns the transformed texture
  111986. */
  111987. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111988. /**
  111989. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111990. * @param rootUrl the url of the texture
  111991. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111992. * @returns the fallback texture
  111993. */
  111994. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111995. /**
  111996. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111997. * @param data contains the texture data
  111998. * @param texture defines the BabylonJS internal texture
  111999. * @param createPolynomials will be true if polynomials have been requested
  112000. * @param onLoad defines the callback to trigger once the texture is ready
  112001. * @param onError defines the callback to trigger in case of error
  112002. */
  112003. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112004. /**
  112005. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112006. * @param data contains the texture data
  112007. * @param texture defines the BabylonJS internal texture
  112008. * @param callback defines the method to call once ready to upload
  112009. */
  112010. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112011. }
  112012. }
  112013. declare module BABYLON {
  112014. /**
  112015. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  112016. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  112017. */
  112018. export class KhronosTextureContainer {
  112019. /** contents of the KTX container file */
  112020. arrayBuffer: any;
  112021. private static HEADER_LEN;
  112022. private static COMPRESSED_2D;
  112023. private static COMPRESSED_3D;
  112024. private static TEX_2D;
  112025. private static TEX_3D;
  112026. /**
  112027. * Gets the openGL type
  112028. */
  112029. glType: number;
  112030. /**
  112031. * Gets the openGL type size
  112032. */
  112033. glTypeSize: number;
  112034. /**
  112035. * Gets the openGL format
  112036. */
  112037. glFormat: number;
  112038. /**
  112039. * Gets the openGL internal format
  112040. */
  112041. glInternalFormat: number;
  112042. /**
  112043. * Gets the base internal format
  112044. */
  112045. glBaseInternalFormat: number;
  112046. /**
  112047. * Gets image width in pixel
  112048. */
  112049. pixelWidth: number;
  112050. /**
  112051. * Gets image height in pixel
  112052. */
  112053. pixelHeight: number;
  112054. /**
  112055. * Gets image depth in pixels
  112056. */
  112057. pixelDepth: number;
  112058. /**
  112059. * Gets the number of array elements
  112060. */
  112061. numberOfArrayElements: number;
  112062. /**
  112063. * Gets the number of faces
  112064. */
  112065. numberOfFaces: number;
  112066. /**
  112067. * Gets the number of mipmap levels
  112068. */
  112069. numberOfMipmapLevels: number;
  112070. /**
  112071. * Gets the bytes of key value data
  112072. */
  112073. bytesOfKeyValueData: number;
  112074. /**
  112075. * Gets the load type
  112076. */
  112077. loadType: number;
  112078. /**
  112079. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  112080. */
  112081. isInvalid: boolean;
  112082. /**
  112083. * Creates a new KhronosTextureContainer
  112084. * @param arrayBuffer contents of the KTX container file
  112085. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  112086. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  112087. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  112088. */
  112089. constructor(
  112090. /** contents of the KTX container file */
  112091. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  112092. /**
  112093. * Uploads KTX content to a Babylon Texture.
  112094. * It is assumed that the texture has already been created & is currently bound
  112095. * @hidden
  112096. */
  112097. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  112098. private _upload2DCompressedLevels;
  112099. }
  112100. }
  112101. declare module BABYLON {
  112102. /**
  112103. * Implementation of the KTX Texture Loader.
  112104. * @hidden
  112105. */
  112106. export class _KTXTextureLoader implements IInternalTextureLoader {
  112107. /**
  112108. * Defines wether the loader supports cascade loading the different faces.
  112109. */
  112110. readonly supportCascades: boolean;
  112111. /**
  112112. * This returns if the loader support the current file information.
  112113. * @param extension defines the file extension of the file being loaded
  112114. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112115. * @param fallback defines the fallback internal texture if any
  112116. * @param isBase64 defines whether the texture is encoded as a base64
  112117. * @param isBuffer defines whether the texture data are stored as a buffer
  112118. * @returns true if the loader can load the specified file
  112119. */
  112120. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112121. /**
  112122. * Transform the url before loading if required.
  112123. * @param rootUrl the url of the texture
  112124. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112125. * @returns the transformed texture
  112126. */
  112127. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112128. /**
  112129. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112130. * @param rootUrl the url of the texture
  112131. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112132. * @returns the fallback texture
  112133. */
  112134. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112135. /**
  112136. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112137. * @param data contains the texture data
  112138. * @param texture defines the BabylonJS internal texture
  112139. * @param createPolynomials will be true if polynomials have been requested
  112140. * @param onLoad defines the callback to trigger once the texture is ready
  112141. * @param onError defines the callback to trigger in case of error
  112142. */
  112143. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112144. /**
  112145. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112146. * @param data contains the texture data
  112147. * @param texture defines the BabylonJS internal texture
  112148. * @param callback defines the method to call once ready to upload
  112149. */
  112150. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  112151. }
  112152. }
  112153. declare module BABYLON {
  112154. /**
  112155. * Options for the default xr helper
  112156. */
  112157. export class WebXRDefaultExperienceOptions {
  112158. /**
  112159. * Floor meshes that should be used for teleporting
  112160. */
  112161. floorMeshes: Array<AbstractMesh>;
  112162. }
  112163. /**
  112164. * Default experience which provides a similar setup to the previous webVRExperience
  112165. */
  112166. export class WebXRDefaultExperience {
  112167. /**
  112168. * Base experience
  112169. */
  112170. baseExperience: WebXRExperienceHelper;
  112171. /**
  112172. * Input experience extension
  112173. */
  112174. input: WebXRInput;
  112175. /**
  112176. * Loads the controller models
  112177. */
  112178. controllerModelLoader: WebXRControllerModelLoader;
  112179. /**
  112180. * Enables laser pointer and selection
  112181. */
  112182. pointerSelection: WebXRControllerPointerSelection;
  112183. /**
  112184. * Enables teleportation
  112185. */
  112186. teleportation: WebXRControllerTeleportation;
  112187. /**
  112188. * Enables ui for enetering/exiting xr
  112189. */
  112190. enterExitUI: WebXREnterExitUI;
  112191. /**
  112192. * Default output canvas xr should render to
  112193. */
  112194. outputCanvas: WebXRManagedOutputCanvas;
  112195. /**
  112196. * Creates the default xr experience
  112197. * @param scene scene
  112198. * @param options options for basic configuration
  112199. * @returns resulting WebXRDefaultExperience
  112200. */
  112201. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112202. private constructor();
  112203. /**
  112204. * DIsposes of the experience helper
  112205. */
  112206. dispose(): void;
  112207. }
  112208. }
  112209. declare module BABYLON {
  112210. /** @hidden */
  112211. export var _forceSceneHelpersToBundle: boolean;
  112212. interface Scene {
  112213. /**
  112214. * Creates a default light for the scene.
  112215. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  112216. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  112217. */
  112218. createDefaultLight(replace?: boolean): void;
  112219. /**
  112220. * Creates a default camera for the scene.
  112221. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  112222. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112223. * @param replace has default false, when true replaces the active camera in the scene
  112224. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  112225. */
  112226. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112227. /**
  112228. * Creates a default camera and a default light.
  112229. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  112230. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112231. * @param replace has the default false, when true replaces the active camera/light in the scene
  112232. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  112233. */
  112234. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112235. /**
  112236. * Creates a new sky box
  112237. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  112238. * @param environmentTexture defines the texture to use as environment texture
  112239. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  112240. * @param scale defines the overall scale of the skybox
  112241. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  112242. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  112243. * @returns a new mesh holding the sky box
  112244. */
  112245. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  112246. /**
  112247. * Creates a new environment
  112248. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  112249. * @param options defines the options you can use to configure the environment
  112250. * @returns the new EnvironmentHelper
  112251. */
  112252. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  112253. /**
  112254. * Creates a new VREXperienceHelper
  112255. * @see http://doc.babylonjs.com/how_to/webvr_helper
  112256. * @param webVROptions defines the options used to create the new VREXperienceHelper
  112257. * @returns a new VREXperienceHelper
  112258. */
  112259. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  112260. /**
  112261. * Creates a new WebXRDefaultExperience
  112262. * @see http://doc.babylonjs.com/how_to/webxr
  112263. * @param options experience options
  112264. * @returns a promise for a new WebXRDefaultExperience
  112265. */
  112266. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112267. }
  112268. }
  112269. declare module BABYLON {
  112270. /**
  112271. * Contains position and normal vectors for a vertex
  112272. */
  112273. export class PositionNormalVertex {
  112274. /** the position of the vertex (defaut: 0,0,0) */
  112275. position: Vector3;
  112276. /** the normal of the vertex (defaut: 0,1,0) */
  112277. normal: Vector3;
  112278. /**
  112279. * Creates a PositionNormalVertex
  112280. * @param position the position of the vertex (defaut: 0,0,0)
  112281. * @param normal the normal of the vertex (defaut: 0,1,0)
  112282. */
  112283. constructor(
  112284. /** the position of the vertex (defaut: 0,0,0) */
  112285. position?: Vector3,
  112286. /** the normal of the vertex (defaut: 0,1,0) */
  112287. normal?: Vector3);
  112288. /**
  112289. * Clones the PositionNormalVertex
  112290. * @returns the cloned PositionNormalVertex
  112291. */
  112292. clone(): PositionNormalVertex;
  112293. }
  112294. /**
  112295. * Contains position, normal and uv vectors for a vertex
  112296. */
  112297. export class PositionNormalTextureVertex {
  112298. /** the position of the vertex (defaut: 0,0,0) */
  112299. position: Vector3;
  112300. /** the normal of the vertex (defaut: 0,1,0) */
  112301. normal: Vector3;
  112302. /** the uv of the vertex (default: 0,0) */
  112303. uv: Vector2;
  112304. /**
  112305. * Creates a PositionNormalTextureVertex
  112306. * @param position the position of the vertex (defaut: 0,0,0)
  112307. * @param normal the normal of the vertex (defaut: 0,1,0)
  112308. * @param uv the uv of the vertex (default: 0,0)
  112309. */
  112310. constructor(
  112311. /** the position of the vertex (defaut: 0,0,0) */
  112312. position?: Vector3,
  112313. /** the normal of the vertex (defaut: 0,1,0) */
  112314. normal?: Vector3,
  112315. /** the uv of the vertex (default: 0,0) */
  112316. uv?: Vector2);
  112317. /**
  112318. * Clones the PositionNormalTextureVertex
  112319. * @returns the cloned PositionNormalTextureVertex
  112320. */
  112321. clone(): PositionNormalTextureVertex;
  112322. }
  112323. }
  112324. declare module BABYLON {
  112325. /**
  112326. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  112327. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  112328. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  112329. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112330. */
  112331. export class VideoDome extends TransformNode {
  112332. /**
  112333. * Define the video source as a Monoscopic panoramic 360 video.
  112334. */
  112335. static readonly MODE_MONOSCOPIC: number;
  112336. /**
  112337. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112338. */
  112339. static readonly MODE_TOPBOTTOM: number;
  112340. /**
  112341. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112342. */
  112343. static readonly MODE_SIDEBYSIDE: number;
  112344. private _halfDome;
  112345. private _useDirectMapping;
  112346. /**
  112347. * The video texture being displayed on the sphere
  112348. */
  112349. protected _videoTexture: VideoTexture;
  112350. /**
  112351. * Gets the video texture being displayed on the sphere
  112352. */
  112353. readonly videoTexture: VideoTexture;
  112354. /**
  112355. * The skybox material
  112356. */
  112357. protected _material: BackgroundMaterial;
  112358. /**
  112359. * The surface used for the skybox
  112360. */
  112361. protected _mesh: Mesh;
  112362. /**
  112363. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  112364. */
  112365. private _halfDomeMask;
  112366. /**
  112367. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112368. * Also see the options.resolution property.
  112369. */
  112370. fovMultiplier: number;
  112371. private _videoMode;
  112372. /**
  112373. * Gets or set the current video mode for the video. It can be:
  112374. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  112375. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112376. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112377. */
  112378. videoMode: number;
  112379. /**
  112380. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  112381. *
  112382. */
  112383. /**
  112384. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  112385. */
  112386. halfDome: boolean;
  112387. /**
  112388. * Oberserver used in Stereoscopic VR Mode.
  112389. */
  112390. private _onBeforeCameraRenderObserver;
  112391. /**
  112392. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  112393. * @param name Element's name, child elements will append suffixes for their own names.
  112394. * @param urlsOrVideo defines the url(s) or the video element to use
  112395. * @param options An object containing optional or exposed sub element properties
  112396. */
  112397. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  112398. resolution?: number;
  112399. clickToPlay?: boolean;
  112400. autoPlay?: boolean;
  112401. loop?: boolean;
  112402. size?: number;
  112403. poster?: string;
  112404. faceForward?: boolean;
  112405. useDirectMapping?: boolean;
  112406. halfDomeMode?: boolean;
  112407. }, scene: Scene);
  112408. private _changeVideoMode;
  112409. /**
  112410. * Releases resources associated with this node.
  112411. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  112412. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  112413. */
  112414. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  112415. }
  112416. }
  112417. declare module BABYLON {
  112418. /**
  112419. * This class can be used to get instrumentation data from a Babylon engine
  112420. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112421. */
  112422. export class EngineInstrumentation implements IDisposable {
  112423. /**
  112424. * Define the instrumented engine.
  112425. */
  112426. engine: Engine;
  112427. private _captureGPUFrameTime;
  112428. private _gpuFrameTimeToken;
  112429. private _gpuFrameTime;
  112430. private _captureShaderCompilationTime;
  112431. private _shaderCompilationTime;
  112432. private _onBeginFrameObserver;
  112433. private _onEndFrameObserver;
  112434. private _onBeforeShaderCompilationObserver;
  112435. private _onAfterShaderCompilationObserver;
  112436. /**
  112437. * Gets the perf counter used for GPU frame time
  112438. */
  112439. readonly gpuFrameTimeCounter: PerfCounter;
  112440. /**
  112441. * Gets the GPU frame time capture status
  112442. */
  112443. /**
  112444. * Enable or disable the GPU frame time capture
  112445. */
  112446. captureGPUFrameTime: boolean;
  112447. /**
  112448. * Gets the perf counter used for shader compilation time
  112449. */
  112450. readonly shaderCompilationTimeCounter: PerfCounter;
  112451. /**
  112452. * Gets the shader compilation time capture status
  112453. */
  112454. /**
  112455. * Enable or disable the shader compilation time capture
  112456. */
  112457. captureShaderCompilationTime: boolean;
  112458. /**
  112459. * Instantiates a new engine instrumentation.
  112460. * This class can be used to get instrumentation data from a Babylon engine
  112461. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112462. * @param engine Defines the engine to instrument
  112463. */
  112464. constructor(
  112465. /**
  112466. * Define the instrumented engine.
  112467. */
  112468. engine: Engine);
  112469. /**
  112470. * Dispose and release associated resources.
  112471. */
  112472. dispose(): void;
  112473. }
  112474. }
  112475. declare module BABYLON {
  112476. /**
  112477. * This class can be used to get instrumentation data from a Babylon engine
  112478. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112479. */
  112480. export class SceneInstrumentation implements IDisposable {
  112481. /**
  112482. * Defines the scene to instrument
  112483. */
  112484. scene: Scene;
  112485. private _captureActiveMeshesEvaluationTime;
  112486. private _activeMeshesEvaluationTime;
  112487. private _captureRenderTargetsRenderTime;
  112488. private _renderTargetsRenderTime;
  112489. private _captureFrameTime;
  112490. private _frameTime;
  112491. private _captureRenderTime;
  112492. private _renderTime;
  112493. private _captureInterFrameTime;
  112494. private _interFrameTime;
  112495. private _captureParticlesRenderTime;
  112496. private _particlesRenderTime;
  112497. private _captureSpritesRenderTime;
  112498. private _spritesRenderTime;
  112499. private _capturePhysicsTime;
  112500. private _physicsTime;
  112501. private _captureAnimationsTime;
  112502. private _animationsTime;
  112503. private _captureCameraRenderTime;
  112504. private _cameraRenderTime;
  112505. private _onBeforeActiveMeshesEvaluationObserver;
  112506. private _onAfterActiveMeshesEvaluationObserver;
  112507. private _onBeforeRenderTargetsRenderObserver;
  112508. private _onAfterRenderTargetsRenderObserver;
  112509. private _onAfterRenderObserver;
  112510. private _onBeforeDrawPhaseObserver;
  112511. private _onAfterDrawPhaseObserver;
  112512. private _onBeforeAnimationsObserver;
  112513. private _onBeforeParticlesRenderingObserver;
  112514. private _onAfterParticlesRenderingObserver;
  112515. private _onBeforeSpritesRenderingObserver;
  112516. private _onAfterSpritesRenderingObserver;
  112517. private _onBeforePhysicsObserver;
  112518. private _onAfterPhysicsObserver;
  112519. private _onAfterAnimationsObserver;
  112520. private _onBeforeCameraRenderObserver;
  112521. private _onAfterCameraRenderObserver;
  112522. /**
  112523. * Gets the perf counter used for active meshes evaluation time
  112524. */
  112525. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  112526. /**
  112527. * Gets the active meshes evaluation time capture status
  112528. */
  112529. /**
  112530. * Enable or disable the active meshes evaluation time capture
  112531. */
  112532. captureActiveMeshesEvaluationTime: boolean;
  112533. /**
  112534. * Gets the perf counter used for render targets render time
  112535. */
  112536. readonly renderTargetsRenderTimeCounter: PerfCounter;
  112537. /**
  112538. * Gets the render targets render time capture status
  112539. */
  112540. /**
  112541. * Enable or disable the render targets render time capture
  112542. */
  112543. captureRenderTargetsRenderTime: boolean;
  112544. /**
  112545. * Gets the perf counter used for particles render time
  112546. */
  112547. readonly particlesRenderTimeCounter: PerfCounter;
  112548. /**
  112549. * Gets the particles render time capture status
  112550. */
  112551. /**
  112552. * Enable or disable the particles render time capture
  112553. */
  112554. captureParticlesRenderTime: boolean;
  112555. /**
  112556. * Gets the perf counter used for sprites render time
  112557. */
  112558. readonly spritesRenderTimeCounter: PerfCounter;
  112559. /**
  112560. * Gets the sprites render time capture status
  112561. */
  112562. /**
  112563. * Enable or disable the sprites render time capture
  112564. */
  112565. captureSpritesRenderTime: boolean;
  112566. /**
  112567. * Gets the perf counter used for physics time
  112568. */
  112569. readonly physicsTimeCounter: PerfCounter;
  112570. /**
  112571. * Gets the physics time capture status
  112572. */
  112573. /**
  112574. * Enable or disable the physics time capture
  112575. */
  112576. capturePhysicsTime: boolean;
  112577. /**
  112578. * Gets the perf counter used for animations time
  112579. */
  112580. readonly animationsTimeCounter: PerfCounter;
  112581. /**
  112582. * Gets the animations time capture status
  112583. */
  112584. /**
  112585. * Enable or disable the animations time capture
  112586. */
  112587. captureAnimationsTime: boolean;
  112588. /**
  112589. * Gets the perf counter used for frame time capture
  112590. */
  112591. readonly frameTimeCounter: PerfCounter;
  112592. /**
  112593. * Gets the frame time capture status
  112594. */
  112595. /**
  112596. * Enable or disable the frame time capture
  112597. */
  112598. captureFrameTime: boolean;
  112599. /**
  112600. * Gets the perf counter used for inter-frames time capture
  112601. */
  112602. readonly interFrameTimeCounter: PerfCounter;
  112603. /**
  112604. * Gets the inter-frames time capture status
  112605. */
  112606. /**
  112607. * Enable or disable the inter-frames time capture
  112608. */
  112609. captureInterFrameTime: boolean;
  112610. /**
  112611. * Gets the perf counter used for render time capture
  112612. */
  112613. readonly renderTimeCounter: PerfCounter;
  112614. /**
  112615. * Gets the render time capture status
  112616. */
  112617. /**
  112618. * Enable or disable the render time capture
  112619. */
  112620. captureRenderTime: boolean;
  112621. /**
  112622. * Gets the perf counter used for camera render time capture
  112623. */
  112624. readonly cameraRenderTimeCounter: PerfCounter;
  112625. /**
  112626. * Gets the camera render time capture status
  112627. */
  112628. /**
  112629. * Enable or disable the camera render time capture
  112630. */
  112631. captureCameraRenderTime: boolean;
  112632. /**
  112633. * Gets the perf counter used for draw calls
  112634. */
  112635. readonly drawCallsCounter: PerfCounter;
  112636. /**
  112637. * Instantiates a new scene instrumentation.
  112638. * This class can be used to get instrumentation data from a Babylon engine
  112639. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112640. * @param scene Defines the scene to instrument
  112641. */
  112642. constructor(
  112643. /**
  112644. * Defines the scene to instrument
  112645. */
  112646. scene: Scene);
  112647. /**
  112648. * Dispose and release associated resources.
  112649. */
  112650. dispose(): void;
  112651. }
  112652. }
  112653. declare module BABYLON {
  112654. /** @hidden */
  112655. export var glowMapGenerationPixelShader: {
  112656. name: string;
  112657. shader: string;
  112658. };
  112659. }
  112660. declare module BABYLON {
  112661. /** @hidden */
  112662. export var glowMapGenerationVertexShader: {
  112663. name: string;
  112664. shader: string;
  112665. };
  112666. }
  112667. declare module BABYLON {
  112668. /**
  112669. * Effect layer options. This helps customizing the behaviour
  112670. * of the effect layer.
  112671. */
  112672. export interface IEffectLayerOptions {
  112673. /**
  112674. * Multiplication factor apply to the canvas size to compute the render target size
  112675. * used to generated the objects (the smaller the faster).
  112676. */
  112677. mainTextureRatio: number;
  112678. /**
  112679. * Enforces a fixed size texture to ensure effect stability across devices.
  112680. */
  112681. mainTextureFixedSize?: number;
  112682. /**
  112683. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  112684. */
  112685. alphaBlendingMode: number;
  112686. /**
  112687. * The camera attached to the layer.
  112688. */
  112689. camera: Nullable<Camera>;
  112690. /**
  112691. * The rendering group to draw the layer in.
  112692. */
  112693. renderingGroupId: number;
  112694. }
  112695. /**
  112696. * The effect layer Helps adding post process effect blended with the main pass.
  112697. *
  112698. * This can be for instance use to generate glow or higlight effects on the scene.
  112699. *
  112700. * The effect layer class can not be used directly and is intented to inherited from to be
  112701. * customized per effects.
  112702. */
  112703. export abstract class EffectLayer {
  112704. private _vertexBuffers;
  112705. private _indexBuffer;
  112706. private _cachedDefines;
  112707. private _effectLayerMapGenerationEffect;
  112708. private _effectLayerOptions;
  112709. private _mergeEffect;
  112710. protected _scene: Scene;
  112711. protected _engine: Engine;
  112712. protected _maxSize: number;
  112713. protected _mainTextureDesiredSize: ISize;
  112714. protected _mainTexture: RenderTargetTexture;
  112715. protected _shouldRender: boolean;
  112716. protected _postProcesses: PostProcess[];
  112717. protected _textures: BaseTexture[];
  112718. protected _emissiveTextureAndColor: {
  112719. texture: Nullable<BaseTexture>;
  112720. color: Color4;
  112721. };
  112722. /**
  112723. * The name of the layer
  112724. */
  112725. name: string;
  112726. /**
  112727. * The clear color of the texture used to generate the glow map.
  112728. */
  112729. neutralColor: Color4;
  112730. /**
  112731. * Specifies wether the highlight layer is enabled or not.
  112732. */
  112733. isEnabled: boolean;
  112734. /**
  112735. * Gets the camera attached to the layer.
  112736. */
  112737. readonly camera: Nullable<Camera>;
  112738. /**
  112739. * Gets the rendering group id the layer should render in.
  112740. */
  112741. renderingGroupId: number;
  112742. /**
  112743. * An event triggered when the effect layer has been disposed.
  112744. */
  112745. onDisposeObservable: Observable<EffectLayer>;
  112746. /**
  112747. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112748. */
  112749. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  112750. /**
  112751. * An event triggered when the generated texture is being merged in the scene.
  112752. */
  112753. onBeforeComposeObservable: Observable<EffectLayer>;
  112754. /**
  112755. * An event triggered when the generated texture has been merged in the scene.
  112756. */
  112757. onAfterComposeObservable: Observable<EffectLayer>;
  112758. /**
  112759. * An event triggered when the efffect layer changes its size.
  112760. */
  112761. onSizeChangedObservable: Observable<EffectLayer>;
  112762. /** @hidden */
  112763. static _SceneComponentInitialization: (scene: Scene) => void;
  112764. /**
  112765. * Instantiates a new effect Layer and references it in the scene.
  112766. * @param name The name of the layer
  112767. * @param scene The scene to use the layer in
  112768. */
  112769. constructor(
  112770. /** The Friendly of the effect in the scene */
  112771. name: string, scene: Scene);
  112772. /**
  112773. * Get the effect name of the layer.
  112774. * @return The effect name
  112775. */
  112776. abstract getEffectName(): string;
  112777. /**
  112778. * Checks for the readiness of the element composing the layer.
  112779. * @param subMesh the mesh to check for
  112780. * @param useInstances specify wether or not to use instances to render the mesh
  112781. * @return true if ready otherwise, false
  112782. */
  112783. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112784. /**
  112785. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112786. * @returns true if the effect requires stencil during the main canvas render pass.
  112787. */
  112788. abstract needStencil(): boolean;
  112789. /**
  112790. * Create the merge effect. This is the shader use to blit the information back
  112791. * to the main canvas at the end of the scene rendering.
  112792. * @returns The effect containing the shader used to merge the effect on the main canvas
  112793. */
  112794. protected abstract _createMergeEffect(): Effect;
  112795. /**
  112796. * Creates the render target textures and post processes used in the effect layer.
  112797. */
  112798. protected abstract _createTextureAndPostProcesses(): void;
  112799. /**
  112800. * Implementation specific of rendering the generating effect on the main canvas.
  112801. * @param effect The effect used to render through
  112802. */
  112803. protected abstract _internalRender(effect: Effect): void;
  112804. /**
  112805. * Sets the required values for both the emissive texture and and the main color.
  112806. */
  112807. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112808. /**
  112809. * Free any resources and references associated to a mesh.
  112810. * Internal use
  112811. * @param mesh The mesh to free.
  112812. */
  112813. abstract _disposeMesh(mesh: Mesh): void;
  112814. /**
  112815. * Serializes this layer (Glow or Highlight for example)
  112816. * @returns a serialized layer object
  112817. */
  112818. abstract serialize?(): any;
  112819. /**
  112820. * Initializes the effect layer with the required options.
  112821. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  112822. */
  112823. protected _init(options: Partial<IEffectLayerOptions>): void;
  112824. /**
  112825. * Generates the index buffer of the full screen quad blending to the main canvas.
  112826. */
  112827. private _generateIndexBuffer;
  112828. /**
  112829. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  112830. */
  112831. private _generateVertexBuffer;
  112832. /**
  112833. * Sets the main texture desired size which is the closest power of two
  112834. * of the engine canvas size.
  112835. */
  112836. private _setMainTextureSize;
  112837. /**
  112838. * Creates the main texture for the effect layer.
  112839. */
  112840. protected _createMainTexture(): void;
  112841. /**
  112842. * Adds specific effects defines.
  112843. * @param defines The defines to add specifics to.
  112844. */
  112845. protected _addCustomEffectDefines(defines: string[]): void;
  112846. /**
  112847. * Checks for the readiness of the element composing the layer.
  112848. * @param subMesh the mesh to check for
  112849. * @param useInstances specify wether or not to use instances to render the mesh
  112850. * @param emissiveTexture the associated emissive texture used to generate the glow
  112851. * @return true if ready otherwise, false
  112852. */
  112853. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  112854. /**
  112855. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112856. */
  112857. render(): void;
  112858. /**
  112859. * Determine if a given mesh will be used in the current effect.
  112860. * @param mesh mesh to test
  112861. * @returns true if the mesh will be used
  112862. */
  112863. hasMesh(mesh: AbstractMesh): boolean;
  112864. /**
  112865. * Returns true if the layer contains information to display, otherwise false.
  112866. * @returns true if the glow layer should be rendered
  112867. */
  112868. shouldRender(): boolean;
  112869. /**
  112870. * Returns true if the mesh should render, otherwise false.
  112871. * @param mesh The mesh to render
  112872. * @returns true if it should render otherwise false
  112873. */
  112874. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  112875. /**
  112876. * Returns true if the mesh can be rendered, otherwise false.
  112877. * @param mesh The mesh to render
  112878. * @param material The material used on the mesh
  112879. * @returns true if it can be rendered otherwise false
  112880. */
  112881. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112882. /**
  112883. * Returns true if the mesh should render, otherwise false.
  112884. * @param mesh The mesh to render
  112885. * @returns true if it should render otherwise false
  112886. */
  112887. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  112888. /**
  112889. * Renders the submesh passed in parameter to the generation map.
  112890. */
  112891. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  112892. /**
  112893. * Rebuild the required buffers.
  112894. * @hidden Internal use only.
  112895. */
  112896. _rebuild(): void;
  112897. /**
  112898. * Dispose only the render target textures and post process.
  112899. */
  112900. private _disposeTextureAndPostProcesses;
  112901. /**
  112902. * Dispose the highlight layer and free resources.
  112903. */
  112904. dispose(): void;
  112905. /**
  112906. * Gets the class name of the effect layer
  112907. * @returns the string with the class name of the effect layer
  112908. */
  112909. getClassName(): string;
  112910. /**
  112911. * Creates an effect layer from parsed effect layer data
  112912. * @param parsedEffectLayer defines effect layer data
  112913. * @param scene defines the current scene
  112914. * @param rootUrl defines the root URL containing the effect layer information
  112915. * @returns a parsed effect Layer
  112916. */
  112917. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  112918. }
  112919. }
  112920. declare module BABYLON {
  112921. interface AbstractScene {
  112922. /**
  112923. * The list of effect layers (highlights/glow) added to the scene
  112924. * @see http://doc.babylonjs.com/how_to/highlight_layer
  112925. * @see http://doc.babylonjs.com/how_to/glow_layer
  112926. */
  112927. effectLayers: Array<EffectLayer>;
  112928. /**
  112929. * Removes the given effect layer from this scene.
  112930. * @param toRemove defines the effect layer to remove
  112931. * @returns the index of the removed effect layer
  112932. */
  112933. removeEffectLayer(toRemove: EffectLayer): number;
  112934. /**
  112935. * Adds the given effect layer to this scene
  112936. * @param newEffectLayer defines the effect layer to add
  112937. */
  112938. addEffectLayer(newEffectLayer: EffectLayer): void;
  112939. }
  112940. /**
  112941. * Defines the layer scene component responsible to manage any effect layers
  112942. * in a given scene.
  112943. */
  112944. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  112945. /**
  112946. * The component name helpfull to identify the component in the list of scene components.
  112947. */
  112948. readonly name: string;
  112949. /**
  112950. * The scene the component belongs to.
  112951. */
  112952. scene: Scene;
  112953. private _engine;
  112954. private _renderEffects;
  112955. private _needStencil;
  112956. private _previousStencilState;
  112957. /**
  112958. * Creates a new instance of the component for the given scene
  112959. * @param scene Defines the scene to register the component in
  112960. */
  112961. constructor(scene: Scene);
  112962. /**
  112963. * Registers the component in a given scene
  112964. */
  112965. register(): void;
  112966. /**
  112967. * Rebuilds the elements related to this component in case of
  112968. * context lost for instance.
  112969. */
  112970. rebuild(): void;
  112971. /**
  112972. * Serializes the component data to the specified json object
  112973. * @param serializationObject The object to serialize to
  112974. */
  112975. serialize(serializationObject: any): void;
  112976. /**
  112977. * Adds all the elements from the container to the scene
  112978. * @param container the container holding the elements
  112979. */
  112980. addFromContainer(container: AbstractScene): void;
  112981. /**
  112982. * Removes all the elements in the container from the scene
  112983. * @param container contains the elements to remove
  112984. * @param dispose if the removed element should be disposed (default: false)
  112985. */
  112986. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112987. /**
  112988. * Disposes the component and the associated ressources.
  112989. */
  112990. dispose(): void;
  112991. private _isReadyForMesh;
  112992. private _renderMainTexture;
  112993. private _setStencil;
  112994. private _setStencilBack;
  112995. private _draw;
  112996. private _drawCamera;
  112997. private _drawRenderingGroup;
  112998. }
  112999. }
  113000. declare module BABYLON {
  113001. /** @hidden */
  113002. export var glowMapMergePixelShader: {
  113003. name: string;
  113004. shader: string;
  113005. };
  113006. }
  113007. declare module BABYLON {
  113008. /** @hidden */
  113009. export var glowMapMergeVertexShader: {
  113010. name: string;
  113011. shader: string;
  113012. };
  113013. }
  113014. declare module BABYLON {
  113015. interface AbstractScene {
  113016. /**
  113017. * Return a the first highlight layer of the scene with a given name.
  113018. * @param name The name of the highlight layer to look for.
  113019. * @return The highlight layer if found otherwise null.
  113020. */
  113021. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  113022. }
  113023. /**
  113024. * Glow layer options. This helps customizing the behaviour
  113025. * of the glow layer.
  113026. */
  113027. export interface IGlowLayerOptions {
  113028. /**
  113029. * Multiplication factor apply to the canvas size to compute the render target size
  113030. * used to generated the glowing objects (the smaller the faster).
  113031. */
  113032. mainTextureRatio: number;
  113033. /**
  113034. * Enforces a fixed size texture to ensure resize independant blur.
  113035. */
  113036. mainTextureFixedSize?: number;
  113037. /**
  113038. * How big is the kernel of the blur texture.
  113039. */
  113040. blurKernelSize: number;
  113041. /**
  113042. * The camera attached to the layer.
  113043. */
  113044. camera: Nullable<Camera>;
  113045. /**
  113046. * Enable MSAA by chosing the number of samples.
  113047. */
  113048. mainTextureSamples?: number;
  113049. /**
  113050. * The rendering group to draw the layer in.
  113051. */
  113052. renderingGroupId: number;
  113053. }
  113054. /**
  113055. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113056. *
  113057. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113058. * glowy meshes to your scene.
  113059. *
  113060. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113061. */
  113062. export class GlowLayer extends EffectLayer {
  113063. /**
  113064. * Effect Name of the layer.
  113065. */
  113066. static readonly EffectName: string;
  113067. /**
  113068. * The default blur kernel size used for the glow.
  113069. */
  113070. static DefaultBlurKernelSize: number;
  113071. /**
  113072. * The default texture size ratio used for the glow.
  113073. */
  113074. static DefaultTextureRatio: number;
  113075. /**
  113076. * Sets the kernel size of the blur.
  113077. */
  113078. /**
  113079. * Gets the kernel size of the blur.
  113080. */
  113081. blurKernelSize: number;
  113082. /**
  113083. * Sets the glow intensity.
  113084. */
  113085. /**
  113086. * Gets the glow intensity.
  113087. */
  113088. intensity: number;
  113089. private _options;
  113090. private _intensity;
  113091. private _horizontalBlurPostprocess1;
  113092. private _verticalBlurPostprocess1;
  113093. private _horizontalBlurPostprocess2;
  113094. private _verticalBlurPostprocess2;
  113095. private _blurTexture1;
  113096. private _blurTexture2;
  113097. private _postProcesses1;
  113098. private _postProcesses2;
  113099. private _includedOnlyMeshes;
  113100. private _excludedMeshes;
  113101. /**
  113102. * Callback used to let the user override the color selection on a per mesh basis
  113103. */
  113104. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  113105. /**
  113106. * Callback used to let the user override the texture selection on a per mesh basis
  113107. */
  113108. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  113109. /**
  113110. * Instantiates a new glow Layer and references it to the scene.
  113111. * @param name The name of the layer
  113112. * @param scene The scene to use the layer in
  113113. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113114. */
  113115. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  113116. /**
  113117. * Get the effect name of the layer.
  113118. * @return The effect name
  113119. */
  113120. getEffectName(): string;
  113121. /**
  113122. * Create the merge effect. This is the shader use to blit the information back
  113123. * to the main canvas at the end of the scene rendering.
  113124. */
  113125. protected _createMergeEffect(): Effect;
  113126. /**
  113127. * Creates the render target textures and post processes used in the glow layer.
  113128. */
  113129. protected _createTextureAndPostProcesses(): void;
  113130. /**
  113131. * Checks for the readiness of the element composing the layer.
  113132. * @param subMesh the mesh to check for
  113133. * @param useInstances specify wether or not to use instances to render the mesh
  113134. * @param emissiveTexture the associated emissive texture used to generate the glow
  113135. * @return true if ready otherwise, false
  113136. */
  113137. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113138. /**
  113139. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113140. */
  113141. needStencil(): boolean;
  113142. /**
  113143. * Returns true if the mesh can be rendered, otherwise false.
  113144. * @param mesh The mesh to render
  113145. * @param material The material used on the mesh
  113146. * @returns true if it can be rendered otherwise false
  113147. */
  113148. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113149. /**
  113150. * Implementation specific of rendering the generating effect on the main canvas.
  113151. * @param effect The effect used to render through
  113152. */
  113153. protected _internalRender(effect: Effect): void;
  113154. /**
  113155. * Sets the required values for both the emissive texture and and the main color.
  113156. */
  113157. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113158. /**
  113159. * Returns true if the mesh should render, otherwise false.
  113160. * @param mesh The mesh to render
  113161. * @returns true if it should render otherwise false
  113162. */
  113163. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113164. /**
  113165. * Adds specific effects defines.
  113166. * @param defines The defines to add specifics to.
  113167. */
  113168. protected _addCustomEffectDefines(defines: string[]): void;
  113169. /**
  113170. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113171. * @param mesh The mesh to exclude from the glow layer
  113172. */
  113173. addExcludedMesh(mesh: Mesh): void;
  113174. /**
  113175. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113176. * @param mesh The mesh to remove
  113177. */
  113178. removeExcludedMesh(mesh: Mesh): void;
  113179. /**
  113180. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113181. * @param mesh The mesh to include in the glow layer
  113182. */
  113183. addIncludedOnlyMesh(mesh: Mesh): void;
  113184. /**
  113185. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113186. * @param mesh The mesh to remove
  113187. */
  113188. removeIncludedOnlyMesh(mesh: Mesh): void;
  113189. /**
  113190. * Determine if a given mesh will be used in the glow layer
  113191. * @param mesh The mesh to test
  113192. * @returns true if the mesh will be highlighted by the current glow layer
  113193. */
  113194. hasMesh(mesh: AbstractMesh): boolean;
  113195. /**
  113196. * Free any resources and references associated to a mesh.
  113197. * Internal use
  113198. * @param mesh The mesh to free.
  113199. * @hidden
  113200. */
  113201. _disposeMesh(mesh: Mesh): void;
  113202. /**
  113203. * Gets the class name of the effect layer
  113204. * @returns the string with the class name of the effect layer
  113205. */
  113206. getClassName(): string;
  113207. /**
  113208. * Serializes this glow layer
  113209. * @returns a serialized glow layer object
  113210. */
  113211. serialize(): any;
  113212. /**
  113213. * Creates a Glow Layer from parsed glow layer data
  113214. * @param parsedGlowLayer defines glow layer data
  113215. * @param scene defines the current scene
  113216. * @param rootUrl defines the root URL containing the glow layer information
  113217. * @returns a parsed Glow Layer
  113218. */
  113219. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  113220. }
  113221. }
  113222. declare module BABYLON {
  113223. /** @hidden */
  113224. export var glowBlurPostProcessPixelShader: {
  113225. name: string;
  113226. shader: string;
  113227. };
  113228. }
  113229. declare module BABYLON {
  113230. interface AbstractScene {
  113231. /**
  113232. * Return a the first highlight layer of the scene with a given name.
  113233. * @param name The name of the highlight layer to look for.
  113234. * @return The highlight layer if found otherwise null.
  113235. */
  113236. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  113237. }
  113238. /**
  113239. * Highlight layer options. This helps customizing the behaviour
  113240. * of the highlight layer.
  113241. */
  113242. export interface IHighlightLayerOptions {
  113243. /**
  113244. * Multiplication factor apply to the canvas size to compute the render target size
  113245. * used to generated the glowing objects (the smaller the faster).
  113246. */
  113247. mainTextureRatio: number;
  113248. /**
  113249. * Enforces a fixed size texture to ensure resize independant blur.
  113250. */
  113251. mainTextureFixedSize?: number;
  113252. /**
  113253. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  113254. * of the picture to blur (the smaller the faster).
  113255. */
  113256. blurTextureSizeRatio: number;
  113257. /**
  113258. * How big in texel of the blur texture is the vertical blur.
  113259. */
  113260. blurVerticalSize: number;
  113261. /**
  113262. * How big in texel of the blur texture is the horizontal blur.
  113263. */
  113264. blurHorizontalSize: number;
  113265. /**
  113266. * Alpha blending mode used to apply the blur. Default is combine.
  113267. */
  113268. alphaBlendingMode: number;
  113269. /**
  113270. * The camera attached to the layer.
  113271. */
  113272. camera: Nullable<Camera>;
  113273. /**
  113274. * Should we display highlight as a solid stroke?
  113275. */
  113276. isStroke?: boolean;
  113277. /**
  113278. * The rendering group to draw the layer in.
  113279. */
  113280. renderingGroupId: number;
  113281. }
  113282. /**
  113283. * The highlight layer Helps adding a glow effect around a mesh.
  113284. *
  113285. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113286. * glowy meshes to your scene.
  113287. *
  113288. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113289. */
  113290. export class HighlightLayer extends EffectLayer {
  113291. name: string;
  113292. /**
  113293. * Effect Name of the highlight layer.
  113294. */
  113295. static readonly EffectName: string;
  113296. /**
  113297. * The neutral color used during the preparation of the glow effect.
  113298. * This is black by default as the blend operation is a blend operation.
  113299. */
  113300. static NeutralColor: Color4;
  113301. /**
  113302. * Stencil value used for glowing meshes.
  113303. */
  113304. static GlowingMeshStencilReference: number;
  113305. /**
  113306. * Stencil value used for the other meshes in the scene.
  113307. */
  113308. static NormalMeshStencilReference: number;
  113309. /**
  113310. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113311. */
  113312. innerGlow: boolean;
  113313. /**
  113314. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113315. */
  113316. outerGlow: boolean;
  113317. /**
  113318. * Specifies the horizontal size of the blur.
  113319. */
  113320. /**
  113321. * Gets the horizontal size of the blur.
  113322. */
  113323. blurHorizontalSize: number;
  113324. /**
  113325. * Specifies the vertical size of the blur.
  113326. */
  113327. /**
  113328. * Gets the vertical size of the blur.
  113329. */
  113330. blurVerticalSize: number;
  113331. /**
  113332. * An event triggered when the highlight layer is being blurred.
  113333. */
  113334. onBeforeBlurObservable: Observable<HighlightLayer>;
  113335. /**
  113336. * An event triggered when the highlight layer has been blurred.
  113337. */
  113338. onAfterBlurObservable: Observable<HighlightLayer>;
  113339. private _instanceGlowingMeshStencilReference;
  113340. private _options;
  113341. private _downSamplePostprocess;
  113342. private _horizontalBlurPostprocess;
  113343. private _verticalBlurPostprocess;
  113344. private _blurTexture;
  113345. private _meshes;
  113346. private _excludedMeshes;
  113347. /**
  113348. * Instantiates a new highlight Layer and references it to the scene..
  113349. * @param name The name of the layer
  113350. * @param scene The scene to use the layer in
  113351. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113352. */
  113353. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  113354. /**
  113355. * Get the effect name of the layer.
  113356. * @return The effect name
  113357. */
  113358. getEffectName(): string;
  113359. /**
  113360. * Create the merge effect. This is the shader use to blit the information back
  113361. * to the main canvas at the end of the scene rendering.
  113362. */
  113363. protected _createMergeEffect(): Effect;
  113364. /**
  113365. * Creates the render target textures and post processes used in the highlight layer.
  113366. */
  113367. protected _createTextureAndPostProcesses(): void;
  113368. /**
  113369. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113370. */
  113371. needStencil(): boolean;
  113372. /**
  113373. * Checks for the readiness of the element composing the layer.
  113374. * @param subMesh the mesh to check for
  113375. * @param useInstances specify wether or not to use instances to render the mesh
  113376. * @param emissiveTexture the associated emissive texture used to generate the glow
  113377. * @return true if ready otherwise, false
  113378. */
  113379. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113380. /**
  113381. * Implementation specific of rendering the generating effect on the main canvas.
  113382. * @param effect The effect used to render through
  113383. */
  113384. protected _internalRender(effect: Effect): void;
  113385. /**
  113386. * Returns true if the layer contains information to display, otherwise false.
  113387. */
  113388. shouldRender(): boolean;
  113389. /**
  113390. * Returns true if the mesh should render, otherwise false.
  113391. * @param mesh The mesh to render
  113392. * @returns true if it should render otherwise false
  113393. */
  113394. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113395. /**
  113396. * Sets the required values for both the emissive texture and and the main color.
  113397. */
  113398. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113399. /**
  113400. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113401. * @param mesh The mesh to exclude from the highlight layer
  113402. */
  113403. addExcludedMesh(mesh: Mesh): void;
  113404. /**
  113405. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113406. * @param mesh The mesh to highlight
  113407. */
  113408. removeExcludedMesh(mesh: Mesh): void;
  113409. /**
  113410. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113411. * @param mesh mesh to test
  113412. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113413. */
  113414. hasMesh(mesh: AbstractMesh): boolean;
  113415. /**
  113416. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113417. * @param mesh The mesh to highlight
  113418. * @param color The color of the highlight
  113419. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113420. */
  113421. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  113422. /**
  113423. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113424. * @param mesh The mesh to highlight
  113425. */
  113426. removeMesh(mesh: Mesh): void;
  113427. /**
  113428. * Force the stencil to the normal expected value for none glowing parts
  113429. */
  113430. private _defaultStencilReference;
  113431. /**
  113432. * Free any resources and references associated to a mesh.
  113433. * Internal use
  113434. * @param mesh The mesh to free.
  113435. * @hidden
  113436. */
  113437. _disposeMesh(mesh: Mesh): void;
  113438. /**
  113439. * Dispose the highlight layer and free resources.
  113440. */
  113441. dispose(): void;
  113442. /**
  113443. * Gets the class name of the effect layer
  113444. * @returns the string with the class name of the effect layer
  113445. */
  113446. getClassName(): string;
  113447. /**
  113448. * Serializes this Highlight layer
  113449. * @returns a serialized Highlight layer object
  113450. */
  113451. serialize(): any;
  113452. /**
  113453. * Creates a Highlight layer from parsed Highlight layer data
  113454. * @param parsedHightlightLayer defines the Highlight layer data
  113455. * @param scene defines the current scene
  113456. * @param rootUrl defines the root URL containing the Highlight layer information
  113457. * @returns a parsed Highlight layer
  113458. */
  113459. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  113460. }
  113461. }
  113462. declare module BABYLON {
  113463. interface AbstractScene {
  113464. /**
  113465. * The list of layers (background and foreground) of the scene
  113466. */
  113467. layers: Array<Layer>;
  113468. }
  113469. /**
  113470. * Defines the layer scene component responsible to manage any layers
  113471. * in a given scene.
  113472. */
  113473. export class LayerSceneComponent implements ISceneComponent {
  113474. /**
  113475. * The component name helpfull to identify the component in the list of scene components.
  113476. */
  113477. readonly name: string;
  113478. /**
  113479. * The scene the component belongs to.
  113480. */
  113481. scene: Scene;
  113482. private _engine;
  113483. /**
  113484. * Creates a new instance of the component for the given scene
  113485. * @param scene Defines the scene to register the component in
  113486. */
  113487. constructor(scene: Scene);
  113488. /**
  113489. * Registers the component in a given scene
  113490. */
  113491. register(): void;
  113492. /**
  113493. * Rebuilds the elements related to this component in case of
  113494. * context lost for instance.
  113495. */
  113496. rebuild(): void;
  113497. /**
  113498. * Disposes the component and the associated ressources.
  113499. */
  113500. dispose(): void;
  113501. private _draw;
  113502. private _drawCameraPredicate;
  113503. private _drawCameraBackground;
  113504. private _drawCameraForeground;
  113505. private _drawRenderTargetPredicate;
  113506. private _drawRenderTargetBackground;
  113507. private _drawRenderTargetForeground;
  113508. /**
  113509. * Adds all the elements from the container to the scene
  113510. * @param container the container holding the elements
  113511. */
  113512. addFromContainer(container: AbstractScene): void;
  113513. /**
  113514. * Removes all the elements in the container from the scene
  113515. * @param container contains the elements to remove
  113516. * @param dispose if the removed element should be disposed (default: false)
  113517. */
  113518. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113519. }
  113520. }
  113521. declare module BABYLON {
  113522. /** @hidden */
  113523. export var layerPixelShader: {
  113524. name: string;
  113525. shader: string;
  113526. };
  113527. }
  113528. declare module BABYLON {
  113529. /** @hidden */
  113530. export var layerVertexShader: {
  113531. name: string;
  113532. shader: string;
  113533. };
  113534. }
  113535. declare module BABYLON {
  113536. /**
  113537. * This represents a full screen 2d layer.
  113538. * This can be useful to display a picture in the background of your scene for instance.
  113539. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113540. */
  113541. export class Layer {
  113542. /**
  113543. * Define the name of the layer.
  113544. */
  113545. name: string;
  113546. /**
  113547. * Define the texture the layer should display.
  113548. */
  113549. texture: Nullable<Texture>;
  113550. /**
  113551. * Is the layer in background or foreground.
  113552. */
  113553. isBackground: boolean;
  113554. /**
  113555. * Define the color of the layer (instead of texture).
  113556. */
  113557. color: Color4;
  113558. /**
  113559. * Define the scale of the layer in order to zoom in out of the texture.
  113560. */
  113561. scale: Vector2;
  113562. /**
  113563. * Define an offset for the layer in order to shift the texture.
  113564. */
  113565. offset: Vector2;
  113566. /**
  113567. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113568. */
  113569. alphaBlendingMode: number;
  113570. /**
  113571. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  113572. * Alpha test will not mix with the background color in case of transparency.
  113573. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  113574. */
  113575. alphaTest: boolean;
  113576. /**
  113577. * Define a mask to restrict the layer to only some of the scene cameras.
  113578. */
  113579. layerMask: number;
  113580. /**
  113581. * Define the list of render target the layer is visible into.
  113582. */
  113583. renderTargetTextures: RenderTargetTexture[];
  113584. /**
  113585. * Define if the layer is only used in renderTarget or if it also
  113586. * renders in the main frame buffer of the canvas.
  113587. */
  113588. renderOnlyInRenderTargetTextures: boolean;
  113589. private _scene;
  113590. private _vertexBuffers;
  113591. private _indexBuffer;
  113592. private _effect;
  113593. private _alphaTestEffect;
  113594. /**
  113595. * An event triggered when the layer is disposed.
  113596. */
  113597. onDisposeObservable: Observable<Layer>;
  113598. private _onDisposeObserver;
  113599. /**
  113600. * Back compatibility with callback before the onDisposeObservable existed.
  113601. * The set callback will be triggered when the layer has been disposed.
  113602. */
  113603. onDispose: () => void;
  113604. /**
  113605. * An event triggered before rendering the scene
  113606. */
  113607. onBeforeRenderObservable: Observable<Layer>;
  113608. private _onBeforeRenderObserver;
  113609. /**
  113610. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113611. * The set callback will be triggered just before rendering the layer.
  113612. */
  113613. onBeforeRender: () => void;
  113614. /**
  113615. * An event triggered after rendering the scene
  113616. */
  113617. onAfterRenderObservable: Observable<Layer>;
  113618. private _onAfterRenderObserver;
  113619. /**
  113620. * Back compatibility with callback before the onAfterRenderObservable existed.
  113621. * The set callback will be triggered just after rendering the layer.
  113622. */
  113623. onAfterRender: () => void;
  113624. /**
  113625. * Instantiates a new layer.
  113626. * This represents a full screen 2d layer.
  113627. * This can be useful to display a picture in the background of your scene for instance.
  113628. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113629. * @param name Define the name of the layer in the scene
  113630. * @param imgUrl Define the url of the texture to display in the layer
  113631. * @param scene Define the scene the layer belongs to
  113632. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113633. * @param color Defines a color for the layer
  113634. */
  113635. constructor(
  113636. /**
  113637. * Define the name of the layer.
  113638. */
  113639. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  113640. private _createIndexBuffer;
  113641. /** @hidden */
  113642. _rebuild(): void;
  113643. /**
  113644. * Renders the layer in the scene.
  113645. */
  113646. render(): void;
  113647. /**
  113648. * Disposes and releases the associated ressources.
  113649. */
  113650. dispose(): void;
  113651. }
  113652. }
  113653. declare module BABYLON {
  113654. /** @hidden */
  113655. export var lensFlarePixelShader: {
  113656. name: string;
  113657. shader: string;
  113658. };
  113659. }
  113660. declare module BABYLON {
  113661. /** @hidden */
  113662. export var lensFlareVertexShader: {
  113663. name: string;
  113664. shader: string;
  113665. };
  113666. }
  113667. declare module BABYLON {
  113668. /**
  113669. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113670. * It is usually composed of several `lensFlare`.
  113671. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113672. */
  113673. export class LensFlareSystem {
  113674. /**
  113675. * Define the name of the lens flare system
  113676. */
  113677. name: string;
  113678. /**
  113679. * List of lens flares used in this system.
  113680. */
  113681. lensFlares: LensFlare[];
  113682. /**
  113683. * Define a limit from the border the lens flare can be visible.
  113684. */
  113685. borderLimit: number;
  113686. /**
  113687. * Define a viewport border we do not want to see the lens flare in.
  113688. */
  113689. viewportBorder: number;
  113690. /**
  113691. * Define a predicate which could limit the list of meshes able to occlude the effect.
  113692. */
  113693. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  113694. /**
  113695. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  113696. */
  113697. layerMask: number;
  113698. /**
  113699. * Define the id of the lens flare system in the scene.
  113700. * (equal to name by default)
  113701. */
  113702. id: string;
  113703. private _scene;
  113704. private _emitter;
  113705. private _vertexBuffers;
  113706. private _indexBuffer;
  113707. private _effect;
  113708. private _positionX;
  113709. private _positionY;
  113710. private _isEnabled;
  113711. /** @hidden */
  113712. static _SceneComponentInitialization: (scene: Scene) => void;
  113713. /**
  113714. * Instantiates a lens flare system.
  113715. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113716. * It is usually composed of several `lensFlare`.
  113717. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113718. * @param name Define the name of the lens flare system in the scene
  113719. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  113720. * @param scene Define the scene the lens flare system belongs to
  113721. */
  113722. constructor(
  113723. /**
  113724. * Define the name of the lens flare system
  113725. */
  113726. name: string, emitter: any, scene: Scene);
  113727. /**
  113728. * Define if the lens flare system is enabled.
  113729. */
  113730. isEnabled: boolean;
  113731. /**
  113732. * Get the scene the effects belongs to.
  113733. * @returns the scene holding the lens flare system
  113734. */
  113735. getScene(): Scene;
  113736. /**
  113737. * Get the emitter of the lens flare system.
  113738. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  113739. * @returns the emitter of the lens flare system
  113740. */
  113741. getEmitter(): any;
  113742. /**
  113743. * Set the emitter of the lens flare system.
  113744. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  113745. * @param newEmitter Define the new emitter of the system
  113746. */
  113747. setEmitter(newEmitter: any): void;
  113748. /**
  113749. * Get the lens flare system emitter position.
  113750. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  113751. * @returns the position
  113752. */
  113753. getEmitterPosition(): Vector3;
  113754. /**
  113755. * @hidden
  113756. */
  113757. computeEffectivePosition(globalViewport: Viewport): boolean;
  113758. /** @hidden */
  113759. _isVisible(): boolean;
  113760. /**
  113761. * @hidden
  113762. */
  113763. render(): boolean;
  113764. /**
  113765. * Dispose and release the lens flare with its associated resources.
  113766. */
  113767. dispose(): void;
  113768. /**
  113769. * Parse a lens flare system from a JSON repressentation
  113770. * @param parsedLensFlareSystem Define the JSON to parse
  113771. * @param scene Define the scene the parsed system should be instantiated in
  113772. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  113773. * @returns the parsed system
  113774. */
  113775. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  113776. /**
  113777. * Serialize the current Lens Flare System into a JSON representation.
  113778. * @returns the serialized JSON
  113779. */
  113780. serialize(): any;
  113781. }
  113782. }
  113783. declare module BABYLON {
  113784. /**
  113785. * This represents one of the lens effect in a `lensFlareSystem`.
  113786. * It controls one of the indiviual texture used in the effect.
  113787. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113788. */
  113789. export class LensFlare {
  113790. /**
  113791. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  113792. */
  113793. size: number;
  113794. /**
  113795. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  113796. */
  113797. position: number;
  113798. /**
  113799. * Define the lens color.
  113800. */
  113801. color: Color3;
  113802. /**
  113803. * Define the lens texture.
  113804. */
  113805. texture: Nullable<Texture>;
  113806. /**
  113807. * Define the alpha mode to render this particular lens.
  113808. */
  113809. alphaMode: number;
  113810. private _system;
  113811. /**
  113812. * Creates a new Lens Flare.
  113813. * This represents one of the lens effect in a `lensFlareSystem`.
  113814. * It controls one of the indiviual texture used in the effect.
  113815. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113816. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  113817. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  113818. * @param color Define the lens color
  113819. * @param imgUrl Define the lens texture url
  113820. * @param system Define the `lensFlareSystem` this flare is part of
  113821. * @returns The newly created Lens Flare
  113822. */
  113823. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  113824. /**
  113825. * Instantiates a new Lens Flare.
  113826. * This represents one of the lens effect in a `lensFlareSystem`.
  113827. * It controls one of the indiviual texture used in the effect.
  113828. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113829. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  113830. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  113831. * @param color Define the lens color
  113832. * @param imgUrl Define the lens texture url
  113833. * @param system Define the `lensFlareSystem` this flare is part of
  113834. */
  113835. constructor(
  113836. /**
  113837. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  113838. */
  113839. size: number,
  113840. /**
  113841. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  113842. */
  113843. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  113844. /**
  113845. * Dispose and release the lens flare with its associated resources.
  113846. */
  113847. dispose(): void;
  113848. }
  113849. }
  113850. declare module BABYLON {
  113851. interface AbstractScene {
  113852. /**
  113853. * The list of lens flare system added to the scene
  113854. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113855. */
  113856. lensFlareSystems: Array<LensFlareSystem>;
  113857. /**
  113858. * Removes the given lens flare system from this scene.
  113859. * @param toRemove The lens flare system to remove
  113860. * @returns The index of the removed lens flare system
  113861. */
  113862. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  113863. /**
  113864. * Adds the given lens flare system to this scene
  113865. * @param newLensFlareSystem The lens flare system to add
  113866. */
  113867. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  113868. /**
  113869. * Gets a lens flare system using its name
  113870. * @param name defines the name to look for
  113871. * @returns the lens flare system or null if not found
  113872. */
  113873. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  113874. /**
  113875. * Gets a lens flare system using its id
  113876. * @param id defines the id to look for
  113877. * @returns the lens flare system or null if not found
  113878. */
  113879. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  113880. }
  113881. /**
  113882. * Defines the lens flare scene component responsible to manage any lens flares
  113883. * in a given scene.
  113884. */
  113885. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  113886. /**
  113887. * The component name helpfull to identify the component in the list of scene components.
  113888. */
  113889. readonly name: string;
  113890. /**
  113891. * The scene the component belongs to.
  113892. */
  113893. scene: Scene;
  113894. /**
  113895. * Creates a new instance of the component for the given scene
  113896. * @param scene Defines the scene to register the component in
  113897. */
  113898. constructor(scene: Scene);
  113899. /**
  113900. * Registers the component in a given scene
  113901. */
  113902. register(): void;
  113903. /**
  113904. * Rebuilds the elements related to this component in case of
  113905. * context lost for instance.
  113906. */
  113907. rebuild(): void;
  113908. /**
  113909. * Adds all the elements from the container to the scene
  113910. * @param container the container holding the elements
  113911. */
  113912. addFromContainer(container: AbstractScene): void;
  113913. /**
  113914. * Removes all the elements in the container from the scene
  113915. * @param container contains the elements to remove
  113916. * @param dispose if the removed element should be disposed (default: false)
  113917. */
  113918. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113919. /**
  113920. * Serializes the component data to the specified json object
  113921. * @param serializationObject The object to serialize to
  113922. */
  113923. serialize(serializationObject: any): void;
  113924. /**
  113925. * Disposes the component and the associated ressources.
  113926. */
  113927. dispose(): void;
  113928. private _draw;
  113929. }
  113930. }
  113931. declare module BABYLON {
  113932. /**
  113933. * Defines the shadow generator component responsible to manage any shadow generators
  113934. * in a given scene.
  113935. */
  113936. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  113937. /**
  113938. * The component name helpfull to identify the component in the list of scene components.
  113939. */
  113940. readonly name: string;
  113941. /**
  113942. * The scene the component belongs to.
  113943. */
  113944. scene: Scene;
  113945. /**
  113946. * Creates a new instance of the component for the given scene
  113947. * @param scene Defines the scene to register the component in
  113948. */
  113949. constructor(scene: Scene);
  113950. /**
  113951. * Registers the component in a given scene
  113952. */
  113953. register(): void;
  113954. /**
  113955. * Rebuilds the elements related to this component in case of
  113956. * context lost for instance.
  113957. */
  113958. rebuild(): void;
  113959. /**
  113960. * Serializes the component data to the specified json object
  113961. * @param serializationObject The object to serialize to
  113962. */
  113963. serialize(serializationObject: any): void;
  113964. /**
  113965. * Adds all the elements from the container to the scene
  113966. * @param container the container holding the elements
  113967. */
  113968. addFromContainer(container: AbstractScene): void;
  113969. /**
  113970. * Removes all the elements in the container from the scene
  113971. * @param container contains the elements to remove
  113972. * @param dispose if the removed element should be disposed (default: false)
  113973. */
  113974. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113975. /**
  113976. * Rebuilds the elements related to this component in case of
  113977. * context lost for instance.
  113978. */
  113979. dispose(): void;
  113980. private _gatherRenderTargets;
  113981. }
  113982. }
  113983. declare module BABYLON {
  113984. /**
  113985. * A point light is a light defined by an unique point in world space.
  113986. * The light is emitted in every direction from this point.
  113987. * A good example of a point light is a standard light bulb.
  113988. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113989. */
  113990. export class PointLight extends ShadowLight {
  113991. private _shadowAngle;
  113992. /**
  113993. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113994. * This specifies what angle the shadow will use to be created.
  113995. *
  113996. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113997. */
  113998. /**
  113999. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114000. * This specifies what angle the shadow will use to be created.
  114001. *
  114002. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114003. */
  114004. shadowAngle: number;
  114005. /**
  114006. * Gets the direction if it has been set.
  114007. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114008. */
  114009. /**
  114010. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114011. */
  114012. direction: Vector3;
  114013. /**
  114014. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  114015. * A PointLight emits the light in every direction.
  114016. * It can cast shadows.
  114017. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  114018. * ```javascript
  114019. * var pointLight = new PointLight("pl", camera.position, scene);
  114020. * ```
  114021. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114022. * @param name The light friendly name
  114023. * @param position The position of the point light in the scene
  114024. * @param scene The scene the lights belongs to
  114025. */
  114026. constructor(name: string, position: Vector3, scene: Scene);
  114027. /**
  114028. * Returns the string "PointLight"
  114029. * @returns the class name
  114030. */
  114031. getClassName(): string;
  114032. /**
  114033. * Returns the integer 0.
  114034. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114035. */
  114036. getTypeID(): number;
  114037. /**
  114038. * Specifies wether or not the shadowmap should be a cube texture.
  114039. * @returns true if the shadowmap needs to be a cube texture.
  114040. */
  114041. needCube(): boolean;
  114042. /**
  114043. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  114044. * @param faceIndex The index of the face we are computed the direction to generate shadow
  114045. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  114046. */
  114047. getShadowDirection(faceIndex?: number): Vector3;
  114048. /**
  114049. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  114050. * - fov = PI / 2
  114051. * - aspect ratio : 1.0
  114052. * - z-near and far equal to the active camera minZ and maxZ.
  114053. * Returns the PointLight.
  114054. */
  114055. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114056. protected _buildUniformLayout(): void;
  114057. /**
  114058. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  114059. * @param effect The effect to update
  114060. * @param lightIndex The index of the light in the effect to update
  114061. * @returns The point light
  114062. */
  114063. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  114064. /**
  114065. * Prepares the list of defines specific to the light type.
  114066. * @param defines the list of defines
  114067. * @param lightIndex defines the index of the light for the effect
  114068. */
  114069. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114070. }
  114071. }
  114072. declare module BABYLON {
  114073. /**
  114074. * Header information of HDR texture files.
  114075. */
  114076. export interface HDRInfo {
  114077. /**
  114078. * The height of the texture in pixels.
  114079. */
  114080. height: number;
  114081. /**
  114082. * The width of the texture in pixels.
  114083. */
  114084. width: number;
  114085. /**
  114086. * The index of the beginning of the data in the binary file.
  114087. */
  114088. dataPosition: number;
  114089. }
  114090. /**
  114091. * This groups tools to convert HDR texture to native colors array.
  114092. */
  114093. export class HDRTools {
  114094. private static Ldexp;
  114095. private static Rgbe2float;
  114096. private static readStringLine;
  114097. /**
  114098. * Reads header information from an RGBE texture stored in a native array.
  114099. * More information on this format are available here:
  114100. * https://en.wikipedia.org/wiki/RGBE_image_format
  114101. *
  114102. * @param uint8array The binary file stored in native array.
  114103. * @return The header information.
  114104. */
  114105. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  114106. /**
  114107. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  114108. * This RGBE texture needs to store the information as a panorama.
  114109. *
  114110. * More information on this format are available here:
  114111. * https://en.wikipedia.org/wiki/RGBE_image_format
  114112. *
  114113. * @param buffer The binary file stored in an array buffer.
  114114. * @param size The expected size of the extracted cubemap.
  114115. * @return The Cube Map information.
  114116. */
  114117. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  114118. /**
  114119. * Returns the pixels data extracted from an RGBE texture.
  114120. * This pixels will be stored left to right up to down in the R G B order in one array.
  114121. *
  114122. * More information on this format are available here:
  114123. * https://en.wikipedia.org/wiki/RGBE_image_format
  114124. *
  114125. * @param uint8array The binary file stored in an array buffer.
  114126. * @param hdrInfo The header information of the file.
  114127. * @return The pixels data in RGB right to left up to down order.
  114128. */
  114129. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  114130. private static RGBE_ReadPixels_RLE;
  114131. }
  114132. }
  114133. declare module BABYLON {
  114134. /**
  114135. * This represents a texture coming from an HDR input.
  114136. *
  114137. * The only supported format is currently panorama picture stored in RGBE format.
  114138. * Example of such files can be found on HDRLib: http://hdrlib.com/
  114139. */
  114140. export class HDRCubeTexture extends BaseTexture {
  114141. private static _facesMapping;
  114142. private _generateHarmonics;
  114143. private _noMipmap;
  114144. private _textureMatrix;
  114145. private _size;
  114146. private _onLoad;
  114147. private _onError;
  114148. /**
  114149. * The texture URL.
  114150. */
  114151. url: string;
  114152. /**
  114153. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  114154. */
  114155. coordinatesMode: number;
  114156. protected _isBlocking: boolean;
  114157. /**
  114158. * Sets wether or not the texture is blocking during loading.
  114159. */
  114160. /**
  114161. * Gets wether or not the texture is blocking during loading.
  114162. */
  114163. isBlocking: boolean;
  114164. protected _rotationY: number;
  114165. /**
  114166. * Sets texture matrix rotation angle around Y axis in radians.
  114167. */
  114168. /**
  114169. * Gets texture matrix rotation angle around Y axis radians.
  114170. */
  114171. rotationY: number;
  114172. /**
  114173. * Gets or sets the center of the bounding box associated with the cube texture
  114174. * It must define where the camera used to render the texture was set
  114175. */
  114176. boundingBoxPosition: Vector3;
  114177. private _boundingBoxSize;
  114178. /**
  114179. * Gets or sets the size of the bounding box associated with the cube texture
  114180. * When defined, the cubemap will switch to local mode
  114181. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  114182. * @example https://www.babylonjs-playground.com/#RNASML
  114183. */
  114184. boundingBoxSize: Vector3;
  114185. /**
  114186. * Instantiates an HDRTexture from the following parameters.
  114187. *
  114188. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  114189. * @param scene The scene the texture will be used in
  114190. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114191. * @param noMipmap Forces to not generate the mipmap if true
  114192. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  114193. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  114194. * @param reserved Reserved flag for internal use.
  114195. */
  114196. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  114197. /**
  114198. * Get the current class name of the texture useful for serialization or dynamic coding.
  114199. * @returns "HDRCubeTexture"
  114200. */
  114201. getClassName(): string;
  114202. /**
  114203. * Occurs when the file is raw .hdr file.
  114204. */
  114205. private loadTexture;
  114206. clone(): HDRCubeTexture;
  114207. delayLoad(): void;
  114208. /**
  114209. * Get the texture reflection matrix used to rotate/transform the reflection.
  114210. * @returns the reflection matrix
  114211. */
  114212. getReflectionTextureMatrix(): Matrix;
  114213. /**
  114214. * Set the texture reflection matrix used to rotate/transform the reflection.
  114215. * @param value Define the reflection matrix to set
  114216. */
  114217. setReflectionTextureMatrix(value: Matrix): void;
  114218. /**
  114219. * Parses a JSON representation of an HDR Texture in order to create the texture
  114220. * @param parsedTexture Define the JSON representation
  114221. * @param scene Define the scene the texture should be created in
  114222. * @param rootUrl Define the root url in case we need to load relative dependencies
  114223. * @returns the newly created texture after parsing
  114224. */
  114225. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  114226. serialize(): any;
  114227. }
  114228. }
  114229. declare module BABYLON {
  114230. /**
  114231. * Class used to control physics engine
  114232. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  114233. */
  114234. export class PhysicsEngine implements IPhysicsEngine {
  114235. private _physicsPlugin;
  114236. /**
  114237. * Global value used to control the smallest number supported by the simulation
  114238. */
  114239. static Epsilon: number;
  114240. private _impostors;
  114241. private _joints;
  114242. /**
  114243. * Gets the gravity vector used by the simulation
  114244. */
  114245. gravity: Vector3;
  114246. /**
  114247. * Factory used to create the default physics plugin.
  114248. * @returns The default physics plugin
  114249. */
  114250. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  114251. /**
  114252. * Creates a new Physics Engine
  114253. * @param gravity defines the gravity vector used by the simulation
  114254. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  114255. */
  114256. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  114257. /**
  114258. * Sets the gravity vector used by the simulation
  114259. * @param gravity defines the gravity vector to use
  114260. */
  114261. setGravity(gravity: Vector3): void;
  114262. /**
  114263. * Set the time step of the physics engine.
  114264. * Default is 1/60.
  114265. * To slow it down, enter 1/600 for example.
  114266. * To speed it up, 1/30
  114267. * @param newTimeStep defines the new timestep to apply to this world.
  114268. */
  114269. setTimeStep(newTimeStep?: number): void;
  114270. /**
  114271. * Get the time step of the physics engine.
  114272. * @returns the current time step
  114273. */
  114274. getTimeStep(): number;
  114275. /**
  114276. * Release all resources
  114277. */
  114278. dispose(): void;
  114279. /**
  114280. * Gets the name of the current physics plugin
  114281. * @returns the name of the plugin
  114282. */
  114283. getPhysicsPluginName(): string;
  114284. /**
  114285. * Adding a new impostor for the impostor tracking.
  114286. * This will be done by the impostor itself.
  114287. * @param impostor the impostor to add
  114288. */
  114289. addImpostor(impostor: PhysicsImpostor): void;
  114290. /**
  114291. * Remove an impostor from the engine.
  114292. * This impostor and its mesh will not longer be updated by the physics engine.
  114293. * @param impostor the impostor to remove
  114294. */
  114295. removeImpostor(impostor: PhysicsImpostor): void;
  114296. /**
  114297. * Add a joint to the physics engine
  114298. * @param mainImpostor defines the main impostor to which the joint is added.
  114299. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  114300. * @param joint defines the joint that will connect both impostors.
  114301. */
  114302. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114303. /**
  114304. * Removes a joint from the simulation
  114305. * @param mainImpostor defines the impostor used with the joint
  114306. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  114307. * @param joint defines the joint to remove
  114308. */
  114309. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114310. /**
  114311. * Called by the scene. No need to call it.
  114312. * @param delta defines the timespam between frames
  114313. */
  114314. _step(delta: number): void;
  114315. /**
  114316. * Gets the current plugin used to run the simulation
  114317. * @returns current plugin
  114318. */
  114319. getPhysicsPlugin(): IPhysicsEnginePlugin;
  114320. /**
  114321. * Gets the list of physic impostors
  114322. * @returns an array of PhysicsImpostor
  114323. */
  114324. getImpostors(): Array<PhysicsImpostor>;
  114325. /**
  114326. * Gets the impostor for a physics enabled object
  114327. * @param object defines the object impersonated by the impostor
  114328. * @returns the PhysicsImpostor or null if not found
  114329. */
  114330. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  114331. /**
  114332. * Gets the impostor for a physics body object
  114333. * @param body defines physics body used by the impostor
  114334. * @returns the PhysicsImpostor or null if not found
  114335. */
  114336. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  114337. /**
  114338. * Does a raycast in the physics world
  114339. * @param from when should the ray start?
  114340. * @param to when should the ray end?
  114341. * @returns PhysicsRaycastResult
  114342. */
  114343. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114344. }
  114345. }
  114346. declare module BABYLON {
  114347. /** @hidden */
  114348. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  114349. private _useDeltaForWorldStep;
  114350. world: any;
  114351. name: string;
  114352. private _physicsMaterials;
  114353. private _fixedTimeStep;
  114354. private _cannonRaycastResult;
  114355. private _raycastResult;
  114356. private _physicsBodysToRemoveAfterStep;
  114357. BJSCANNON: any;
  114358. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  114359. setGravity(gravity: Vector3): void;
  114360. setTimeStep(timeStep: number): void;
  114361. getTimeStep(): number;
  114362. executeStep(delta: number): void;
  114363. private _removeMarkedPhysicsBodiesFromWorld;
  114364. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114365. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114366. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114367. private _processChildMeshes;
  114368. removePhysicsBody(impostor: PhysicsImpostor): void;
  114369. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114370. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114371. private _addMaterial;
  114372. private _checkWithEpsilon;
  114373. private _createShape;
  114374. private _createHeightmap;
  114375. private _minus90X;
  114376. private _plus90X;
  114377. private _tmpPosition;
  114378. private _tmpDeltaPosition;
  114379. private _tmpUnityRotation;
  114380. private _updatePhysicsBodyTransformation;
  114381. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114382. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114383. isSupported(): boolean;
  114384. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114385. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114386. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114387. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114388. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114389. getBodyMass(impostor: PhysicsImpostor): number;
  114390. getBodyFriction(impostor: PhysicsImpostor): number;
  114391. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114392. getBodyRestitution(impostor: PhysicsImpostor): number;
  114393. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114394. sleepBody(impostor: PhysicsImpostor): void;
  114395. wakeUpBody(impostor: PhysicsImpostor): void;
  114396. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  114397. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114398. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114399. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114400. getRadius(impostor: PhysicsImpostor): number;
  114401. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114402. dispose(): void;
  114403. private _extendNamespace;
  114404. /**
  114405. * Does a raycast in the physics world
  114406. * @param from when should the ray start?
  114407. * @param to when should the ray end?
  114408. * @returns PhysicsRaycastResult
  114409. */
  114410. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114411. }
  114412. }
  114413. declare module BABYLON {
  114414. /** @hidden */
  114415. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  114416. world: any;
  114417. name: string;
  114418. BJSOIMO: any;
  114419. private _raycastResult;
  114420. constructor(iterations?: number, oimoInjection?: any);
  114421. setGravity(gravity: Vector3): void;
  114422. setTimeStep(timeStep: number): void;
  114423. getTimeStep(): number;
  114424. private _tmpImpostorsArray;
  114425. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114426. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114427. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114428. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114429. private _tmpPositionVector;
  114430. removePhysicsBody(impostor: PhysicsImpostor): void;
  114431. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114432. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114433. isSupported(): boolean;
  114434. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114435. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114436. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114437. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114438. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114439. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114440. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114441. getBodyMass(impostor: PhysicsImpostor): number;
  114442. getBodyFriction(impostor: PhysicsImpostor): number;
  114443. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114444. getBodyRestitution(impostor: PhysicsImpostor): number;
  114445. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114446. sleepBody(impostor: PhysicsImpostor): void;
  114447. wakeUpBody(impostor: PhysicsImpostor): void;
  114448. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114449. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  114450. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  114451. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114452. getRadius(impostor: PhysicsImpostor): number;
  114453. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114454. dispose(): void;
  114455. /**
  114456. * Does a raycast in the physics world
  114457. * @param from when should the ray start?
  114458. * @param to when should the ray end?
  114459. * @returns PhysicsRaycastResult
  114460. */
  114461. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114462. }
  114463. }
  114464. declare module BABYLON {
  114465. /**
  114466. * Class containing static functions to help procedurally build meshes
  114467. */
  114468. export class RibbonBuilder {
  114469. /**
  114470. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  114471. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  114472. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  114473. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  114474. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  114475. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  114476. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  114477. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114478. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114479. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114480. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  114481. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  114482. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  114483. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  114484. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114485. * @param name defines the name of the mesh
  114486. * @param options defines the options used to create the mesh
  114487. * @param scene defines the hosting scene
  114488. * @returns the ribbon mesh
  114489. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  114490. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114491. */
  114492. static CreateRibbon(name: string, options: {
  114493. pathArray: Vector3[][];
  114494. closeArray?: boolean;
  114495. closePath?: boolean;
  114496. offset?: number;
  114497. updatable?: boolean;
  114498. sideOrientation?: number;
  114499. frontUVs?: Vector4;
  114500. backUVs?: Vector4;
  114501. instance?: Mesh;
  114502. invertUV?: boolean;
  114503. uvs?: Vector2[];
  114504. colors?: Color4[];
  114505. }, scene?: Nullable<Scene>): Mesh;
  114506. }
  114507. }
  114508. declare module BABYLON {
  114509. /**
  114510. * Class containing static functions to help procedurally build meshes
  114511. */
  114512. export class ShapeBuilder {
  114513. /**
  114514. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  114515. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  114516. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114517. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  114518. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  114519. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  114520. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  114521. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  114522. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114523. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114524. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  114525. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114526. * @param name defines the name of the mesh
  114527. * @param options defines the options used to create the mesh
  114528. * @param scene defines the hosting scene
  114529. * @returns the extruded shape mesh
  114530. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114531. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114532. */
  114533. static ExtrudeShape(name: string, options: {
  114534. shape: Vector3[];
  114535. path: Vector3[];
  114536. scale?: number;
  114537. rotation?: number;
  114538. cap?: number;
  114539. updatable?: boolean;
  114540. sideOrientation?: number;
  114541. frontUVs?: Vector4;
  114542. backUVs?: Vector4;
  114543. instance?: Mesh;
  114544. invertUV?: boolean;
  114545. }, scene?: Nullable<Scene>): Mesh;
  114546. /**
  114547. * Creates an custom extruded shape mesh.
  114548. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  114549. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  114550. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114551. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  114552. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  114553. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  114554. * * It must returns a float value that will be the scale value applied to the shape on each path point
  114555. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  114556. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  114557. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  114558. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  114559. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  114560. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114561. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114562. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114563. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114564. * @param name defines the name of the mesh
  114565. * @param options defines the options used to create the mesh
  114566. * @param scene defines the hosting scene
  114567. * @returns the custom extruded shape mesh
  114568. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  114569. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114570. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114571. */
  114572. static ExtrudeShapeCustom(name: string, options: {
  114573. shape: Vector3[];
  114574. path: Vector3[];
  114575. scaleFunction?: any;
  114576. rotationFunction?: any;
  114577. ribbonCloseArray?: boolean;
  114578. ribbonClosePath?: boolean;
  114579. cap?: number;
  114580. updatable?: boolean;
  114581. sideOrientation?: number;
  114582. frontUVs?: Vector4;
  114583. backUVs?: Vector4;
  114584. instance?: Mesh;
  114585. invertUV?: boolean;
  114586. }, scene?: Nullable<Scene>): Mesh;
  114587. private static _ExtrudeShapeGeneric;
  114588. }
  114589. }
  114590. declare module BABYLON {
  114591. /**
  114592. * AmmoJS Physics plugin
  114593. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  114594. * @see https://github.com/kripken/ammo.js/
  114595. */
  114596. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  114597. private _useDeltaForWorldStep;
  114598. /**
  114599. * Reference to the Ammo library
  114600. */
  114601. bjsAMMO: any;
  114602. /**
  114603. * Created ammoJS world which physics bodies are added to
  114604. */
  114605. world: any;
  114606. /**
  114607. * Name of the plugin
  114608. */
  114609. name: string;
  114610. private _timeStep;
  114611. private _fixedTimeStep;
  114612. private _maxSteps;
  114613. private _tmpQuaternion;
  114614. private _tmpAmmoTransform;
  114615. private _tmpAmmoQuaternion;
  114616. private _tmpAmmoConcreteContactResultCallback;
  114617. private _collisionConfiguration;
  114618. private _dispatcher;
  114619. private _overlappingPairCache;
  114620. private _solver;
  114621. private _softBodySolver;
  114622. private _tmpAmmoVectorA;
  114623. private _tmpAmmoVectorB;
  114624. private _tmpAmmoVectorC;
  114625. private _tmpAmmoVectorD;
  114626. private _tmpContactCallbackResult;
  114627. private _tmpAmmoVectorRCA;
  114628. private _tmpAmmoVectorRCB;
  114629. private _raycastResult;
  114630. private static readonly DISABLE_COLLISION_FLAG;
  114631. private static readonly KINEMATIC_FLAG;
  114632. private static readonly DISABLE_DEACTIVATION_FLAG;
  114633. /**
  114634. * Initializes the ammoJS plugin
  114635. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  114636. * @param ammoInjection can be used to inject your own ammo reference
  114637. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  114638. */
  114639. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  114640. /**
  114641. * Sets the gravity of the physics world (m/(s^2))
  114642. * @param gravity Gravity to set
  114643. */
  114644. setGravity(gravity: Vector3): void;
  114645. /**
  114646. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  114647. * @param timeStep timestep to use in seconds
  114648. */
  114649. setTimeStep(timeStep: number): void;
  114650. /**
  114651. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  114652. * @param fixedTimeStep fixedTimeStep to use in seconds
  114653. */
  114654. setFixedTimeStep(fixedTimeStep: number): void;
  114655. /**
  114656. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  114657. * @param maxSteps the maximum number of steps by the physics engine per frame
  114658. */
  114659. setMaxSteps(maxSteps: number): void;
  114660. /**
  114661. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  114662. * @returns the current timestep in seconds
  114663. */
  114664. getTimeStep(): number;
  114665. private _isImpostorInContact;
  114666. private _isImpostorPairInContact;
  114667. private _stepSimulation;
  114668. /**
  114669. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  114670. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  114671. * After the step the babylon meshes are set to the position of the physics imposters
  114672. * @param delta amount of time to step forward
  114673. * @param impostors array of imposters to update before/after the step
  114674. */
  114675. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114676. /**
  114677. * Update babylon mesh to match physics world object
  114678. * @param impostor imposter to match
  114679. */
  114680. private _afterSoftStep;
  114681. /**
  114682. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114683. * @param impostor imposter to match
  114684. */
  114685. private _ropeStep;
  114686. /**
  114687. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114688. * @param impostor imposter to match
  114689. */
  114690. private _softbodyOrClothStep;
  114691. private _tmpVector;
  114692. private _tmpMatrix;
  114693. /**
  114694. * Applies an impulse on the imposter
  114695. * @param impostor imposter to apply impulse to
  114696. * @param force amount of force to be applied to the imposter
  114697. * @param contactPoint the location to apply the impulse on the imposter
  114698. */
  114699. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114700. /**
  114701. * Applies a force on the imposter
  114702. * @param impostor imposter to apply force
  114703. * @param force amount of force to be applied to the imposter
  114704. * @param contactPoint the location to apply the force on the imposter
  114705. */
  114706. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114707. /**
  114708. * Creates a physics body using the plugin
  114709. * @param impostor the imposter to create the physics body on
  114710. */
  114711. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114712. /**
  114713. * Removes the physics body from the imposter and disposes of the body's memory
  114714. * @param impostor imposter to remove the physics body from
  114715. */
  114716. removePhysicsBody(impostor: PhysicsImpostor): void;
  114717. /**
  114718. * Generates a joint
  114719. * @param impostorJoint the imposter joint to create the joint with
  114720. */
  114721. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114722. /**
  114723. * Removes a joint
  114724. * @param impostorJoint the imposter joint to remove the joint from
  114725. */
  114726. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114727. private _addMeshVerts;
  114728. /**
  114729. * Initialise the soft body vertices to match its object's (mesh) vertices
  114730. * Softbody vertices (nodes) are in world space and to match this
  114731. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  114732. * @param impostor to create the softbody for
  114733. */
  114734. private _softVertexData;
  114735. /**
  114736. * Create an impostor's soft body
  114737. * @param impostor to create the softbody for
  114738. */
  114739. private _createSoftbody;
  114740. /**
  114741. * Create cloth for an impostor
  114742. * @param impostor to create the softbody for
  114743. */
  114744. private _createCloth;
  114745. /**
  114746. * Create rope for an impostor
  114747. * @param impostor to create the softbody for
  114748. */
  114749. private _createRope;
  114750. private _addHullVerts;
  114751. private _createShape;
  114752. /**
  114753. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  114754. * @param impostor imposter containing the physics body and babylon object
  114755. */
  114756. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114757. /**
  114758. * Sets the babylon object's position/rotation from the physics body's position/rotation
  114759. * @param impostor imposter containing the physics body and babylon object
  114760. * @param newPosition new position
  114761. * @param newRotation new rotation
  114762. */
  114763. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114764. /**
  114765. * If this plugin is supported
  114766. * @returns true if its supported
  114767. */
  114768. isSupported(): boolean;
  114769. /**
  114770. * Sets the linear velocity of the physics body
  114771. * @param impostor imposter to set the velocity on
  114772. * @param velocity velocity to set
  114773. */
  114774. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114775. /**
  114776. * Sets the angular velocity of the physics body
  114777. * @param impostor imposter to set the velocity on
  114778. * @param velocity velocity to set
  114779. */
  114780. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114781. /**
  114782. * gets the linear velocity
  114783. * @param impostor imposter to get linear velocity from
  114784. * @returns linear velocity
  114785. */
  114786. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114787. /**
  114788. * gets the angular velocity
  114789. * @param impostor imposter to get angular velocity from
  114790. * @returns angular velocity
  114791. */
  114792. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114793. /**
  114794. * Sets the mass of physics body
  114795. * @param impostor imposter to set the mass on
  114796. * @param mass mass to set
  114797. */
  114798. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114799. /**
  114800. * Gets the mass of the physics body
  114801. * @param impostor imposter to get the mass from
  114802. * @returns mass
  114803. */
  114804. getBodyMass(impostor: PhysicsImpostor): number;
  114805. /**
  114806. * Gets friction of the impostor
  114807. * @param impostor impostor to get friction from
  114808. * @returns friction value
  114809. */
  114810. getBodyFriction(impostor: PhysicsImpostor): number;
  114811. /**
  114812. * Sets friction of the impostor
  114813. * @param impostor impostor to set friction on
  114814. * @param friction friction value
  114815. */
  114816. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114817. /**
  114818. * Gets restitution of the impostor
  114819. * @param impostor impostor to get restitution from
  114820. * @returns restitution value
  114821. */
  114822. getBodyRestitution(impostor: PhysicsImpostor): number;
  114823. /**
  114824. * Sets resitution of the impostor
  114825. * @param impostor impostor to set resitution on
  114826. * @param restitution resitution value
  114827. */
  114828. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114829. /**
  114830. * Gets pressure inside the impostor
  114831. * @param impostor impostor to get pressure from
  114832. * @returns pressure value
  114833. */
  114834. getBodyPressure(impostor: PhysicsImpostor): number;
  114835. /**
  114836. * Sets pressure inside a soft body impostor
  114837. * Cloth and rope must remain 0 pressure
  114838. * @param impostor impostor to set pressure on
  114839. * @param pressure pressure value
  114840. */
  114841. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  114842. /**
  114843. * Gets stiffness of the impostor
  114844. * @param impostor impostor to get stiffness from
  114845. * @returns pressure value
  114846. */
  114847. getBodyStiffness(impostor: PhysicsImpostor): number;
  114848. /**
  114849. * Sets stiffness of the impostor
  114850. * @param impostor impostor to set stiffness on
  114851. * @param stiffness stiffness value from 0 to 1
  114852. */
  114853. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  114854. /**
  114855. * Gets velocityIterations of the impostor
  114856. * @param impostor impostor to get velocity iterations from
  114857. * @returns velocityIterations value
  114858. */
  114859. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  114860. /**
  114861. * Sets velocityIterations of the impostor
  114862. * @param impostor impostor to set velocity iterations on
  114863. * @param velocityIterations velocityIterations value
  114864. */
  114865. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  114866. /**
  114867. * Gets positionIterations of the impostor
  114868. * @param impostor impostor to get position iterations from
  114869. * @returns positionIterations value
  114870. */
  114871. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  114872. /**
  114873. * Sets positionIterations of the impostor
  114874. * @param impostor impostor to set position on
  114875. * @param positionIterations positionIterations value
  114876. */
  114877. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  114878. /**
  114879. * Append an anchor to a cloth object
  114880. * @param impostor is the cloth impostor to add anchor to
  114881. * @param otherImpostor is the rigid impostor to anchor to
  114882. * @param width ratio across width from 0 to 1
  114883. * @param height ratio up height from 0 to 1
  114884. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  114885. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114886. */
  114887. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114888. /**
  114889. * Append an hook to a rope object
  114890. * @param impostor is the rope impostor to add hook to
  114891. * @param otherImpostor is the rigid impostor to hook to
  114892. * @param length ratio along the rope from 0 to 1
  114893. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  114894. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114895. */
  114896. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114897. /**
  114898. * Sleeps the physics body and stops it from being active
  114899. * @param impostor impostor to sleep
  114900. */
  114901. sleepBody(impostor: PhysicsImpostor): void;
  114902. /**
  114903. * Activates the physics body
  114904. * @param impostor impostor to activate
  114905. */
  114906. wakeUpBody(impostor: PhysicsImpostor): void;
  114907. /**
  114908. * Updates the distance parameters of the joint
  114909. * @param joint joint to update
  114910. * @param maxDistance maximum distance of the joint
  114911. * @param minDistance minimum distance of the joint
  114912. */
  114913. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114914. /**
  114915. * Sets a motor on the joint
  114916. * @param joint joint to set motor on
  114917. * @param speed speed of the motor
  114918. * @param maxForce maximum force of the motor
  114919. * @param motorIndex index of the motor
  114920. */
  114921. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114922. /**
  114923. * Sets the motors limit
  114924. * @param joint joint to set limit on
  114925. * @param upperLimit upper limit
  114926. * @param lowerLimit lower limit
  114927. */
  114928. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114929. /**
  114930. * Syncs the position and rotation of a mesh with the impostor
  114931. * @param mesh mesh to sync
  114932. * @param impostor impostor to update the mesh with
  114933. */
  114934. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114935. /**
  114936. * Gets the radius of the impostor
  114937. * @param impostor impostor to get radius from
  114938. * @returns the radius
  114939. */
  114940. getRadius(impostor: PhysicsImpostor): number;
  114941. /**
  114942. * Gets the box size of the impostor
  114943. * @param impostor impostor to get box size from
  114944. * @param result the resulting box size
  114945. */
  114946. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114947. /**
  114948. * Disposes of the impostor
  114949. */
  114950. dispose(): void;
  114951. /**
  114952. * Does a raycast in the physics world
  114953. * @param from when should the ray start?
  114954. * @param to when should the ray end?
  114955. * @returns PhysicsRaycastResult
  114956. */
  114957. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114958. }
  114959. }
  114960. declare module BABYLON {
  114961. interface AbstractScene {
  114962. /**
  114963. * The list of reflection probes added to the scene
  114964. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114965. */
  114966. reflectionProbes: Array<ReflectionProbe>;
  114967. /**
  114968. * Removes the given reflection probe from this scene.
  114969. * @param toRemove The reflection probe to remove
  114970. * @returns The index of the removed reflection probe
  114971. */
  114972. removeReflectionProbe(toRemove: ReflectionProbe): number;
  114973. /**
  114974. * Adds the given reflection probe to this scene.
  114975. * @param newReflectionProbe The reflection probe to add
  114976. */
  114977. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  114978. }
  114979. /**
  114980. * Class used to generate realtime reflection / refraction cube textures
  114981. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114982. */
  114983. export class ReflectionProbe {
  114984. /** defines the name of the probe */
  114985. name: string;
  114986. private _scene;
  114987. private _renderTargetTexture;
  114988. private _projectionMatrix;
  114989. private _viewMatrix;
  114990. private _target;
  114991. private _add;
  114992. private _attachedMesh;
  114993. private _invertYAxis;
  114994. /** Gets or sets probe position (center of the cube map) */
  114995. position: Vector3;
  114996. /**
  114997. * Creates a new reflection probe
  114998. * @param name defines the name of the probe
  114999. * @param size defines the texture resolution (for each face)
  115000. * @param scene defines the hosting scene
  115001. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115002. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115003. */
  115004. constructor(
  115005. /** defines the name of the probe */
  115006. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  115007. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115008. samples: number;
  115009. /** Gets or sets the refresh rate to use (on every frame by default) */
  115010. refreshRate: number;
  115011. /**
  115012. * Gets the hosting scene
  115013. * @returns a Scene
  115014. */
  115015. getScene(): Scene;
  115016. /** Gets the internal CubeTexture used to render to */
  115017. readonly cubeTexture: RenderTargetTexture;
  115018. /** Gets the list of meshes to render */
  115019. readonly renderList: Nullable<AbstractMesh[]>;
  115020. /**
  115021. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115022. * @param mesh defines the mesh to attach to
  115023. */
  115024. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  115025. /**
  115026. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115027. * @param renderingGroupId The rendering group id corresponding to its index
  115028. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115029. */
  115030. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  115031. /**
  115032. * Clean all associated resources
  115033. */
  115034. dispose(): void;
  115035. /**
  115036. * Converts the reflection probe information to a readable string for debug purpose.
  115037. * @param fullDetails Supports for multiple levels of logging within scene loading
  115038. * @returns the human readable reflection probe info
  115039. */
  115040. toString(fullDetails?: boolean): string;
  115041. /**
  115042. * Get the class name of the relfection probe.
  115043. * @returns "ReflectionProbe"
  115044. */
  115045. getClassName(): string;
  115046. /**
  115047. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115048. * @returns The JSON representation of the texture
  115049. */
  115050. serialize(): any;
  115051. /**
  115052. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115053. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115054. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115055. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115056. * @returns The parsed reflection probe if successful
  115057. */
  115058. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  115059. }
  115060. }
  115061. declare module BABYLON {
  115062. /** @hidden */
  115063. export var _BabylonLoaderRegistered: boolean;
  115064. }
  115065. declare module BABYLON {
  115066. /**
  115067. * The Physically based simple base material of BJS.
  115068. *
  115069. * This enables better naming and convention enforcements on top of the pbrMaterial.
  115070. * It is used as the base class for both the specGloss and metalRough conventions.
  115071. */
  115072. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  115073. /**
  115074. * Number of Simultaneous lights allowed on the material.
  115075. */
  115076. maxSimultaneousLights: number;
  115077. /**
  115078. * If sets to true, disables all the lights affecting the material.
  115079. */
  115080. disableLighting: boolean;
  115081. /**
  115082. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  115083. */
  115084. environmentTexture: BaseTexture;
  115085. /**
  115086. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  115087. */
  115088. invertNormalMapX: boolean;
  115089. /**
  115090. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  115091. */
  115092. invertNormalMapY: boolean;
  115093. /**
  115094. * Normal map used in the model.
  115095. */
  115096. normalTexture: BaseTexture;
  115097. /**
  115098. * Emissivie color used to self-illuminate the model.
  115099. */
  115100. emissiveColor: Color3;
  115101. /**
  115102. * Emissivie texture used to self-illuminate the model.
  115103. */
  115104. emissiveTexture: BaseTexture;
  115105. /**
  115106. * Occlusion Channel Strenght.
  115107. */
  115108. occlusionStrength: number;
  115109. /**
  115110. * Occlusion Texture of the material (adding extra occlusion effects).
  115111. */
  115112. occlusionTexture: BaseTexture;
  115113. /**
  115114. * Defines the alpha limits in alpha test mode.
  115115. */
  115116. alphaCutOff: number;
  115117. /**
  115118. * Gets the current double sided mode.
  115119. */
  115120. /**
  115121. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115122. */
  115123. doubleSided: boolean;
  115124. /**
  115125. * Stores the pre-calculated light information of a mesh in a texture.
  115126. */
  115127. lightmapTexture: BaseTexture;
  115128. /**
  115129. * If true, the light map contains occlusion information instead of lighting info.
  115130. */
  115131. useLightmapAsShadowmap: boolean;
  115132. /**
  115133. * Instantiates a new PBRMaterial instance.
  115134. *
  115135. * @param name The material name
  115136. * @param scene The scene the material will be use in.
  115137. */
  115138. constructor(name: string, scene: Scene);
  115139. getClassName(): string;
  115140. }
  115141. }
  115142. declare module BABYLON {
  115143. /**
  115144. * The PBR material of BJS following the metal roughness convention.
  115145. *
  115146. * This fits to the PBR convention in the GLTF definition:
  115147. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  115148. */
  115149. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  115150. /**
  115151. * The base color has two different interpretations depending on the value of metalness.
  115152. * When the material is a metal, the base color is the specific measured reflectance value
  115153. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  115154. * of the material.
  115155. */
  115156. baseColor: Color3;
  115157. /**
  115158. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  115159. * well as opacity information in the alpha channel.
  115160. */
  115161. baseTexture: BaseTexture;
  115162. /**
  115163. * Specifies the metallic scalar value of the material.
  115164. * Can also be used to scale the metalness values of the metallic texture.
  115165. */
  115166. metallic: number;
  115167. /**
  115168. * Specifies the roughness scalar value of the material.
  115169. * Can also be used to scale the roughness values of the metallic texture.
  115170. */
  115171. roughness: number;
  115172. /**
  115173. * Texture containing both the metallic value in the B channel and the
  115174. * roughness value in the G channel to keep better precision.
  115175. */
  115176. metallicRoughnessTexture: BaseTexture;
  115177. /**
  115178. * Instantiates a new PBRMetalRoughnessMaterial instance.
  115179. *
  115180. * @param name The material name
  115181. * @param scene The scene the material will be use in.
  115182. */
  115183. constructor(name: string, scene: Scene);
  115184. /**
  115185. * Return the currrent class name of the material.
  115186. */
  115187. getClassName(): string;
  115188. /**
  115189. * Makes a duplicate of the current material.
  115190. * @param name - name to use for the new material.
  115191. */
  115192. clone(name: string): PBRMetallicRoughnessMaterial;
  115193. /**
  115194. * Serialize the material to a parsable JSON object.
  115195. */
  115196. serialize(): any;
  115197. /**
  115198. * Parses a JSON object correponding to the serialize function.
  115199. */
  115200. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  115201. }
  115202. }
  115203. declare module BABYLON {
  115204. /**
  115205. * The PBR material of BJS following the specular glossiness convention.
  115206. *
  115207. * This fits to the PBR convention in the GLTF definition:
  115208. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  115209. */
  115210. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  115211. /**
  115212. * Specifies the diffuse color of the material.
  115213. */
  115214. diffuseColor: Color3;
  115215. /**
  115216. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  115217. * channel.
  115218. */
  115219. diffuseTexture: BaseTexture;
  115220. /**
  115221. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  115222. */
  115223. specularColor: Color3;
  115224. /**
  115225. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  115226. */
  115227. glossiness: number;
  115228. /**
  115229. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  115230. */
  115231. specularGlossinessTexture: BaseTexture;
  115232. /**
  115233. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  115234. *
  115235. * @param name The material name
  115236. * @param scene The scene the material will be use in.
  115237. */
  115238. constructor(name: string, scene: Scene);
  115239. /**
  115240. * Return the currrent class name of the material.
  115241. */
  115242. getClassName(): string;
  115243. /**
  115244. * Makes a duplicate of the current material.
  115245. * @param name - name to use for the new material.
  115246. */
  115247. clone(name: string): PBRSpecularGlossinessMaterial;
  115248. /**
  115249. * Serialize the material to a parsable JSON object.
  115250. */
  115251. serialize(): any;
  115252. /**
  115253. * Parses a JSON object correponding to the serialize function.
  115254. */
  115255. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  115256. }
  115257. }
  115258. declare module BABYLON {
  115259. /**
  115260. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  115261. * It can help converting any input color in a desired output one. This can then be used to create effects
  115262. * from sepia, black and white to sixties or futuristic rendering...
  115263. *
  115264. * The only supported format is currently 3dl.
  115265. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  115266. */
  115267. export class ColorGradingTexture extends BaseTexture {
  115268. /**
  115269. * The current texture matrix. (will always be identity in color grading texture)
  115270. */
  115271. private _textureMatrix;
  115272. /**
  115273. * The texture URL.
  115274. */
  115275. url: string;
  115276. /**
  115277. * Empty line regex stored for GC.
  115278. */
  115279. private static _noneEmptyLineRegex;
  115280. private _engine;
  115281. /**
  115282. * Instantiates a ColorGradingTexture from the following parameters.
  115283. *
  115284. * @param url The location of the color gradind data (currently only supporting 3dl)
  115285. * @param scene The scene the texture will be used in
  115286. */
  115287. constructor(url: string, scene: Scene);
  115288. /**
  115289. * Returns the texture matrix used in most of the material.
  115290. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  115291. */
  115292. getTextureMatrix(): Matrix;
  115293. /**
  115294. * Occurs when the file being loaded is a .3dl LUT file.
  115295. */
  115296. private load3dlTexture;
  115297. /**
  115298. * Starts the loading process of the texture.
  115299. */
  115300. private loadTexture;
  115301. /**
  115302. * Clones the color gradind texture.
  115303. */
  115304. clone(): ColorGradingTexture;
  115305. /**
  115306. * Called during delayed load for textures.
  115307. */
  115308. delayLoad(): void;
  115309. /**
  115310. * Parses a color grading texture serialized by Babylon.
  115311. * @param parsedTexture The texture information being parsedTexture
  115312. * @param scene The scene to load the texture in
  115313. * @param rootUrl The root url of the data assets to load
  115314. * @return A color gradind texture
  115315. */
  115316. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  115317. /**
  115318. * Serializes the LUT texture to json format.
  115319. */
  115320. serialize(): any;
  115321. }
  115322. }
  115323. declare module BABYLON {
  115324. /**
  115325. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  115326. */
  115327. export class EquiRectangularCubeTexture extends BaseTexture {
  115328. /** The six faces of the cube. */
  115329. private static _FacesMapping;
  115330. private _noMipmap;
  115331. private _onLoad;
  115332. private _onError;
  115333. /** The size of the cubemap. */
  115334. private _size;
  115335. /** The buffer of the image. */
  115336. private _buffer;
  115337. /** The width of the input image. */
  115338. private _width;
  115339. /** The height of the input image. */
  115340. private _height;
  115341. /** The URL to the image. */
  115342. url: string;
  115343. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  115344. coordinatesMode: number;
  115345. /**
  115346. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  115347. * @param url The location of the image
  115348. * @param scene The scene the texture will be used in
  115349. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115350. * @param noMipmap Forces to not generate the mipmap if true
  115351. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  115352. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  115353. * @param onLoad — defines a callback called when texture is loaded
  115354. * @param onError — defines a callback called if there is an error
  115355. */
  115356. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  115357. /**
  115358. * Load the image data, by putting the image on a canvas and extracting its buffer.
  115359. */
  115360. private loadImage;
  115361. /**
  115362. * Convert the image buffer into a cubemap and create a CubeTexture.
  115363. */
  115364. private loadTexture;
  115365. /**
  115366. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  115367. * @param buffer The ArrayBuffer that should be converted.
  115368. * @returns The buffer as Float32Array.
  115369. */
  115370. private getFloat32ArrayFromArrayBuffer;
  115371. /**
  115372. * Get the current class name of the texture useful for serialization or dynamic coding.
  115373. * @returns "EquiRectangularCubeTexture"
  115374. */
  115375. getClassName(): string;
  115376. /**
  115377. * Create a clone of the current EquiRectangularCubeTexture and return it.
  115378. * @returns A clone of the current EquiRectangularCubeTexture.
  115379. */
  115380. clone(): EquiRectangularCubeTexture;
  115381. }
  115382. }
  115383. declare module BABYLON {
  115384. /**
  115385. * Based on jsTGALoader - Javascript loader for TGA file
  115386. * By Vincent Thibault
  115387. * @see http://blog.robrowser.com/javascript-tga-loader.html
  115388. */
  115389. export class TGATools {
  115390. private static _TYPE_INDEXED;
  115391. private static _TYPE_RGB;
  115392. private static _TYPE_GREY;
  115393. private static _TYPE_RLE_INDEXED;
  115394. private static _TYPE_RLE_RGB;
  115395. private static _TYPE_RLE_GREY;
  115396. private static _ORIGIN_MASK;
  115397. private static _ORIGIN_SHIFT;
  115398. private static _ORIGIN_BL;
  115399. private static _ORIGIN_BR;
  115400. private static _ORIGIN_UL;
  115401. private static _ORIGIN_UR;
  115402. /**
  115403. * Gets the header of a TGA file
  115404. * @param data defines the TGA data
  115405. * @returns the header
  115406. */
  115407. static GetTGAHeader(data: Uint8Array): any;
  115408. /**
  115409. * Uploads TGA content to a Babylon Texture
  115410. * @hidden
  115411. */
  115412. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  115413. /** @hidden */
  115414. static _getImageData8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  115415. /** @hidden */
  115416. static _getImageData16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  115417. /** @hidden */
  115418. static _getImageData24bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  115419. /** @hidden */
  115420. static _getImageData32bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  115421. /** @hidden */
  115422. static _getImageDataGrey8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  115423. /** @hidden */
  115424. static _getImageDataGrey16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  115425. }
  115426. }
  115427. declare module BABYLON {
  115428. /**
  115429. * Implementation of the TGA Texture Loader.
  115430. * @hidden
  115431. */
  115432. export class _TGATextureLoader implements IInternalTextureLoader {
  115433. /**
  115434. * Defines wether the loader supports cascade loading the different faces.
  115435. */
  115436. readonly supportCascades: boolean;
  115437. /**
  115438. * This returns if the loader support the current file information.
  115439. * @param extension defines the file extension of the file being loaded
  115440. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115441. * @param fallback defines the fallback internal texture if any
  115442. * @param isBase64 defines whether the texture is encoded as a base64
  115443. * @param isBuffer defines whether the texture data are stored as a buffer
  115444. * @returns true if the loader can load the specified file
  115445. */
  115446. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115447. /**
  115448. * Transform the url before loading if required.
  115449. * @param rootUrl the url of the texture
  115450. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115451. * @returns the transformed texture
  115452. */
  115453. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115454. /**
  115455. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115456. * @param rootUrl the url of the texture
  115457. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115458. * @returns the fallback texture
  115459. */
  115460. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115461. /**
  115462. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  115463. * @param data contains the texture data
  115464. * @param texture defines the BabylonJS internal texture
  115465. * @param createPolynomials will be true if polynomials have been requested
  115466. * @param onLoad defines the callback to trigger once the texture is ready
  115467. * @param onError defines the callback to trigger in case of error
  115468. */
  115469. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115470. /**
  115471. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115472. * @param data contains the texture data
  115473. * @param texture defines the BabylonJS internal texture
  115474. * @param callback defines the method to call once ready to upload
  115475. */
  115476. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115477. }
  115478. }
  115479. declare module BABYLON {
  115480. /**
  115481. * Info about the .basis files
  115482. */
  115483. class BasisFileInfo {
  115484. /**
  115485. * If the file has alpha
  115486. */
  115487. hasAlpha: boolean;
  115488. /**
  115489. * Info about each image of the basis file
  115490. */
  115491. images: Array<{
  115492. levels: Array<{
  115493. width: number;
  115494. height: number;
  115495. transcodedPixels: ArrayBufferView;
  115496. }>;
  115497. }>;
  115498. }
  115499. /**
  115500. * Result of transcoding a basis file
  115501. */
  115502. class TranscodeResult {
  115503. /**
  115504. * Info about the .basis file
  115505. */
  115506. fileInfo: BasisFileInfo;
  115507. /**
  115508. * Format to use when loading the file
  115509. */
  115510. format: number;
  115511. }
  115512. /**
  115513. * Configuration options for the Basis transcoder
  115514. */
  115515. export class BasisTranscodeConfiguration {
  115516. /**
  115517. * Supported compression formats used to determine the supported output format of the transcoder
  115518. */
  115519. supportedCompressionFormats?: {
  115520. /**
  115521. * etc1 compression format
  115522. */
  115523. etc1?: boolean;
  115524. /**
  115525. * s3tc compression format
  115526. */
  115527. s3tc?: boolean;
  115528. /**
  115529. * pvrtc compression format
  115530. */
  115531. pvrtc?: boolean;
  115532. /**
  115533. * etc2 compression format
  115534. */
  115535. etc2?: boolean;
  115536. };
  115537. /**
  115538. * If mipmap levels should be loaded for transcoded images (Default: true)
  115539. */
  115540. loadMipmapLevels?: boolean;
  115541. /**
  115542. * Index of a single image to load (Default: all images)
  115543. */
  115544. loadSingleImage?: number;
  115545. }
  115546. /**
  115547. * Used to load .Basis files
  115548. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  115549. */
  115550. export class BasisTools {
  115551. private static _IgnoreSupportedFormats;
  115552. /**
  115553. * URL to use when loading the basis transcoder
  115554. */
  115555. static JSModuleURL: string;
  115556. /**
  115557. * URL to use when loading the wasm module for the transcoder
  115558. */
  115559. static WasmModuleURL: string;
  115560. /**
  115561. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  115562. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  115563. * @returns internal format corresponding to the Basis format
  115564. */
  115565. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  115566. private static _WorkerPromise;
  115567. private static _Worker;
  115568. private static _actionId;
  115569. private static _CreateWorkerAsync;
  115570. /**
  115571. * Transcodes a loaded image file to compressed pixel data
  115572. * @param imageData image data to transcode
  115573. * @param config configuration options for the transcoding
  115574. * @returns a promise resulting in the transcoded image
  115575. */
  115576. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  115577. /**
  115578. * Loads a texture from the transcode result
  115579. * @param texture texture load to
  115580. * @param transcodeResult the result of transcoding the basis file to load from
  115581. */
  115582. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  115583. }
  115584. }
  115585. declare module BABYLON {
  115586. /**
  115587. * Loader for .basis file format
  115588. */
  115589. export class _BasisTextureLoader implements IInternalTextureLoader {
  115590. /**
  115591. * Defines whether the loader supports cascade loading the different faces.
  115592. */
  115593. readonly supportCascades: boolean;
  115594. /**
  115595. * This returns if the loader support the current file information.
  115596. * @param extension defines the file extension of the file being loaded
  115597. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115598. * @param fallback defines the fallback internal texture if any
  115599. * @param isBase64 defines whether the texture is encoded as a base64
  115600. * @param isBuffer defines whether the texture data are stored as a buffer
  115601. * @returns true if the loader can load the specified file
  115602. */
  115603. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115604. /**
  115605. * Transform the url before loading if required.
  115606. * @param rootUrl the url of the texture
  115607. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115608. * @returns the transformed texture
  115609. */
  115610. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115611. /**
  115612. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115613. * @param rootUrl the url of the texture
  115614. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115615. * @returns the fallback texture
  115616. */
  115617. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115618. /**
  115619. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  115620. * @param data contains the texture data
  115621. * @param texture defines the BabylonJS internal texture
  115622. * @param createPolynomials will be true if polynomials have been requested
  115623. * @param onLoad defines the callback to trigger once the texture is ready
  115624. * @param onError defines the callback to trigger in case of error
  115625. */
  115626. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115627. /**
  115628. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115629. * @param data contains the texture data
  115630. * @param texture defines the BabylonJS internal texture
  115631. * @param callback defines the method to call once ready to upload
  115632. */
  115633. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115634. }
  115635. }
  115636. declare module BABYLON {
  115637. /**
  115638. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  115639. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115640. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115641. */
  115642. export class CustomProceduralTexture extends ProceduralTexture {
  115643. private _animate;
  115644. private _time;
  115645. private _config;
  115646. private _texturePath;
  115647. /**
  115648. * Instantiates a new Custom Procedural Texture.
  115649. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  115650. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115651. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115652. * @param name Define the name of the texture
  115653. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  115654. * @param size Define the size of the texture to create
  115655. * @param scene Define the scene the texture belongs to
  115656. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  115657. * @param generateMipMaps Define if the texture should creates mip maps or not
  115658. */
  115659. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115660. private _loadJson;
  115661. /**
  115662. * Is the texture ready to be used ? (rendered at least once)
  115663. * @returns true if ready, otherwise, false.
  115664. */
  115665. isReady(): boolean;
  115666. /**
  115667. * Render the texture to its associated render target.
  115668. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  115669. */
  115670. render(useCameraPostProcess?: boolean): void;
  115671. /**
  115672. * Update the list of dependant textures samplers in the shader.
  115673. */
  115674. updateTextures(): void;
  115675. /**
  115676. * Update the uniform values of the procedural texture in the shader.
  115677. */
  115678. updateShaderUniforms(): void;
  115679. /**
  115680. * Define if the texture animates or not.
  115681. */
  115682. animate: boolean;
  115683. }
  115684. }
  115685. declare module BABYLON {
  115686. /** @hidden */
  115687. export var noisePixelShader: {
  115688. name: string;
  115689. shader: string;
  115690. };
  115691. }
  115692. declare module BABYLON {
  115693. /**
  115694. * Class used to generate noise procedural textures
  115695. */
  115696. export class NoiseProceduralTexture extends ProceduralTexture {
  115697. private _time;
  115698. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  115699. brightness: number;
  115700. /** Defines the number of octaves to process */
  115701. octaves: number;
  115702. /** Defines the level of persistence (0.8 by default) */
  115703. persistence: number;
  115704. /** Gets or sets animation speed factor (default is 1) */
  115705. animationSpeedFactor: number;
  115706. /**
  115707. * Creates a new NoiseProceduralTexture
  115708. * @param name defines the name fo the texture
  115709. * @param size defines the size of the texture (default is 256)
  115710. * @param scene defines the hosting scene
  115711. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  115712. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  115713. */
  115714. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115715. private _updateShaderUniforms;
  115716. protected _getDefines(): string;
  115717. /** Generate the current state of the procedural texture */
  115718. render(useCameraPostProcess?: boolean): void;
  115719. /**
  115720. * Serializes this noise procedural texture
  115721. * @returns a serialized noise procedural texture object
  115722. */
  115723. serialize(): any;
  115724. /**
  115725. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  115726. * @param parsedTexture defines parsed texture data
  115727. * @param scene defines the current scene
  115728. * @param rootUrl defines the root URL containing noise procedural texture information
  115729. * @returns a parsed NoiseProceduralTexture
  115730. */
  115731. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  115732. }
  115733. }
  115734. declare module BABYLON {
  115735. /**
  115736. * Raw cube texture where the raw buffers are passed in
  115737. */
  115738. export class RawCubeTexture extends CubeTexture {
  115739. /**
  115740. * Creates a cube texture where the raw buffers are passed in.
  115741. * @param scene defines the scene the texture is attached to
  115742. * @param data defines the array of data to use to create each face
  115743. * @param size defines the size of the textures
  115744. * @param format defines the format of the data
  115745. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  115746. * @param generateMipMaps defines if the engine should generate the mip levels
  115747. * @param invertY defines if data must be stored with Y axis inverted
  115748. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  115749. * @param compression defines the compression used (null by default)
  115750. */
  115751. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  115752. /**
  115753. * Updates the raw cube texture.
  115754. * @param data defines the data to store
  115755. * @param format defines the data format
  115756. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  115757. * @param invertY defines if data must be stored with Y axis inverted
  115758. * @param compression defines the compression used (null by default)
  115759. * @param level defines which level of the texture to update
  115760. */
  115761. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  115762. /**
  115763. * Updates a raw cube texture with RGBD encoded data.
  115764. * @param data defines the array of data [mipmap][face] to use to create each face
  115765. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  115766. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  115767. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  115768. * @returns a promsie that resolves when the operation is complete
  115769. */
  115770. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  115771. /**
  115772. * Clones the raw cube texture.
  115773. * @return a new cube texture
  115774. */
  115775. clone(): CubeTexture;
  115776. /** @hidden */
  115777. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  115778. }
  115779. }
  115780. declare module BABYLON {
  115781. /**
  115782. * Class used to store 3D textures containing user data
  115783. */
  115784. export class RawTexture3D extends Texture {
  115785. /** Gets or sets the texture format to use */
  115786. format: number;
  115787. private _engine;
  115788. /**
  115789. * Create a new RawTexture3D
  115790. * @param data defines the data of the texture
  115791. * @param width defines the width of the texture
  115792. * @param height defines the height of the texture
  115793. * @param depth defines the depth of the texture
  115794. * @param format defines the texture format to use
  115795. * @param scene defines the hosting scene
  115796. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  115797. * @param invertY defines if texture must be stored with Y axis inverted
  115798. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  115799. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  115800. */
  115801. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  115802. /** Gets or sets the texture format to use */
  115803. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  115804. /**
  115805. * Update the texture with new data
  115806. * @param data defines the data to store in the texture
  115807. */
  115808. update(data: ArrayBufferView): void;
  115809. }
  115810. }
  115811. declare module BABYLON {
  115812. /**
  115813. * Creates a refraction texture used by refraction channel of the standard material.
  115814. * It is like a mirror but to see through a material.
  115815. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115816. */
  115817. export class RefractionTexture extends RenderTargetTexture {
  115818. /**
  115819. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  115820. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  115821. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115822. */
  115823. refractionPlane: Plane;
  115824. /**
  115825. * Define how deep under the surface we should see.
  115826. */
  115827. depth: number;
  115828. /**
  115829. * Creates a refraction texture used by refraction channel of the standard material.
  115830. * It is like a mirror but to see through a material.
  115831. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115832. * @param name Define the texture name
  115833. * @param size Define the size of the underlying texture
  115834. * @param scene Define the scene the refraction belongs to
  115835. * @param generateMipMaps Define if we need to generate mips level for the refraction
  115836. */
  115837. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  115838. /**
  115839. * Clone the refraction texture.
  115840. * @returns the cloned texture
  115841. */
  115842. clone(): RefractionTexture;
  115843. /**
  115844. * Serialize the texture to a JSON representation you could use in Parse later on
  115845. * @returns the serialized JSON representation
  115846. */
  115847. serialize(): any;
  115848. }
  115849. }
  115850. declare module BABYLON {
  115851. /**
  115852. * Defines the options related to the creation of an HtmlElementTexture
  115853. */
  115854. export interface IHtmlElementTextureOptions {
  115855. /**
  115856. * Defines wether mip maps should be created or not.
  115857. */
  115858. generateMipMaps?: boolean;
  115859. /**
  115860. * Defines the sampling mode of the texture.
  115861. */
  115862. samplingMode?: number;
  115863. /**
  115864. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  115865. */
  115866. engine: Nullable<Engine>;
  115867. /**
  115868. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  115869. */
  115870. scene: Nullable<Scene>;
  115871. }
  115872. /**
  115873. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  115874. * To be as efficient as possible depending on your constraints nothing aside the first upload
  115875. * is automatically managed.
  115876. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  115877. * in your application.
  115878. *
  115879. * As the update is not automatic, you need to call them manually.
  115880. */
  115881. export class HtmlElementTexture extends BaseTexture {
  115882. /**
  115883. * The texture URL.
  115884. */
  115885. element: HTMLVideoElement | HTMLCanvasElement;
  115886. private static readonly DefaultOptions;
  115887. private _textureMatrix;
  115888. private _engine;
  115889. private _isVideo;
  115890. private _generateMipMaps;
  115891. private _samplingMode;
  115892. /**
  115893. * Instantiates a HtmlElementTexture from the following parameters.
  115894. *
  115895. * @param name Defines the name of the texture
  115896. * @param element Defines the video or canvas the texture is filled with
  115897. * @param options Defines the other none mandatory texture creation options
  115898. */
  115899. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  115900. private _createInternalTexture;
  115901. /**
  115902. * Returns the texture matrix used in most of the material.
  115903. */
  115904. getTextureMatrix(): Matrix;
  115905. /**
  115906. * Updates the content of the texture.
  115907. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  115908. */
  115909. update(invertY?: Nullable<boolean>): void;
  115910. }
  115911. }
  115912. declare module BABYLON {
  115913. /**
  115914. * Enum used to define the target of a block
  115915. */
  115916. export enum NodeMaterialBlockTargets {
  115917. /** Vertex shader */
  115918. Vertex = 1,
  115919. /** Fragment shader */
  115920. Fragment = 2,
  115921. /** Neutral */
  115922. Neutral = 4,
  115923. /** Vertex and Fragment */
  115924. VertexAndFragment = 3
  115925. }
  115926. }
  115927. declare module BABYLON {
  115928. /**
  115929. * Defines the kind of connection point for node based material
  115930. */
  115931. export enum NodeMaterialBlockConnectionPointTypes {
  115932. /** Float */
  115933. Float = 1,
  115934. /** Int */
  115935. Int = 2,
  115936. /** Vector2 */
  115937. Vector2 = 4,
  115938. /** Vector3 */
  115939. Vector3 = 8,
  115940. /** Vector4 */
  115941. Vector4 = 16,
  115942. /** Color3 */
  115943. Color3 = 32,
  115944. /** Color4 */
  115945. Color4 = 64,
  115946. /** Matrix */
  115947. Matrix = 128,
  115948. /** Detect type based on connection */
  115949. AutoDetect = 1024,
  115950. /** Output type that will be defined by input type */
  115951. BasedOnInput = 2048
  115952. }
  115953. }
  115954. declare module BABYLON {
  115955. /**
  115956. * Root class for all node material optimizers
  115957. */
  115958. export class NodeMaterialOptimizer {
  115959. /**
  115960. * Function used to optimize a NodeMaterial graph
  115961. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  115962. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  115963. */
  115964. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  115965. }
  115966. }
  115967. declare module BABYLON {
  115968. /**
  115969. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  115970. */
  115971. export class TransformBlock extends NodeMaterialBlock {
  115972. /**
  115973. * Defines the value to use to complement W value to transform it to a Vector4
  115974. */
  115975. complementW: number;
  115976. /**
  115977. * Defines the value to use to complement z value to transform it to a Vector4
  115978. */
  115979. complementZ: number;
  115980. /**
  115981. * Creates a new TransformBlock
  115982. * @param name defines the block name
  115983. */
  115984. constructor(name: string);
  115985. /**
  115986. * Gets the current class name
  115987. * @returns the class name
  115988. */
  115989. getClassName(): string;
  115990. /**
  115991. * Gets the vector input
  115992. */
  115993. readonly vector: NodeMaterialConnectionPoint;
  115994. /**
  115995. * Gets the output component
  115996. */
  115997. readonly output: NodeMaterialConnectionPoint;
  115998. /**
  115999. * Gets the matrix transform input
  116000. */
  116001. readonly transform: NodeMaterialConnectionPoint;
  116002. protected _buildBlock(state: NodeMaterialBuildState): this;
  116003. serialize(): any;
  116004. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116005. }
  116006. }
  116007. declare module BABYLON {
  116008. /**
  116009. * Block used to output the vertex position
  116010. */
  116011. export class VertexOutputBlock extends NodeMaterialBlock {
  116012. /**
  116013. * Creates a new VertexOutputBlock
  116014. * @param name defines the block name
  116015. */
  116016. constructor(name: string);
  116017. /**
  116018. * Gets the current class name
  116019. * @returns the class name
  116020. */
  116021. getClassName(): string;
  116022. /**
  116023. * Gets the vector input component
  116024. */
  116025. readonly vector: NodeMaterialConnectionPoint;
  116026. protected _buildBlock(state: NodeMaterialBuildState): this;
  116027. }
  116028. }
  116029. declare module BABYLON {
  116030. /**
  116031. * Block used to output the final color
  116032. */
  116033. export class FragmentOutputBlock extends NodeMaterialBlock {
  116034. /**
  116035. * Create a new FragmentOutputBlock
  116036. * @param name defines the block name
  116037. */
  116038. constructor(name: string);
  116039. /**
  116040. * Gets the current class name
  116041. * @returns the class name
  116042. */
  116043. getClassName(): string;
  116044. /**
  116045. * Gets the rgba input component
  116046. */
  116047. readonly rgba: NodeMaterialConnectionPoint;
  116048. /**
  116049. * Gets the rgb input component
  116050. */
  116051. readonly rgb: NodeMaterialConnectionPoint;
  116052. /**
  116053. * Gets the a input component
  116054. */
  116055. readonly a: NodeMaterialConnectionPoint;
  116056. protected _buildBlock(state: NodeMaterialBuildState): this;
  116057. }
  116058. }
  116059. declare module BABYLON {
  116060. /**
  116061. * Interface used to configure the node material editor
  116062. */
  116063. export interface INodeMaterialEditorOptions {
  116064. /** Define the URl to load node editor script */
  116065. editorURL?: string;
  116066. }
  116067. /** @hidden */
  116068. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  116069. /** BONES */
  116070. NUM_BONE_INFLUENCERS: number;
  116071. BonesPerMesh: number;
  116072. BONETEXTURE: boolean;
  116073. /** MORPH TARGETS */
  116074. MORPHTARGETS: boolean;
  116075. MORPHTARGETS_NORMAL: boolean;
  116076. MORPHTARGETS_TANGENT: boolean;
  116077. MORPHTARGETS_UV: boolean;
  116078. NUM_MORPH_INFLUENCERS: number;
  116079. /** IMAGE PROCESSING */
  116080. IMAGEPROCESSING: boolean;
  116081. VIGNETTE: boolean;
  116082. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116083. VIGNETTEBLENDMODEOPAQUE: boolean;
  116084. TONEMAPPING: boolean;
  116085. TONEMAPPING_ACES: boolean;
  116086. CONTRAST: boolean;
  116087. EXPOSURE: boolean;
  116088. COLORCURVES: boolean;
  116089. COLORGRADING: boolean;
  116090. COLORGRADING3D: boolean;
  116091. SAMPLER3DGREENDEPTH: boolean;
  116092. SAMPLER3DBGRMAP: boolean;
  116093. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116094. constructor();
  116095. setValue(name: string, value: boolean): void;
  116096. }
  116097. /**
  116098. * Class used to configure NodeMaterial
  116099. */
  116100. export interface INodeMaterialOptions {
  116101. /**
  116102. * Defines if blocks should emit comments
  116103. */
  116104. emitComments: boolean;
  116105. }
  116106. /**
  116107. * Class used to create a node based material built by assembling shader blocks
  116108. */
  116109. export class NodeMaterial extends PushMaterial {
  116110. private static _BuildIdGenerator;
  116111. private _options;
  116112. private _vertexCompilationState;
  116113. private _fragmentCompilationState;
  116114. private _sharedData;
  116115. private _buildId;
  116116. private _buildWasSuccessful;
  116117. private _cachedWorldViewMatrix;
  116118. private _cachedWorldViewProjectionMatrix;
  116119. private _optimizers;
  116120. /** Define the URl to load node editor script */
  116121. static EditorURL: string;
  116122. private BJSNODEMATERIALEDITOR;
  116123. /** Get the inspector from bundle or global */
  116124. private _getGlobalNodeMaterialEditor;
  116125. /**
  116126. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  116127. */
  116128. ignoreAlpha: boolean;
  116129. /**
  116130. * Defines the maximum number of lights that can be used in the material
  116131. */
  116132. maxSimultaneousLights: number;
  116133. /**
  116134. * Observable raised when the material is built
  116135. */
  116136. onBuildObservable: Observable<NodeMaterial>;
  116137. /**
  116138. * Gets or sets the root nodes of the material vertex shader
  116139. */
  116140. _vertexOutputNodes: NodeMaterialBlock[];
  116141. /**
  116142. * Gets or sets the root nodes of the material fragment (pixel) shader
  116143. */
  116144. _fragmentOutputNodes: NodeMaterialBlock[];
  116145. /** Gets or sets options to control the node material overall behavior */
  116146. options: INodeMaterialOptions;
  116147. /**
  116148. * Default configuration related to image processing available in the standard Material.
  116149. */
  116150. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116151. /**
  116152. * Gets the image processing configuration used either in this material.
  116153. */
  116154. /**
  116155. * Sets the Default image processing configuration used either in the this material.
  116156. *
  116157. * If sets to null, the scene one is in use.
  116158. */
  116159. imageProcessingConfiguration: ImageProcessingConfiguration;
  116160. /**
  116161. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  116162. */
  116163. attachedBlocks: NodeMaterialBlock[];
  116164. /**
  116165. * Create a new node based material
  116166. * @param name defines the material name
  116167. * @param scene defines the hosting scene
  116168. * @param options defines creation option
  116169. */
  116170. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  116171. /**
  116172. * Gets the current class name of the material e.g. "NodeMaterial"
  116173. * @returns the class name
  116174. */
  116175. getClassName(): string;
  116176. /**
  116177. * Keep track of the image processing observer to allow dispose and replace.
  116178. */
  116179. private _imageProcessingObserver;
  116180. /**
  116181. * Attaches a new image processing configuration to the Standard Material.
  116182. * @param configuration
  116183. */
  116184. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116185. /**
  116186. * Adds a new optimizer to the list of optimizers
  116187. * @param optimizer defines the optimizers to add
  116188. * @returns the current material
  116189. */
  116190. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116191. /**
  116192. * Remove an optimizer from the list of optimizers
  116193. * @param optimizer defines the optimizers to remove
  116194. * @returns the current material
  116195. */
  116196. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116197. /**
  116198. * Add a new block to the list of output nodes
  116199. * @param node defines the node to add
  116200. * @returns the current material
  116201. */
  116202. addOutputNode(node: NodeMaterialBlock): this;
  116203. /**
  116204. * Remove a block from the list of root nodes
  116205. * @param node defines the node to remove
  116206. * @returns the current material
  116207. */
  116208. removeOutputNode(node: NodeMaterialBlock): this;
  116209. private _addVertexOutputNode;
  116210. private _removeVertexOutputNode;
  116211. private _addFragmentOutputNode;
  116212. private _removeFragmentOutputNode;
  116213. /**
  116214. * Specifies if the material will require alpha blending
  116215. * @returns a boolean specifying if alpha blending is needed
  116216. */
  116217. needAlphaBlending(): boolean;
  116218. /**
  116219. * Specifies if this material should be rendered in alpha test mode
  116220. * @returns a boolean specifying if an alpha test is needed.
  116221. */
  116222. needAlphaTesting(): boolean;
  116223. private _initializeBlock;
  116224. private _resetDualBlocks;
  116225. /**
  116226. * Build the material and generates the inner effect
  116227. * @param verbose defines if the build should log activity
  116228. */
  116229. build(verbose?: boolean): void;
  116230. /**
  116231. * Runs an otpimization phase to try to improve the shader code
  116232. */
  116233. optimize(): void;
  116234. private _prepareDefinesForAttributes;
  116235. /**
  116236. * Get if the submesh is ready to be used and all its information available.
  116237. * Child classes can use it to update shaders
  116238. * @param mesh defines the mesh to check
  116239. * @param subMesh defines which submesh to check
  116240. * @param useInstances specifies that instances should be used
  116241. * @returns a boolean indicating that the submesh is ready or not
  116242. */
  116243. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116244. /**
  116245. * Get a string representing the shaders built by the current node graph
  116246. */
  116247. readonly compiledShaders: string;
  116248. /**
  116249. * Binds the world matrix to the material
  116250. * @param world defines the world transformation matrix
  116251. */
  116252. bindOnlyWorldMatrix(world: Matrix): void;
  116253. /**
  116254. * Binds the submesh to this material by preparing the effect and shader to draw
  116255. * @param world defines the world transformation matrix
  116256. * @param mesh defines the mesh containing the submesh
  116257. * @param subMesh defines the submesh to bind the material to
  116258. */
  116259. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116260. /**
  116261. * Gets the active textures from the material
  116262. * @returns an array of textures
  116263. */
  116264. getActiveTextures(): BaseTexture[];
  116265. /**
  116266. * Specifies if the material uses a texture
  116267. * @param texture defines the texture to check against the material
  116268. * @returns a boolean specifying if the material uses the texture
  116269. */
  116270. hasTexture(texture: BaseTexture): boolean;
  116271. /**
  116272. * Disposes the material
  116273. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  116274. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  116275. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  116276. */
  116277. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  116278. /** Creates the node editor window. */
  116279. private _createNodeEditor;
  116280. /**
  116281. * Launch the node material editor
  116282. * @param config Define the configuration of the editor
  116283. * @return a promise fulfilled when the node editor is visible
  116284. */
  116285. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  116286. /**
  116287. * Clear the current material
  116288. */
  116289. clear(): void;
  116290. /**
  116291. * Clear the current material and set it to a default state
  116292. */
  116293. setToDefault(): void;
  116294. private _gatherBlocks;
  116295. /**
  116296. * Serializes this material in a JSON representation
  116297. * @returns the serialized material object
  116298. */
  116299. serialize(): any;
  116300. /**
  116301. * Clear the current graph and load a new one from a serialization object
  116302. * @param source defines the JSON representation of the material
  116303. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116304. */
  116305. loadFromSerialization(source: any, rootUrl?: string): void;
  116306. /**
  116307. * Creates a node material from parsed material data
  116308. * @param source defines the JSON representation of the material
  116309. * @param scene defines the hosting scene
  116310. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116311. * @returns a new node material
  116312. */
  116313. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  116314. }
  116315. }
  116316. declare module BABYLON {
  116317. /**
  116318. * Block used to read a texture from a sampler
  116319. */
  116320. export class TextureBlock extends NodeMaterialBlock {
  116321. private _defineName;
  116322. private _samplerName;
  116323. private _transformedUVName;
  116324. private _textureTransformName;
  116325. private _textureInfoName;
  116326. private _mainUVName;
  116327. private _mainUVDefineName;
  116328. /**
  116329. * Gets or sets the texture associated with the node
  116330. */
  116331. texture: Nullable<BaseTexture>;
  116332. /**
  116333. * Create a new TextureBlock
  116334. * @param name defines the block name
  116335. */
  116336. constructor(name: string);
  116337. /**
  116338. * Gets the current class name
  116339. * @returns the class name
  116340. */
  116341. getClassName(): string;
  116342. /**
  116343. * Gets the uv input component
  116344. */
  116345. readonly uv: NodeMaterialConnectionPoint;
  116346. /**
  116347. * Gets the rgba output component
  116348. */
  116349. readonly rgba: NodeMaterialConnectionPoint;
  116350. /**
  116351. * Gets the rgb output component
  116352. */
  116353. readonly rgb: NodeMaterialConnectionPoint;
  116354. /**
  116355. * Gets the r output component
  116356. */
  116357. readonly r: NodeMaterialConnectionPoint;
  116358. /**
  116359. * Gets the g output component
  116360. */
  116361. readonly g: NodeMaterialConnectionPoint;
  116362. /**
  116363. * Gets the b output component
  116364. */
  116365. readonly b: NodeMaterialConnectionPoint;
  116366. /**
  116367. * Gets the a output component
  116368. */
  116369. readonly a: NodeMaterialConnectionPoint;
  116370. autoConfigure(): void;
  116371. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116372. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116373. isReady(): boolean;
  116374. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116375. private _injectVertexCode;
  116376. private _writeOutput;
  116377. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116378. serialize(): any;
  116379. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116380. }
  116381. }
  116382. declare module BABYLON {
  116383. /**
  116384. * Enum used to define well known values e.g. values automatically provided by the system
  116385. */
  116386. export enum NodeMaterialWellKnownValues {
  116387. /** World */
  116388. World = 1,
  116389. /** View */
  116390. View = 2,
  116391. /** Projection */
  116392. Projection = 3,
  116393. /** ViewProjection */
  116394. ViewProjection = 4,
  116395. /** WorldView */
  116396. WorldView = 5,
  116397. /** WorldViewProjection */
  116398. WorldViewProjection = 6,
  116399. /** CameraPosition */
  116400. CameraPosition = 7,
  116401. /** Fog Color */
  116402. FogColor = 8
  116403. }
  116404. }
  116405. declare module BABYLON {
  116406. /**
  116407. * Block used to read a reflection texture from a sampler
  116408. */
  116409. export class ReflectionTextureBlock extends NodeMaterialBlock {
  116410. private _define3DName;
  116411. private _defineCubicName;
  116412. private _defineExplicitName;
  116413. private _defineProjectionName;
  116414. private _defineLocalCubicName;
  116415. private _defineSphericalName;
  116416. private _definePlanarName;
  116417. private _defineEquirectangularName;
  116418. private _defineMirroredEquirectangularFixedName;
  116419. private _defineEquirectangularFixedName;
  116420. private _defineSkyboxName;
  116421. private _cubeSamplerName;
  116422. private _2DSamplerName;
  116423. private _positionUVWName;
  116424. private _directionWName;
  116425. private _reflectionCoordsName;
  116426. private _reflection2DCoordsName;
  116427. private _reflectionColorName;
  116428. private _reflectionMatrixName;
  116429. /**
  116430. * Gets or sets the texture associated with the node
  116431. */
  116432. texture: Nullable<BaseTexture>;
  116433. /**
  116434. * Create a new TextureBlock
  116435. * @param name defines the block name
  116436. */
  116437. constructor(name: string);
  116438. /**
  116439. * Gets the current class name
  116440. * @returns the class name
  116441. */
  116442. getClassName(): string;
  116443. /**
  116444. * Gets the world position input component
  116445. */
  116446. readonly position: NodeMaterialConnectionPoint;
  116447. /**
  116448. * Gets the world position input component
  116449. */
  116450. readonly worldPosition: NodeMaterialConnectionPoint;
  116451. /**
  116452. * Gets the world normal input component
  116453. */
  116454. readonly worldNormal: NodeMaterialConnectionPoint;
  116455. /**
  116456. * Gets the world input component
  116457. */
  116458. readonly world: NodeMaterialConnectionPoint;
  116459. /**
  116460. * Gets the camera (or eye) position component
  116461. */
  116462. readonly cameraPosition: NodeMaterialConnectionPoint;
  116463. /**
  116464. * Gets the view input component
  116465. */
  116466. readonly view: NodeMaterialConnectionPoint;
  116467. /**
  116468. * Gets the rgb output component
  116469. */
  116470. readonly rgb: NodeMaterialConnectionPoint;
  116471. /**
  116472. * Gets the r output component
  116473. */
  116474. readonly r: NodeMaterialConnectionPoint;
  116475. /**
  116476. * Gets the g output component
  116477. */
  116478. readonly g: NodeMaterialConnectionPoint;
  116479. /**
  116480. * Gets the b output component
  116481. */
  116482. readonly b: NodeMaterialConnectionPoint;
  116483. autoConfigure(): void;
  116484. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116485. isReady(): boolean;
  116486. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116487. private _injectVertexCode;
  116488. private _writeOutput;
  116489. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116490. serialize(): any;
  116491. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116492. }
  116493. }
  116494. declare module BABYLON {
  116495. /**
  116496. * Class used to store shared data between 2 NodeMaterialBuildState
  116497. */
  116498. export class NodeMaterialBuildStateSharedData {
  116499. /**
  116500. * Gets the list of emitted varyings
  116501. */
  116502. varyings: string[];
  116503. /**
  116504. * Gets the varying declaration string
  116505. */
  116506. varyingDeclaration: string;
  116507. /**
  116508. * Input blocks
  116509. */
  116510. inputBlocks: InputBlock[];
  116511. /**
  116512. * Input blocks
  116513. */
  116514. textureBlocks: (TextureBlock | ReflectionTextureBlock)[];
  116515. /**
  116516. * Bindable blocks (Blocks that need to set data to the effect)
  116517. */
  116518. bindableBlocks: NodeMaterialBlock[];
  116519. /**
  116520. * List of blocks that can provide a compilation fallback
  116521. */
  116522. blocksWithFallbacks: NodeMaterialBlock[];
  116523. /**
  116524. * List of blocks that can provide a define update
  116525. */
  116526. blocksWithDefines: NodeMaterialBlock[];
  116527. /**
  116528. * List of blocks that can provide a repeatable content
  116529. */
  116530. repeatableContentBlocks: NodeMaterialBlock[];
  116531. /**
  116532. * List of blocks that can provide a dynamic list of uniforms
  116533. */
  116534. dynamicUniformBlocks: NodeMaterialBlock[];
  116535. /**
  116536. * List of blocks that can block the isReady function for the material
  116537. */
  116538. blockingBlocks: NodeMaterialBlock[];
  116539. /**
  116540. * Build Id used to avoid multiple recompilations
  116541. */
  116542. buildId: number;
  116543. /** List of emitted variables */
  116544. variableNames: {
  116545. [key: string]: number;
  116546. };
  116547. /** List of emitted defines */
  116548. defineNames: {
  116549. [key: string]: number;
  116550. };
  116551. /** Should emit comments? */
  116552. emitComments: boolean;
  116553. /** Emit build activity */
  116554. verbose: boolean;
  116555. /**
  116556. * Gets the compilation hints emitted at compilation time
  116557. */
  116558. hints: {
  116559. needWorldViewMatrix: boolean;
  116560. needWorldViewProjectionMatrix: boolean;
  116561. needAlphaBlending: boolean;
  116562. needAlphaTesting: boolean;
  116563. };
  116564. /**
  116565. * List of compilation checks
  116566. */
  116567. checks: {
  116568. emitVertex: boolean;
  116569. emitFragment: boolean;
  116570. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  116571. };
  116572. /** Creates a new shared data */
  116573. constructor();
  116574. /**
  116575. * Emits console errors and exceptions if there is a failing check
  116576. */
  116577. emitErrors(): void;
  116578. }
  116579. }
  116580. declare module BABYLON {
  116581. /**
  116582. * Class used to store node based material build state
  116583. */
  116584. export class NodeMaterialBuildState {
  116585. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  116586. supportUniformBuffers: boolean;
  116587. /**
  116588. * Gets the list of emitted attributes
  116589. */
  116590. attributes: string[];
  116591. /**
  116592. * Gets the list of emitted uniforms
  116593. */
  116594. uniforms: string[];
  116595. /**
  116596. * Gets the list of emitted uniform buffers
  116597. */
  116598. uniformBuffers: string[];
  116599. /**
  116600. * Gets the list of emitted samplers
  116601. */
  116602. samplers: string[];
  116603. /**
  116604. * Gets the list of emitted functions
  116605. */
  116606. functions: {
  116607. [key: string]: string;
  116608. };
  116609. /**
  116610. * Gets the target of the compilation state
  116611. */
  116612. target: NodeMaterialBlockTargets;
  116613. /**
  116614. * Gets the list of emitted counters
  116615. */
  116616. counters: {
  116617. [key: string]: number;
  116618. };
  116619. /**
  116620. * Shared data between multiple NodeMaterialBuildState instances
  116621. */
  116622. sharedData: NodeMaterialBuildStateSharedData;
  116623. /** @hidden */
  116624. _vertexState: NodeMaterialBuildState;
  116625. /** @hidden */
  116626. _attributeDeclaration: string;
  116627. /** @hidden */
  116628. _uniformDeclaration: string;
  116629. /** @hidden */
  116630. _samplerDeclaration: string;
  116631. /** @hidden */
  116632. _varyingTransfer: string;
  116633. private _repeatableContentAnchorIndex;
  116634. /** @hidden */
  116635. _builtCompilationString: string;
  116636. /**
  116637. * Gets the emitted compilation strings
  116638. */
  116639. compilationString: string;
  116640. /**
  116641. * Finalize the compilation strings
  116642. * @param state defines the current compilation state
  116643. */
  116644. finalize(state: NodeMaterialBuildState): void;
  116645. /** @hidden */
  116646. readonly _repeatableContentAnchor: string;
  116647. /** @hidden */
  116648. _getFreeVariableName(prefix: string): string;
  116649. /** @hidden */
  116650. _getFreeDefineName(prefix: string): string;
  116651. /** @hidden */
  116652. _excludeVariableName(name: string): void;
  116653. /** @hidden */
  116654. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  116655. /** @hidden */
  116656. _emitFunction(name: string, code: string, comments: string): void;
  116657. /** @hidden */
  116658. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  116659. replaceStrings?: {
  116660. search: RegExp;
  116661. replace: string;
  116662. }[];
  116663. repeatKey?: string;
  116664. }): string;
  116665. /** @hidden */
  116666. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  116667. repeatKey?: string;
  116668. removeAttributes?: boolean;
  116669. removeUniforms?: boolean;
  116670. removeVaryings?: boolean;
  116671. removeIfDef?: boolean;
  116672. replaceStrings?: {
  116673. search: RegExp;
  116674. replace: string;
  116675. }[];
  116676. }, storeKey?: string): void;
  116677. /** @hidden */
  116678. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  116679. /** @hidden */
  116680. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  116681. }
  116682. }
  116683. declare module BABYLON {
  116684. /**
  116685. * Defines a block that can be used inside a node based material
  116686. */
  116687. export class NodeMaterialBlock {
  116688. private _buildId;
  116689. private _buildTarget;
  116690. private _target;
  116691. private _isFinalMerger;
  116692. private _isInput;
  116693. /** @hidden */
  116694. _inputs: NodeMaterialConnectionPoint[];
  116695. /** @hidden */
  116696. _outputs: NodeMaterialConnectionPoint[];
  116697. /**
  116698. * Gets or sets the name of the block
  116699. */
  116700. name: string;
  116701. /**
  116702. * Gets or sets the unique id of the node
  116703. */
  116704. uniqueId: number;
  116705. /**
  116706. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  116707. */
  116708. readonly isFinalMerger: boolean;
  116709. /**
  116710. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  116711. */
  116712. readonly isInput: boolean;
  116713. /**
  116714. * Gets or sets the build Id
  116715. */
  116716. buildId: number;
  116717. /**
  116718. * Gets or sets the target of the block
  116719. */
  116720. target: NodeMaterialBlockTargets;
  116721. /**
  116722. * Gets the list of input points
  116723. */
  116724. readonly inputs: NodeMaterialConnectionPoint[];
  116725. /** Gets the list of output points */
  116726. readonly outputs: NodeMaterialConnectionPoint[];
  116727. /**
  116728. * Find an input by its name
  116729. * @param name defines the name of the input to look for
  116730. * @returns the input or null if not found
  116731. */
  116732. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  116733. /**
  116734. * Find an output by its name
  116735. * @param name defines the name of the outputto look for
  116736. * @returns the output or null if not found
  116737. */
  116738. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  116739. /**
  116740. * Creates a new NodeMaterialBlock
  116741. * @param name defines the block name
  116742. * @param target defines the target of that block (Vertex by default)
  116743. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  116744. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  116745. */
  116746. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  116747. /**
  116748. * Initialize the block and prepare the context for build
  116749. * @param state defines the state that will be used for the build
  116750. */
  116751. initialize(state: NodeMaterialBuildState): void;
  116752. /**
  116753. * Bind data to effect. Will only be called for blocks with isBindable === true
  116754. * @param effect defines the effect to bind data to
  116755. * @param nodeMaterial defines the hosting NodeMaterial
  116756. * @param mesh defines the mesh that will be rendered
  116757. */
  116758. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116759. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  116760. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  116761. protected _writeFloat(value: number): string;
  116762. /**
  116763. * Gets the current class name e.g. "NodeMaterialBlock"
  116764. * @returns the class name
  116765. */
  116766. getClassName(): string;
  116767. /**
  116768. * Register a new input. Must be called inside a block constructor
  116769. * @param name defines the connection point name
  116770. * @param type defines the connection point type
  116771. * @param isOptional defines a boolean indicating that this input can be omitted
  116772. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  116773. * @returns the current block
  116774. */
  116775. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  116776. /**
  116777. * Register a new output. Must be called inside a block constructor
  116778. * @param name defines the connection point name
  116779. * @param type defines the connection point type
  116780. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  116781. * @returns the current block
  116782. */
  116783. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  116784. /**
  116785. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  116786. * @param forOutput defines an optional connection point to check compatibility with
  116787. * @returns the first available input or null
  116788. */
  116789. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  116790. /**
  116791. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  116792. * @param forBlock defines an optional block to check compatibility with
  116793. * @returns the first available input or null
  116794. */
  116795. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  116796. /**
  116797. * Gets the sibling of the given output
  116798. * @param current defines the current output
  116799. * @returns the next output in the list or null
  116800. */
  116801. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  116802. /**
  116803. * Connect current block with another block
  116804. * @param other defines the block to connect with
  116805. * @param options define the various options to help pick the right connections
  116806. * @returns the current block
  116807. */
  116808. connectTo(other: NodeMaterialBlock, options?: {
  116809. input?: string;
  116810. output?: string;
  116811. outputSwizzle?: string;
  116812. }): this | undefined;
  116813. protected _buildBlock(state: NodeMaterialBuildState): void;
  116814. /**
  116815. * Add uniforms, samplers and uniform buffers at compilation time
  116816. * @param state defines the state to update
  116817. * @param nodeMaterial defines the node material requesting the update
  116818. * @param defines defines the material defines to update
  116819. */
  116820. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116821. /**
  116822. * Add potential fallbacks if shader compilation fails
  116823. * @param mesh defines the mesh to be rendered
  116824. * @param fallbacks defines the current prioritized list of fallbacks
  116825. */
  116826. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  116827. /**
  116828. * Update defines for shader compilation
  116829. * @param mesh defines the mesh to be rendered
  116830. * @param nodeMaterial defines the node material requesting the update
  116831. * @param defines defines the material defines to update
  116832. * @param useInstances specifies that instances should be used
  116833. */
  116834. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116835. /**
  116836. * Initialize defines for shader compilation
  116837. * @param mesh defines the mesh to be rendered
  116838. * @param nodeMaterial defines the node material requesting the update
  116839. * @param defines defines the material defines to be prepared
  116840. * @param useInstances specifies that instances should be used
  116841. */
  116842. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116843. /**
  116844. * Lets the block try to connect some inputs automatically
  116845. */
  116846. autoConfigure(): void;
  116847. /**
  116848. * Function called when a block is declared as repeatable content generator
  116849. * @param vertexShaderState defines the current compilation state for the vertex shader
  116850. * @param fragmentShaderState defines the current compilation state for the fragment shader
  116851. * @param mesh defines the mesh to be rendered
  116852. * @param defines defines the material defines to update
  116853. */
  116854. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  116855. /**
  116856. * Checks if the block is ready
  116857. * @param mesh defines the mesh to be rendered
  116858. * @param nodeMaterial defines the node material requesting the update
  116859. * @param defines defines the material defines to update
  116860. * @param useInstances specifies that instances should be used
  116861. * @returns true if the block is ready
  116862. */
  116863. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  116864. private _processBuild;
  116865. /**
  116866. * Compile the current node and generate the shader code
  116867. * @param state defines the current compilation state (uniforms, samplers, current string)
  116868. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  116869. * @returns true if already built
  116870. */
  116871. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  116872. /**
  116873. * Serializes this block in a JSON representation
  116874. * @returns the serialized block object
  116875. */
  116876. serialize(): any;
  116877. /** @hidden */
  116878. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116879. }
  116880. }
  116881. declare module BABYLON {
  116882. /**
  116883. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  116884. */
  116885. export enum NodeMaterialBlockConnectionPointMode {
  116886. /** Value is an uniform */
  116887. Uniform = 0,
  116888. /** Value is a mesh attribute */
  116889. Attribute = 1,
  116890. /** Value is a varying between vertex and fragment shaders */
  116891. Varying = 2,
  116892. /** Mode is undefined */
  116893. Undefined = 3
  116894. }
  116895. }
  116896. declare module BABYLON {
  116897. /**
  116898. * Block used to expose an input value
  116899. */
  116900. export class InputBlock extends NodeMaterialBlock {
  116901. private _mode;
  116902. private _associatedVariableName;
  116903. private _storedValue;
  116904. private _valueCallback;
  116905. private _type;
  116906. /** @hidden */
  116907. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  116908. /**
  116909. * Gets or sets the connection point type (default is float)
  116910. */
  116911. readonly type: NodeMaterialBlockConnectionPointTypes;
  116912. /**
  116913. * Creates a new InputBlock
  116914. * @param name defines the block name
  116915. * @param target defines the target of that block (Vertex by default)
  116916. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  116917. */
  116918. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  116919. /**
  116920. * Gets the output component
  116921. */
  116922. readonly output: NodeMaterialConnectionPoint;
  116923. /**
  116924. * Set the source of this connection point to a vertex attribute
  116925. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  116926. * @returns the current connection point
  116927. */
  116928. setAsAttribute(attributeName?: string): InputBlock;
  116929. /**
  116930. * Set the source of this connection point to a well known value
  116931. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  116932. * @returns the current connection point
  116933. */
  116934. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  116935. /**
  116936. * Gets or sets the value of that point.
  116937. * Please note that this value will be ignored if valueCallback is defined
  116938. */
  116939. value: any;
  116940. /**
  116941. * Gets or sets a callback used to get the value of that point.
  116942. * Please note that setting this value will force the connection point to ignore the value property
  116943. */
  116944. valueCallback: () => any;
  116945. /**
  116946. * Gets or sets the associated variable name in the shader
  116947. */
  116948. associatedVariableName: string;
  116949. /**
  116950. * Gets a boolean indicating that this connection point not defined yet
  116951. */
  116952. readonly isUndefined: boolean;
  116953. /**
  116954. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  116955. * In this case the connection point name must be the name of the uniform to use.
  116956. * Can only be set on inputs
  116957. */
  116958. isUniform: boolean;
  116959. /**
  116960. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  116961. * In this case the connection point name must be the name of the attribute to use
  116962. * Can only be set on inputs
  116963. */
  116964. isAttribute: boolean;
  116965. /**
  116966. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  116967. * Can only be set on exit points
  116968. */
  116969. isVarying: boolean;
  116970. /**
  116971. * Gets a boolean indicating that the current connection point is a well known value
  116972. */
  116973. readonly isWellKnownValue: boolean;
  116974. /**
  116975. * Gets or sets the current well known value or null if not defined as well know value
  116976. */
  116977. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  116978. /**
  116979. * Gets the current class name
  116980. * @returns the class name
  116981. */
  116982. getClassName(): string;
  116983. private _emitDefine;
  116984. /**
  116985. * Set the input block to its default value (based on its type)
  116986. */
  116987. setDefaultValue(): void;
  116988. private _emit;
  116989. /** @hidden */
  116990. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  116991. /** @hidden */
  116992. _transmit(effect: Effect, scene: Scene): void;
  116993. protected _buildBlock(state: NodeMaterialBuildState): void;
  116994. serialize(): any;
  116995. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116996. }
  116997. }
  116998. declare module BABYLON {
  116999. /**
  117000. * Defines a connection point for a block
  117001. */
  117002. export class NodeMaterialConnectionPoint {
  117003. /** @hidden */
  117004. _ownerBlock: NodeMaterialBlock;
  117005. /** @hidden */
  117006. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117007. private _endpoints;
  117008. private _associatedVariableName;
  117009. /** @hidden */
  117010. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  117011. private _type;
  117012. /** @hidden */
  117013. _enforceAssociatedVariableName: boolean;
  117014. /**
  117015. * Gets or sets the additional types supported byt this connection point
  117016. */
  117017. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  117018. /**
  117019. * Gets or sets the associated variable name in the shader
  117020. */
  117021. associatedVariableName: string;
  117022. /**
  117023. * Gets or sets the connection point type (default is float)
  117024. */
  117025. type: NodeMaterialBlockConnectionPointTypes;
  117026. /**
  117027. * Gets or sets the connection point name
  117028. */
  117029. name: string;
  117030. /**
  117031. * Gets or sets a boolean indicating that this connection point can be omitted
  117032. */
  117033. isOptional: boolean;
  117034. /**
  117035. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  117036. */
  117037. define: string;
  117038. /** Gets or sets the target of that connection point */
  117039. target: NodeMaterialBlockTargets;
  117040. /**
  117041. * Gets a boolean indicating that the current point is connected
  117042. */
  117043. readonly isConnected: boolean;
  117044. /**
  117045. * Gets a boolean indicating that the current point is connected to an input block
  117046. */
  117047. readonly isConnectedToInput: boolean;
  117048. /**
  117049. * Gets a the connected input block (if any)
  117050. */
  117051. readonly connectInputBlock: Nullable<InputBlock>;
  117052. /** Get the other side of the connection (if any) */
  117053. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117054. /** Get the block that owns this connection point */
  117055. readonly ownerBlock: NodeMaterialBlock;
  117056. /** Get the block connected on the other side of this connection (if any) */
  117057. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  117058. /** Get the block connected on the endpoints of this connection (if any) */
  117059. readonly connectedBlocks: Array<NodeMaterialBlock>;
  117060. /** Gets the list of connected endpoints */
  117061. readonly endpoints: NodeMaterialConnectionPoint[];
  117062. /**
  117063. * Creates a new connection point
  117064. * @param name defines the connection point name
  117065. * @param ownerBlock defines the block hosting this connection point
  117066. */
  117067. constructor(name: string, ownerBlock: NodeMaterialBlock);
  117068. /**
  117069. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  117070. * @returns the class name
  117071. */
  117072. getClassName(): string;
  117073. /**
  117074. * Gets an boolean indicating if the current point can be connected to another point
  117075. * @param connectionPoint defines the other connection point
  117076. * @returns true if the connection is possible
  117077. */
  117078. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  117079. /**
  117080. * Connect this point to another connection point
  117081. * @param connectionPoint defines the other connection point
  117082. * @returns the current connection point
  117083. */
  117084. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117085. /**
  117086. * Disconnect this point from one of his endpoint
  117087. * @param endpoint defines the other connection point
  117088. * @returns the current connection point
  117089. */
  117090. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117091. /**
  117092. * Serializes this point in a JSON representation
  117093. * @returns the serialized point object
  117094. */
  117095. serialize(): any;
  117096. }
  117097. }
  117098. declare module BABYLON {
  117099. /**
  117100. * Block used to add support for vertex skinning (bones)
  117101. */
  117102. export class BonesBlock extends NodeMaterialBlock {
  117103. /**
  117104. * Creates a new BonesBlock
  117105. * @param name defines the block name
  117106. */
  117107. constructor(name: string);
  117108. /**
  117109. * Initialize the block and prepare the context for build
  117110. * @param state defines the state that will be used for the build
  117111. */
  117112. initialize(state: NodeMaterialBuildState): void;
  117113. /**
  117114. * Gets the current class name
  117115. * @returns the class name
  117116. */
  117117. getClassName(): string;
  117118. /**
  117119. * Gets the matrix indices input component
  117120. */
  117121. readonly matricesIndices: NodeMaterialConnectionPoint;
  117122. /**
  117123. * Gets the matrix weights input component
  117124. */
  117125. readonly matricesWeights: NodeMaterialConnectionPoint;
  117126. /**
  117127. * Gets the extra matrix indices input component
  117128. */
  117129. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  117130. /**
  117131. * Gets the extra matrix weights input component
  117132. */
  117133. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  117134. /**
  117135. * Gets the world input component
  117136. */
  117137. readonly world: NodeMaterialConnectionPoint;
  117138. /**
  117139. * Gets the output component
  117140. */
  117141. readonly output: NodeMaterialConnectionPoint;
  117142. autoConfigure(): void;
  117143. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117144. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117145. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117146. protected _buildBlock(state: NodeMaterialBuildState): this;
  117147. }
  117148. }
  117149. declare module BABYLON {
  117150. /**
  117151. * Block used to add support for instances
  117152. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  117153. */
  117154. export class InstancesBlock extends NodeMaterialBlock {
  117155. /**
  117156. * Creates a new InstancesBlock
  117157. * @param name defines the block name
  117158. */
  117159. constructor(name: string);
  117160. /**
  117161. * Gets the current class name
  117162. * @returns the class name
  117163. */
  117164. getClassName(): string;
  117165. /**
  117166. * Gets the first world row input component
  117167. */
  117168. readonly world0: NodeMaterialConnectionPoint;
  117169. /**
  117170. * Gets the second world row input component
  117171. */
  117172. readonly world1: NodeMaterialConnectionPoint;
  117173. /**
  117174. * Gets the third world row input component
  117175. */
  117176. readonly world2: NodeMaterialConnectionPoint;
  117177. /**
  117178. * Gets the forth world row input component
  117179. */
  117180. readonly world3: NodeMaterialConnectionPoint;
  117181. /**
  117182. * Gets the world input component
  117183. */
  117184. readonly world: NodeMaterialConnectionPoint;
  117185. /**
  117186. * Gets the output component
  117187. */
  117188. readonly output: NodeMaterialConnectionPoint;
  117189. autoConfigure(): void;
  117190. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117191. protected _buildBlock(state: NodeMaterialBuildState): this;
  117192. }
  117193. }
  117194. declare module BABYLON {
  117195. /**
  117196. * Block used to add morph targets support to vertex shader
  117197. */
  117198. export class MorphTargetsBlock extends NodeMaterialBlock {
  117199. private _repeatableContentAnchor;
  117200. private _repeatebleContentGenerated;
  117201. /**
  117202. * Create a new MorphTargetsBlock
  117203. * @param name defines the block name
  117204. */
  117205. constructor(name: string);
  117206. /**
  117207. * Gets the current class name
  117208. * @returns the class name
  117209. */
  117210. getClassName(): string;
  117211. /**
  117212. * Gets the position input component
  117213. */
  117214. readonly position: NodeMaterialConnectionPoint;
  117215. /**
  117216. * Gets the normal input component
  117217. */
  117218. readonly normal: NodeMaterialConnectionPoint;
  117219. /**
  117220. * Gets the tangent input component
  117221. */
  117222. readonly tangent: NodeMaterialConnectionPoint;
  117223. /**
  117224. * Gets the tangent input component
  117225. */
  117226. readonly uv: NodeMaterialConnectionPoint;
  117227. /**
  117228. * Gets the position output component
  117229. */
  117230. readonly positionOutput: NodeMaterialConnectionPoint;
  117231. /**
  117232. * Gets the normal output component
  117233. */
  117234. readonly normalOutput: NodeMaterialConnectionPoint;
  117235. /**
  117236. * Gets the tangent output component
  117237. */
  117238. readonly tangentOutput: NodeMaterialConnectionPoint;
  117239. /**
  117240. * Gets the tangent output component
  117241. */
  117242. readonly uvOutput: NodeMaterialConnectionPoint;
  117243. initialize(state: NodeMaterialBuildState): void;
  117244. autoConfigure(): void;
  117245. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117246. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117247. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117248. protected _buildBlock(state: NodeMaterialBuildState): this;
  117249. }
  117250. }
  117251. declare module BABYLON {
  117252. /**
  117253. * Block used to add an alpha test in the fragment shader
  117254. */
  117255. export class AlphaTestBlock extends NodeMaterialBlock {
  117256. /**
  117257. * Gets or sets the alpha value where alpha testing happens
  117258. */
  117259. alphaCutOff: number;
  117260. /**
  117261. * Create a new AlphaTestBlock
  117262. * @param name defines the block name
  117263. */
  117264. constructor(name: string);
  117265. /**
  117266. * Gets the current class name
  117267. * @returns the class name
  117268. */
  117269. getClassName(): string;
  117270. /**
  117271. * Gets the color input component
  117272. */
  117273. readonly color: NodeMaterialConnectionPoint;
  117274. /**
  117275. * Gets the alpha input component
  117276. */
  117277. readonly alpha: NodeMaterialConnectionPoint;
  117278. protected _buildBlock(state: NodeMaterialBuildState): this;
  117279. }
  117280. }
  117281. declare module BABYLON {
  117282. /**
  117283. * Block used to create a Color3/4 out of individual inputs (one for each component)
  117284. */
  117285. export class ColorMergerBlock extends NodeMaterialBlock {
  117286. /**
  117287. * Create a new ColorMergerBlock
  117288. * @param name defines the block name
  117289. */
  117290. constructor(name: string);
  117291. /**
  117292. * Gets the current class name
  117293. * @returns the class name
  117294. */
  117295. getClassName(): string;
  117296. /**
  117297. * Gets the r component (input)
  117298. */
  117299. readonly r: NodeMaterialConnectionPoint;
  117300. /**
  117301. * Gets the g component (input)
  117302. */
  117303. readonly g: NodeMaterialConnectionPoint;
  117304. /**
  117305. * Gets the b component (input)
  117306. */
  117307. readonly b: NodeMaterialConnectionPoint;
  117308. /**
  117309. * Gets the a component (input)
  117310. */
  117311. readonly a: NodeMaterialConnectionPoint;
  117312. /**
  117313. * Gets the rgba component (output)
  117314. */
  117315. readonly rgba: NodeMaterialConnectionPoint;
  117316. /**
  117317. * Gets the rgb component (output)
  117318. */
  117319. readonly rgb: NodeMaterialConnectionPoint;
  117320. protected _buildBlock(state: NodeMaterialBuildState): this;
  117321. }
  117322. }
  117323. declare module BABYLON {
  117324. /**
  117325. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  117326. */
  117327. export class VectorMergerBlock extends NodeMaterialBlock {
  117328. /**
  117329. * Create a new VectorMergerBlock
  117330. * @param name defines the block name
  117331. */
  117332. constructor(name: string);
  117333. /**
  117334. * Gets the current class name
  117335. * @returns the class name
  117336. */
  117337. getClassName(): string;
  117338. /**
  117339. * Gets the x component (input)
  117340. */
  117341. readonly x: NodeMaterialConnectionPoint;
  117342. /**
  117343. * Gets the y component (input)
  117344. */
  117345. readonly y: NodeMaterialConnectionPoint;
  117346. /**
  117347. * Gets the z component (input)
  117348. */
  117349. readonly z: NodeMaterialConnectionPoint;
  117350. /**
  117351. * Gets the w component (input)
  117352. */
  117353. readonly w: NodeMaterialConnectionPoint;
  117354. /**
  117355. * Gets the xyzw component (output)
  117356. */
  117357. readonly xyzw: NodeMaterialConnectionPoint;
  117358. /**
  117359. * Gets the xyz component (output)
  117360. */
  117361. readonly xyz: NodeMaterialConnectionPoint;
  117362. /**
  117363. * Gets the xy component (output)
  117364. */
  117365. readonly xy: NodeMaterialConnectionPoint;
  117366. protected _buildBlock(state: NodeMaterialBuildState): this;
  117367. }
  117368. }
  117369. declare module BABYLON {
  117370. /**
  117371. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  117372. */
  117373. export class ColorSplitterBlock extends NodeMaterialBlock {
  117374. /**
  117375. * Create a new ColorSplitterBlock
  117376. * @param name defines the block name
  117377. */
  117378. constructor(name: string);
  117379. /**
  117380. * Gets the current class name
  117381. * @returns the class name
  117382. */
  117383. getClassName(): string;
  117384. /**
  117385. * Gets the rgba component (input)
  117386. */
  117387. readonly rgba: NodeMaterialConnectionPoint;
  117388. /**
  117389. * Gets the rgb component (input)
  117390. */
  117391. readonly rgbIn: NodeMaterialConnectionPoint;
  117392. /**
  117393. * Gets the rgb component (output)
  117394. */
  117395. readonly rgbOut: NodeMaterialConnectionPoint;
  117396. /**
  117397. * Gets the r component (output)
  117398. */
  117399. readonly r: NodeMaterialConnectionPoint;
  117400. /**
  117401. * Gets the g component (output)
  117402. */
  117403. readonly g: NodeMaterialConnectionPoint;
  117404. /**
  117405. * Gets the b component (output)
  117406. */
  117407. readonly b: NodeMaterialConnectionPoint;
  117408. /**
  117409. * Gets the a component (output)
  117410. */
  117411. readonly a: NodeMaterialConnectionPoint;
  117412. protected _buildBlock(state: NodeMaterialBuildState): this;
  117413. }
  117414. }
  117415. declare module BABYLON {
  117416. /**
  117417. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  117418. */
  117419. export class VectorSplitterBlock extends NodeMaterialBlock {
  117420. /**
  117421. * Create a new VectorSplitterBlock
  117422. * @param name defines the block name
  117423. */
  117424. constructor(name: string);
  117425. /**
  117426. * Gets the current class name
  117427. * @returns the class name
  117428. */
  117429. getClassName(): string;
  117430. /**
  117431. * Gets the xyzw component (input)
  117432. */
  117433. readonly xyzw: NodeMaterialConnectionPoint;
  117434. /**
  117435. * Gets the xyz component (input)
  117436. */
  117437. readonly xyzIn: NodeMaterialConnectionPoint;
  117438. /**
  117439. * Gets the xyz component (output)
  117440. */
  117441. readonly xyzOut: NodeMaterialConnectionPoint;
  117442. /**
  117443. * Gets the xy component (output)
  117444. */
  117445. readonly xy: NodeMaterialConnectionPoint;
  117446. /**
  117447. * Gets the x component (output)
  117448. */
  117449. readonly x: NodeMaterialConnectionPoint;
  117450. /**
  117451. * Gets the y component (output)
  117452. */
  117453. readonly y: NodeMaterialConnectionPoint;
  117454. /**
  117455. * Gets the z component (output)
  117456. */
  117457. readonly z: NodeMaterialConnectionPoint;
  117458. /**
  117459. * Gets the w component (output)
  117460. */
  117461. readonly w: NodeMaterialConnectionPoint;
  117462. protected _buildBlock(state: NodeMaterialBuildState): this;
  117463. }
  117464. }
  117465. declare module BABYLON {
  117466. /**
  117467. * Block used to add image processing support to fragment shader
  117468. */
  117469. export class ImageProcessingBlock extends NodeMaterialBlock {
  117470. /**
  117471. * Create a new ImageProcessingBlock
  117472. * @param name defines the block name
  117473. */
  117474. constructor(name: string);
  117475. /**
  117476. * Gets the current class name
  117477. * @returns the class name
  117478. */
  117479. getClassName(): string;
  117480. /**
  117481. * Gets the color input component
  117482. */
  117483. readonly color: NodeMaterialConnectionPoint;
  117484. /**
  117485. * Gets the output component
  117486. */
  117487. readonly output: NodeMaterialConnectionPoint;
  117488. /**
  117489. * Initialize the block and prepare the context for build
  117490. * @param state defines the state that will be used for the build
  117491. */
  117492. initialize(state: NodeMaterialBuildState): void;
  117493. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  117494. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117495. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117496. protected _buildBlock(state: NodeMaterialBuildState): this;
  117497. }
  117498. }
  117499. declare module BABYLON {
  117500. /**
  117501. * Block used to add support for scene fog
  117502. */
  117503. export class FogBlock extends NodeMaterialBlock {
  117504. private _fogDistanceName;
  117505. private _fogParameters;
  117506. /**
  117507. * Create a new FogBlock
  117508. * @param name defines the block name
  117509. */
  117510. constructor(name: string);
  117511. /**
  117512. * Gets the current class name
  117513. * @returns the class name
  117514. */
  117515. getClassName(): string;
  117516. /**
  117517. * Gets the world position input component
  117518. */
  117519. readonly worldPosition: NodeMaterialConnectionPoint;
  117520. /**
  117521. * Gets the view input component
  117522. */
  117523. readonly view: NodeMaterialConnectionPoint;
  117524. /**
  117525. * Gets the color input component
  117526. */
  117527. readonly color: NodeMaterialConnectionPoint;
  117528. /**
  117529. * Gets the fog color input component
  117530. */
  117531. readonly fogColor: NodeMaterialConnectionPoint;
  117532. /**
  117533. * Gets the output component
  117534. */
  117535. readonly output: NodeMaterialConnectionPoint;
  117536. autoConfigure(): void;
  117537. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117538. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117539. protected _buildBlock(state: NodeMaterialBuildState): this;
  117540. }
  117541. }
  117542. declare module BABYLON {
  117543. /**
  117544. * Block used to add light in the fragment shader
  117545. */
  117546. export class LightBlock extends NodeMaterialBlock {
  117547. private _lightId;
  117548. /**
  117549. * Gets or sets the light associated with this block
  117550. */
  117551. light: Nullable<Light>;
  117552. /**
  117553. * Create a new LightBlock
  117554. * @param name defines the block name
  117555. */
  117556. constructor(name: string);
  117557. /**
  117558. * Gets the current class name
  117559. * @returns the class name
  117560. */
  117561. getClassName(): string;
  117562. /**
  117563. * Gets the world position input component
  117564. */
  117565. readonly worldPosition: NodeMaterialConnectionPoint;
  117566. /**
  117567. * Gets the world normal input component
  117568. */
  117569. readonly worldNormal: NodeMaterialConnectionPoint;
  117570. /**
  117571. * Gets the camera (or eye) position component
  117572. */
  117573. readonly cameraPosition: NodeMaterialConnectionPoint;
  117574. /**
  117575. * Gets the diffuse output component
  117576. */
  117577. readonly diffuseOutput: NodeMaterialConnectionPoint;
  117578. /**
  117579. * Gets the specular output component
  117580. */
  117581. readonly specularOutput: NodeMaterialConnectionPoint;
  117582. autoConfigure(): void;
  117583. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117584. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117585. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117586. private _injectVertexCode;
  117587. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117588. serialize(): any;
  117589. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117590. }
  117591. }
  117592. declare module BABYLON {
  117593. /**
  117594. * Block used to multiply 2 values
  117595. */
  117596. export class MultiplyBlock extends NodeMaterialBlock {
  117597. /**
  117598. * Creates a new MultiplyBlock
  117599. * @param name defines the block name
  117600. */
  117601. constructor(name: string);
  117602. /**
  117603. * Gets the current class name
  117604. * @returns the class name
  117605. */
  117606. getClassName(): string;
  117607. /**
  117608. * Gets the left operand input component
  117609. */
  117610. readonly left: NodeMaterialConnectionPoint;
  117611. /**
  117612. * Gets the right operand input component
  117613. */
  117614. readonly right: NodeMaterialConnectionPoint;
  117615. /**
  117616. * Gets the output component
  117617. */
  117618. readonly output: NodeMaterialConnectionPoint;
  117619. protected _buildBlock(state: NodeMaterialBuildState): this;
  117620. }
  117621. }
  117622. declare module BABYLON {
  117623. /**
  117624. * Block used to add 2 vectors
  117625. */
  117626. export class AddBlock extends NodeMaterialBlock {
  117627. /**
  117628. * Creates a new AddBlock
  117629. * @param name defines the block name
  117630. */
  117631. constructor(name: string);
  117632. /**
  117633. * Gets the current class name
  117634. * @returns the class name
  117635. */
  117636. getClassName(): string;
  117637. /**
  117638. * Gets the left operand input component
  117639. */
  117640. readonly left: NodeMaterialConnectionPoint;
  117641. /**
  117642. * Gets the right operand input component
  117643. */
  117644. readonly right: NodeMaterialConnectionPoint;
  117645. /**
  117646. * Gets the output component
  117647. */
  117648. readonly output: NodeMaterialConnectionPoint;
  117649. protected _buildBlock(state: NodeMaterialBuildState): this;
  117650. }
  117651. }
  117652. declare module BABYLON {
  117653. /**
  117654. * Block used to clamp a float
  117655. */
  117656. export class ClampBlock extends NodeMaterialBlock {
  117657. /** Gets or sets the minimum range */
  117658. minimum: number;
  117659. /** Gets or sets the maximum range */
  117660. maximum: number;
  117661. /**
  117662. * Creates a new ClampBlock
  117663. * @param name defines the block name
  117664. */
  117665. constructor(name: string);
  117666. /**
  117667. * Gets the current class name
  117668. * @returns the class name
  117669. */
  117670. getClassName(): string;
  117671. /**
  117672. * Gets the value input component
  117673. */
  117674. readonly value: NodeMaterialConnectionPoint;
  117675. /**
  117676. * Gets the output component
  117677. */
  117678. readonly output: NodeMaterialConnectionPoint;
  117679. protected _buildBlock(state: NodeMaterialBuildState): this;
  117680. }
  117681. }
  117682. declare module BABYLON {
  117683. /**
  117684. * Block used to apply a cross product between 2 vectors
  117685. */
  117686. export class CrossBlock extends NodeMaterialBlock {
  117687. /**
  117688. * Creates a new CrossBlock
  117689. * @param name defines the block name
  117690. */
  117691. constructor(name: string);
  117692. /**
  117693. * Gets the current class name
  117694. * @returns the class name
  117695. */
  117696. getClassName(): string;
  117697. /**
  117698. * Gets the left operand input component
  117699. */
  117700. readonly left: NodeMaterialConnectionPoint;
  117701. /**
  117702. * Gets the right operand input component
  117703. */
  117704. readonly right: NodeMaterialConnectionPoint;
  117705. /**
  117706. * Gets the output component
  117707. */
  117708. readonly output: NodeMaterialConnectionPoint;
  117709. protected _buildBlock(state: NodeMaterialBuildState): this;
  117710. }
  117711. }
  117712. declare module BABYLON {
  117713. /**
  117714. * Block used to apply a dot product between 2 vectors
  117715. */
  117716. export class DotBlock extends NodeMaterialBlock {
  117717. /**
  117718. * Creates a new DotBlock
  117719. * @param name defines the block name
  117720. */
  117721. constructor(name: string);
  117722. /**
  117723. * Gets the current class name
  117724. * @returns the class name
  117725. */
  117726. getClassName(): string;
  117727. /**
  117728. * Gets the left operand input component
  117729. */
  117730. readonly left: NodeMaterialConnectionPoint;
  117731. /**
  117732. * Gets the right operand input component
  117733. */
  117734. readonly right: NodeMaterialConnectionPoint;
  117735. /**
  117736. * Gets the output component
  117737. */
  117738. readonly output: NodeMaterialConnectionPoint;
  117739. protected _buildBlock(state: NodeMaterialBuildState): this;
  117740. }
  117741. }
  117742. declare module BABYLON {
  117743. /**
  117744. * Block used to remap a float from a range to a new one
  117745. */
  117746. export class RemapBlock extends NodeMaterialBlock {
  117747. /**
  117748. * Gets or sets the source range
  117749. */
  117750. sourceRange: Vector2;
  117751. /**
  117752. * Gets or sets the target range
  117753. */
  117754. targetRange: Vector2;
  117755. /**
  117756. * Creates a new RemapBlock
  117757. * @param name defines the block name
  117758. */
  117759. constructor(name: string);
  117760. /**
  117761. * Gets the current class name
  117762. * @returns the class name
  117763. */
  117764. getClassName(): string;
  117765. /**
  117766. * Gets the input component
  117767. */
  117768. readonly input: NodeMaterialConnectionPoint;
  117769. /**
  117770. * Gets the output component
  117771. */
  117772. readonly output: NodeMaterialConnectionPoint;
  117773. protected _buildBlock(state: NodeMaterialBuildState): this;
  117774. }
  117775. }
  117776. declare module BABYLON {
  117777. /**
  117778. * Block used to normalize a vector
  117779. */
  117780. export class NormalizeBlock extends NodeMaterialBlock {
  117781. /**
  117782. * Creates a new NormalizeBlock
  117783. * @param name defines the block name
  117784. */
  117785. constructor(name: string);
  117786. /**
  117787. * Gets the current class name
  117788. * @returns the class name
  117789. */
  117790. getClassName(): string;
  117791. /**
  117792. * Gets the input component
  117793. */
  117794. readonly input: NodeMaterialConnectionPoint;
  117795. /**
  117796. * Gets the output component
  117797. */
  117798. readonly output: NodeMaterialConnectionPoint;
  117799. protected _buildBlock(state: NodeMaterialBuildState): this;
  117800. }
  117801. }
  117802. declare module BABYLON {
  117803. /**
  117804. * Effect Render Options
  117805. */
  117806. export interface IEffectRendererOptions {
  117807. /**
  117808. * Defines the vertices positions.
  117809. */
  117810. positions?: number[];
  117811. /**
  117812. * Defines the indices.
  117813. */
  117814. indices?: number[];
  117815. }
  117816. /**
  117817. * Helper class to render one or more effects
  117818. */
  117819. export class EffectRenderer {
  117820. private engine;
  117821. private static _DefaultOptions;
  117822. private _vertexBuffers;
  117823. private _indexBuffer;
  117824. private _ringBufferIndex;
  117825. private _ringScreenBuffer;
  117826. private _fullscreenViewport;
  117827. private _getNextFrameBuffer;
  117828. /**
  117829. * Creates an effect renderer
  117830. * @param engine the engine to use for rendering
  117831. * @param options defines the options of the effect renderer
  117832. */
  117833. constructor(engine: Engine, options?: IEffectRendererOptions);
  117834. /**
  117835. * Sets the current viewport in normalized coordinates 0-1
  117836. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  117837. */
  117838. setViewport(viewport?: Viewport): void;
  117839. /**
  117840. * Sets the current effect wrapper to use during draw.
  117841. * The effect needs to be ready before calling this api.
  117842. * This also sets the default full screen position attribute.
  117843. * @param effectWrapper Defines the effect to draw with
  117844. */
  117845. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  117846. /**
  117847. * Draws a full screen quad.
  117848. */
  117849. draw(): void;
  117850. /**
  117851. * renders one or more effects to a specified texture
  117852. * @param effectWrappers list of effects to renderer
  117853. * @param outputTexture texture to draw to, if null it will render to the screen
  117854. */
  117855. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  117856. /**
  117857. * Disposes of the effect renderer
  117858. */
  117859. dispose(): void;
  117860. }
  117861. /**
  117862. * Options to create an EffectWrapper
  117863. */
  117864. interface EffectWrapperCreationOptions {
  117865. /**
  117866. * Engine to use to create the effect
  117867. */
  117868. engine: Engine;
  117869. /**
  117870. * Fragment shader for the effect
  117871. */
  117872. fragmentShader: string;
  117873. /**
  117874. * Vertex shader for the effect
  117875. */
  117876. vertexShader?: string;
  117877. /**
  117878. * Attributes to use in the shader
  117879. */
  117880. attributeNames?: Array<string>;
  117881. /**
  117882. * Uniforms to use in the shader
  117883. */
  117884. uniformNames?: Array<string>;
  117885. /**
  117886. * Texture sampler names to use in the shader
  117887. */
  117888. samplerNames?: Array<string>;
  117889. /**
  117890. * The friendly name of the effect displayed in Spector.
  117891. */
  117892. name?: string;
  117893. }
  117894. /**
  117895. * Wraps an effect to be used for rendering
  117896. */
  117897. export class EffectWrapper {
  117898. /**
  117899. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  117900. */
  117901. onApplyObservable: Observable<{}>;
  117902. /**
  117903. * The underlying effect
  117904. */
  117905. effect: Effect;
  117906. /**
  117907. * Creates an effect to be renderer
  117908. * @param creationOptions options to create the effect
  117909. */
  117910. constructor(creationOptions: EffectWrapperCreationOptions);
  117911. /**
  117912. * Disposes of the effect wrapper
  117913. */
  117914. dispose(): void;
  117915. }
  117916. }
  117917. declare module BABYLON {
  117918. /**
  117919. * Helper class to push actions to a pool of workers.
  117920. */
  117921. export class WorkerPool implements IDisposable {
  117922. private _workerInfos;
  117923. private _pendingActions;
  117924. /**
  117925. * Constructor
  117926. * @param workers Array of workers to use for actions
  117927. */
  117928. constructor(workers: Array<Worker>);
  117929. /**
  117930. * Terminates all workers and clears any pending actions.
  117931. */
  117932. dispose(): void;
  117933. /**
  117934. * Pushes an action to the worker pool. If all the workers are active, the action will be
  117935. * pended until a worker has completed its action.
  117936. * @param action The action to perform. Call onComplete when the action is complete.
  117937. */
  117938. push(action: (worker: Worker, onComplete: () => void) => void): void;
  117939. private _execute;
  117940. }
  117941. }
  117942. declare module BABYLON {
  117943. /**
  117944. * Configuration for Draco compression
  117945. */
  117946. export interface IDracoCompressionConfiguration {
  117947. /**
  117948. * Configuration for the decoder.
  117949. */
  117950. decoder: {
  117951. /**
  117952. * The url to the WebAssembly module.
  117953. */
  117954. wasmUrl?: string;
  117955. /**
  117956. * The url to the WebAssembly binary.
  117957. */
  117958. wasmBinaryUrl?: string;
  117959. /**
  117960. * The url to the fallback JavaScript module.
  117961. */
  117962. fallbackUrl?: string;
  117963. };
  117964. }
  117965. /**
  117966. * Draco compression (https://google.github.io/draco/)
  117967. *
  117968. * This class wraps the Draco module.
  117969. *
  117970. * **Encoder**
  117971. *
  117972. * The encoder is not currently implemented.
  117973. *
  117974. * **Decoder**
  117975. *
  117976. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  117977. *
  117978. * To update the configuration, use the following code:
  117979. * ```javascript
  117980. * DracoCompression.Configuration = {
  117981. * decoder: {
  117982. * wasmUrl: "<url to the WebAssembly library>",
  117983. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  117984. * fallbackUrl: "<url to the fallback JavaScript library>",
  117985. * }
  117986. * };
  117987. * ```
  117988. *
  117989. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  117990. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  117991. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  117992. *
  117993. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  117994. * ```javascript
  117995. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  117996. * ```
  117997. *
  117998. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  117999. */
  118000. export class DracoCompression implements IDisposable {
  118001. private _workerPoolPromise?;
  118002. private _decoderModulePromise?;
  118003. /**
  118004. * The configuration. Defaults to the following urls:
  118005. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  118006. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  118007. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  118008. */
  118009. static Configuration: IDracoCompressionConfiguration;
  118010. /**
  118011. * Returns true if the decoder configuration is available.
  118012. */
  118013. static readonly DecoderAvailable: boolean;
  118014. /**
  118015. * Default number of workers to create when creating the draco compression object.
  118016. */
  118017. static DefaultNumWorkers: number;
  118018. private static GetDefaultNumWorkers;
  118019. private static _Default;
  118020. /**
  118021. * Default instance for the draco compression object.
  118022. */
  118023. static readonly Default: DracoCompression;
  118024. /**
  118025. * Constructor
  118026. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  118027. */
  118028. constructor(numWorkers?: number);
  118029. /**
  118030. * Stop all async operations and release resources.
  118031. */
  118032. dispose(): void;
  118033. /**
  118034. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  118035. * @returns a promise that resolves when ready
  118036. */
  118037. whenReadyAsync(): Promise<void>;
  118038. /**
  118039. * Decode Draco compressed mesh data to vertex data.
  118040. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  118041. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  118042. * @returns A promise that resolves with the decoded vertex data
  118043. */
  118044. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  118045. [kind: string]: number;
  118046. }): Promise<VertexData>;
  118047. }
  118048. }
  118049. declare module BABYLON {
  118050. /**
  118051. * Class for building Constructive Solid Geometry
  118052. */
  118053. export class CSG {
  118054. private polygons;
  118055. /**
  118056. * The world matrix
  118057. */
  118058. matrix: Matrix;
  118059. /**
  118060. * Stores the position
  118061. */
  118062. position: Vector3;
  118063. /**
  118064. * Stores the rotation
  118065. */
  118066. rotation: Vector3;
  118067. /**
  118068. * Stores the rotation quaternion
  118069. */
  118070. rotationQuaternion: Nullable<Quaternion>;
  118071. /**
  118072. * Stores the scaling vector
  118073. */
  118074. scaling: Vector3;
  118075. /**
  118076. * Convert the Mesh to CSG
  118077. * @param mesh The Mesh to convert to CSG
  118078. * @returns A new CSG from the Mesh
  118079. */
  118080. static FromMesh(mesh: Mesh): CSG;
  118081. /**
  118082. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  118083. * @param polygons Polygons used to construct a CSG solid
  118084. */
  118085. private static FromPolygons;
  118086. /**
  118087. * Clones, or makes a deep copy, of the CSG
  118088. * @returns A new CSG
  118089. */
  118090. clone(): CSG;
  118091. /**
  118092. * Unions this CSG with another CSG
  118093. * @param csg The CSG to union against this CSG
  118094. * @returns The unioned CSG
  118095. */
  118096. union(csg: CSG): CSG;
  118097. /**
  118098. * Unions this CSG with another CSG in place
  118099. * @param csg The CSG to union against this CSG
  118100. */
  118101. unionInPlace(csg: CSG): void;
  118102. /**
  118103. * Subtracts this CSG with another CSG
  118104. * @param csg The CSG to subtract against this CSG
  118105. * @returns A new CSG
  118106. */
  118107. subtract(csg: CSG): CSG;
  118108. /**
  118109. * Subtracts this CSG with another CSG in place
  118110. * @param csg The CSG to subtact against this CSG
  118111. */
  118112. subtractInPlace(csg: CSG): void;
  118113. /**
  118114. * Intersect this CSG with another CSG
  118115. * @param csg The CSG to intersect against this CSG
  118116. * @returns A new CSG
  118117. */
  118118. intersect(csg: CSG): CSG;
  118119. /**
  118120. * Intersects this CSG with another CSG in place
  118121. * @param csg The CSG to intersect against this CSG
  118122. */
  118123. intersectInPlace(csg: CSG): void;
  118124. /**
  118125. * Return a new CSG solid with solid and empty space switched. This solid is
  118126. * not modified.
  118127. * @returns A new CSG solid with solid and empty space switched
  118128. */
  118129. inverse(): CSG;
  118130. /**
  118131. * Inverses the CSG in place
  118132. */
  118133. inverseInPlace(): void;
  118134. /**
  118135. * This is used to keep meshes transformations so they can be restored
  118136. * when we build back a Babylon Mesh
  118137. * NB : All CSG operations are performed in world coordinates
  118138. * @param csg The CSG to copy the transform attributes from
  118139. * @returns This CSG
  118140. */
  118141. copyTransformAttributes(csg: CSG): CSG;
  118142. /**
  118143. * Build Raw mesh from CSG
  118144. * Coordinates here are in world space
  118145. * @param name The name of the mesh geometry
  118146. * @param scene The Scene
  118147. * @param keepSubMeshes Specifies if the submeshes should be kept
  118148. * @returns A new Mesh
  118149. */
  118150. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  118151. /**
  118152. * Build Mesh from CSG taking material and transforms into account
  118153. * @param name The name of the Mesh
  118154. * @param material The material of the Mesh
  118155. * @param scene The Scene
  118156. * @param keepSubMeshes Specifies if submeshes should be kept
  118157. * @returns The new Mesh
  118158. */
  118159. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  118160. }
  118161. }
  118162. declare module BABYLON {
  118163. /**
  118164. * Class used to create a trail following a mesh
  118165. */
  118166. export class TrailMesh extends Mesh {
  118167. private _generator;
  118168. private _autoStart;
  118169. private _running;
  118170. private _diameter;
  118171. private _length;
  118172. private _sectionPolygonPointsCount;
  118173. private _sectionVectors;
  118174. private _sectionNormalVectors;
  118175. private _beforeRenderObserver;
  118176. /**
  118177. * @constructor
  118178. * @param name The value used by scene.getMeshByName() to do a lookup.
  118179. * @param generator The mesh to generate a trail.
  118180. * @param scene The scene to add this mesh to.
  118181. * @param diameter Diameter of trailing mesh. Default is 1.
  118182. * @param length Length of trailing mesh. Default is 60.
  118183. * @param autoStart Automatically start trailing mesh. Default true.
  118184. */
  118185. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  118186. /**
  118187. * "TrailMesh"
  118188. * @returns "TrailMesh"
  118189. */
  118190. getClassName(): string;
  118191. private _createMesh;
  118192. /**
  118193. * Start trailing mesh.
  118194. */
  118195. start(): void;
  118196. /**
  118197. * Stop trailing mesh.
  118198. */
  118199. stop(): void;
  118200. /**
  118201. * Update trailing mesh geometry.
  118202. */
  118203. update(): void;
  118204. /**
  118205. * Returns a new TrailMesh object.
  118206. * @param name is a string, the name given to the new mesh
  118207. * @param newGenerator use new generator object for cloned trail mesh
  118208. * @returns a new mesh
  118209. */
  118210. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  118211. /**
  118212. * Serializes this trail mesh
  118213. * @param serializationObject object to write serialization to
  118214. */
  118215. serialize(serializationObject: any): void;
  118216. /**
  118217. * Parses a serialized trail mesh
  118218. * @param parsedMesh the serialized mesh
  118219. * @param scene the scene to create the trail mesh in
  118220. * @returns the created trail mesh
  118221. */
  118222. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  118223. }
  118224. }
  118225. declare module BABYLON {
  118226. /**
  118227. * Class containing static functions to help procedurally build meshes
  118228. */
  118229. export class TiledBoxBuilder {
  118230. /**
  118231. * Creates a box mesh
  118232. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  118233. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118234. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118235. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118237. * @param name defines the name of the mesh
  118238. * @param options defines the options used to create the mesh
  118239. * @param scene defines the hosting scene
  118240. * @returns the box mesh
  118241. */
  118242. static CreateTiledBox(name: string, options: {
  118243. pattern?: number;
  118244. width?: number;
  118245. height?: number;
  118246. depth?: number;
  118247. tileSize?: number;
  118248. tileWidth?: number;
  118249. tileHeight?: number;
  118250. alignHorizontal?: number;
  118251. alignVertical?: number;
  118252. faceUV?: Vector4[];
  118253. faceColors?: Color4[];
  118254. sideOrientation?: number;
  118255. updatable?: boolean;
  118256. }, scene?: Nullable<Scene>): Mesh;
  118257. }
  118258. }
  118259. declare module BABYLON {
  118260. /**
  118261. * Class containing static functions to help procedurally build meshes
  118262. */
  118263. export class TorusKnotBuilder {
  118264. /**
  118265. * Creates a torus knot mesh
  118266. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118267. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118268. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118269. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118270. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118271. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118272. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118273. * @param name defines the name of the mesh
  118274. * @param options defines the options used to create the mesh
  118275. * @param scene defines the hosting scene
  118276. * @returns the torus knot mesh
  118277. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118278. */
  118279. static CreateTorusKnot(name: string, options: {
  118280. radius?: number;
  118281. tube?: number;
  118282. radialSegments?: number;
  118283. tubularSegments?: number;
  118284. p?: number;
  118285. q?: number;
  118286. updatable?: boolean;
  118287. sideOrientation?: number;
  118288. frontUVs?: Vector4;
  118289. backUVs?: Vector4;
  118290. }, scene: any): Mesh;
  118291. }
  118292. }
  118293. declare module BABYLON {
  118294. /**
  118295. * Polygon
  118296. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  118297. */
  118298. export class Polygon {
  118299. /**
  118300. * Creates a rectangle
  118301. * @param xmin bottom X coord
  118302. * @param ymin bottom Y coord
  118303. * @param xmax top X coord
  118304. * @param ymax top Y coord
  118305. * @returns points that make the resulting rectation
  118306. */
  118307. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  118308. /**
  118309. * Creates a circle
  118310. * @param radius radius of circle
  118311. * @param cx scale in x
  118312. * @param cy scale in y
  118313. * @param numberOfSides number of sides that make up the circle
  118314. * @returns points that make the resulting circle
  118315. */
  118316. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  118317. /**
  118318. * Creates a polygon from input string
  118319. * @param input Input polygon data
  118320. * @returns the parsed points
  118321. */
  118322. static Parse(input: string): Vector2[];
  118323. /**
  118324. * Starts building a polygon from x and y coordinates
  118325. * @param x x coordinate
  118326. * @param y y coordinate
  118327. * @returns the started path2
  118328. */
  118329. static StartingAt(x: number, y: number): Path2;
  118330. }
  118331. /**
  118332. * Builds a polygon
  118333. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  118334. */
  118335. export class PolygonMeshBuilder {
  118336. private _points;
  118337. private _outlinepoints;
  118338. private _holes;
  118339. private _name;
  118340. private _scene;
  118341. private _epoints;
  118342. private _eholes;
  118343. private _addToepoint;
  118344. /**
  118345. * Babylon reference to the earcut plugin.
  118346. */
  118347. bjsEarcut: any;
  118348. /**
  118349. * Creates a PolygonMeshBuilder
  118350. * @param name name of the builder
  118351. * @param contours Path of the polygon
  118352. * @param scene scene to add to when creating the mesh
  118353. * @param earcutInjection can be used to inject your own earcut reference
  118354. */
  118355. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  118356. /**
  118357. * Adds a whole within the polygon
  118358. * @param hole Array of points defining the hole
  118359. * @returns this
  118360. */
  118361. addHole(hole: Vector2[]): PolygonMeshBuilder;
  118362. /**
  118363. * Creates the polygon
  118364. * @param updatable If the mesh should be updatable
  118365. * @param depth The depth of the mesh created
  118366. * @returns the created mesh
  118367. */
  118368. build(updatable?: boolean, depth?: number): Mesh;
  118369. /**
  118370. * Creates the polygon
  118371. * @param depth The depth of the mesh created
  118372. * @returns the created VertexData
  118373. */
  118374. buildVertexData(depth?: number): VertexData;
  118375. /**
  118376. * Adds a side to the polygon
  118377. * @param positions points that make the polygon
  118378. * @param normals normals of the polygon
  118379. * @param uvs uvs of the polygon
  118380. * @param indices indices of the polygon
  118381. * @param bounds bounds of the polygon
  118382. * @param points points of the polygon
  118383. * @param depth depth of the polygon
  118384. * @param flip flip of the polygon
  118385. */
  118386. private addSide;
  118387. }
  118388. }
  118389. declare module BABYLON {
  118390. /**
  118391. * Class containing static functions to help procedurally build meshes
  118392. */
  118393. export class PolygonBuilder {
  118394. /**
  118395. * Creates a polygon mesh
  118396. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118397. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  118398. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118399. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118400. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  118401. * * Remember you can only change the shape positions, not their number when updating a polygon
  118402. * @param name defines the name of the mesh
  118403. * @param options defines the options used to create the mesh
  118404. * @param scene defines the hosting scene
  118405. * @param earcutInjection can be used to inject your own earcut reference
  118406. * @returns the polygon mesh
  118407. */
  118408. static CreatePolygon(name: string, options: {
  118409. shape: Vector3[];
  118410. holes?: Vector3[][];
  118411. depth?: number;
  118412. faceUV?: Vector4[];
  118413. faceColors?: Color4[];
  118414. updatable?: boolean;
  118415. sideOrientation?: number;
  118416. frontUVs?: Vector4;
  118417. backUVs?: Vector4;
  118418. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118419. /**
  118420. * Creates an extruded polygon mesh, with depth in the Y direction.
  118421. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  118422. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118423. * @param name defines the name of the mesh
  118424. * @param options defines the options used to create the mesh
  118425. * @param scene defines the hosting scene
  118426. * @param earcutInjection can be used to inject your own earcut reference
  118427. * @returns the polygon mesh
  118428. */
  118429. static ExtrudePolygon(name: string, options: {
  118430. shape: Vector3[];
  118431. holes?: Vector3[][];
  118432. depth?: number;
  118433. faceUV?: Vector4[];
  118434. faceColors?: Color4[];
  118435. updatable?: boolean;
  118436. sideOrientation?: number;
  118437. frontUVs?: Vector4;
  118438. backUVs?: Vector4;
  118439. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118440. }
  118441. }
  118442. declare module BABYLON {
  118443. /**
  118444. * Class containing static functions to help procedurally build meshes
  118445. */
  118446. export class LatheBuilder {
  118447. /**
  118448. * Creates lathe mesh.
  118449. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  118450. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  118451. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  118452. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  118453. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  118454. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  118455. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  118456. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118457. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118458. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118459. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118460. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118461. * @param name defines the name of the mesh
  118462. * @param options defines the options used to create the mesh
  118463. * @param scene defines the hosting scene
  118464. * @returns the lathe mesh
  118465. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  118466. */
  118467. static CreateLathe(name: string, options: {
  118468. shape: Vector3[];
  118469. radius?: number;
  118470. tessellation?: number;
  118471. clip?: number;
  118472. arc?: number;
  118473. closed?: boolean;
  118474. updatable?: boolean;
  118475. sideOrientation?: number;
  118476. frontUVs?: Vector4;
  118477. backUVs?: Vector4;
  118478. cap?: number;
  118479. invertUV?: boolean;
  118480. }, scene?: Nullable<Scene>): Mesh;
  118481. }
  118482. }
  118483. declare module BABYLON {
  118484. /**
  118485. * Class containing static functions to help procedurally build meshes
  118486. */
  118487. export class TiledPlaneBuilder {
  118488. /**
  118489. * Creates a tiled plane mesh
  118490. * * The parameter `pattern` will, depending on value, do nothing or
  118491. * * * flip (reflect about central vertical) alternate tiles across and up
  118492. * * * flip every tile on alternate rows
  118493. * * * rotate (180 degs) alternate tiles across and up
  118494. * * * rotate every tile on alternate rows
  118495. * * * flip and rotate alternate tiles across and up
  118496. * * * flip and rotate every tile on alternate rows
  118497. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  118498. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  118499. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118500. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118501. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  118502. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  118503. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118504. * @param name defines the name of the mesh
  118505. * @param options defines the options used to create the mesh
  118506. * @param scene defines the hosting scene
  118507. * @returns the box mesh
  118508. */
  118509. static CreateTiledPlane(name: string, options: {
  118510. pattern?: number;
  118511. tileSize?: number;
  118512. tileWidth?: number;
  118513. tileHeight?: number;
  118514. size?: number;
  118515. width?: number;
  118516. height?: number;
  118517. alignHorizontal?: number;
  118518. alignVertical?: number;
  118519. sideOrientation?: number;
  118520. frontUVs?: Vector4;
  118521. backUVs?: Vector4;
  118522. updatable?: boolean;
  118523. }, scene?: Nullable<Scene>): Mesh;
  118524. }
  118525. }
  118526. declare module BABYLON {
  118527. /**
  118528. * Class containing static functions to help procedurally build meshes
  118529. */
  118530. export class TubeBuilder {
  118531. /**
  118532. * Creates a tube mesh.
  118533. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118534. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  118535. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  118536. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  118537. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  118538. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  118539. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  118540. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118541. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  118542. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118543. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118544. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118545. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118546. * @param name defines the name of the mesh
  118547. * @param options defines the options used to create the mesh
  118548. * @param scene defines the hosting scene
  118549. * @returns the tube mesh
  118550. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118551. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  118552. */
  118553. static CreateTube(name: string, options: {
  118554. path: Vector3[];
  118555. radius?: number;
  118556. tessellation?: number;
  118557. radiusFunction?: {
  118558. (i: number, distance: number): number;
  118559. };
  118560. cap?: number;
  118561. arc?: number;
  118562. updatable?: boolean;
  118563. sideOrientation?: number;
  118564. frontUVs?: Vector4;
  118565. backUVs?: Vector4;
  118566. instance?: Mesh;
  118567. invertUV?: boolean;
  118568. }, scene?: Nullable<Scene>): Mesh;
  118569. }
  118570. }
  118571. declare module BABYLON {
  118572. /**
  118573. * Class containing static functions to help procedurally build meshes
  118574. */
  118575. export class IcoSphereBuilder {
  118576. /**
  118577. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  118578. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  118579. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  118580. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  118581. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  118582. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118583. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118584. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118585. * @param name defines the name of the mesh
  118586. * @param options defines the options used to create the mesh
  118587. * @param scene defines the hosting scene
  118588. * @returns the icosahedron mesh
  118589. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  118590. */
  118591. static CreateIcoSphere(name: string, options: {
  118592. radius?: number;
  118593. radiusX?: number;
  118594. radiusY?: number;
  118595. radiusZ?: number;
  118596. flat?: boolean;
  118597. subdivisions?: number;
  118598. sideOrientation?: number;
  118599. frontUVs?: Vector4;
  118600. backUVs?: Vector4;
  118601. updatable?: boolean;
  118602. }, scene?: Nullable<Scene>): Mesh;
  118603. }
  118604. }
  118605. declare module BABYLON {
  118606. /**
  118607. * Class containing static functions to help procedurally build meshes
  118608. */
  118609. export class DecalBuilder {
  118610. /**
  118611. * Creates a decal mesh.
  118612. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  118613. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  118614. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  118615. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  118616. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  118617. * @param name defines the name of the mesh
  118618. * @param sourceMesh defines the mesh where the decal must be applied
  118619. * @param options defines the options used to create the mesh
  118620. * @param scene defines the hosting scene
  118621. * @returns the decal mesh
  118622. * @see https://doc.babylonjs.com/how_to/decals
  118623. */
  118624. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118625. position?: Vector3;
  118626. normal?: Vector3;
  118627. size?: Vector3;
  118628. angle?: number;
  118629. }): Mesh;
  118630. }
  118631. }
  118632. declare module BABYLON {
  118633. /**
  118634. * Class containing static functions to help procedurally build meshes
  118635. */
  118636. export class MeshBuilder {
  118637. /**
  118638. * Creates a box mesh
  118639. * * The parameter `size` sets the size (float) of each box side (default 1)
  118640. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  118641. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  118642. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118643. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118644. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118646. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118647. * @param name defines the name of the mesh
  118648. * @param options defines the options used to create the mesh
  118649. * @param scene defines the hosting scene
  118650. * @returns the box mesh
  118651. */
  118652. static CreateBox(name: string, options: {
  118653. size?: number;
  118654. width?: number;
  118655. height?: number;
  118656. depth?: number;
  118657. faceUV?: Vector4[];
  118658. faceColors?: Color4[];
  118659. sideOrientation?: number;
  118660. frontUVs?: Vector4;
  118661. backUVs?: Vector4;
  118662. updatable?: boolean;
  118663. }, scene?: Nullable<Scene>): Mesh;
  118664. /**
  118665. * Creates a tiled box mesh
  118666. * * faceTiles sets the pattern, tile size and number of tiles for a face
  118667. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118668. * @param name defines the name of the mesh
  118669. * @param options defines the options used to create the mesh
  118670. * @param scene defines the hosting scene
  118671. * @returns the tiled box mesh
  118672. */
  118673. static CreateTiledBox(name: string, options: {
  118674. pattern?: number;
  118675. size?: number;
  118676. width?: number;
  118677. height?: number;
  118678. depth: number;
  118679. tileSize?: number;
  118680. tileWidth?: number;
  118681. tileHeight?: number;
  118682. faceUV?: Vector4[];
  118683. faceColors?: Color4[];
  118684. alignHorizontal?: number;
  118685. alignVertical?: number;
  118686. sideOrientation?: number;
  118687. updatable?: boolean;
  118688. }, scene?: Nullable<Scene>): Mesh;
  118689. /**
  118690. * Creates a sphere mesh
  118691. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  118692. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  118693. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  118694. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  118695. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  118696. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118697. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118698. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118699. * @param name defines the name of the mesh
  118700. * @param options defines the options used to create the mesh
  118701. * @param scene defines the hosting scene
  118702. * @returns the sphere mesh
  118703. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  118704. */
  118705. static CreateSphere(name: string, options: {
  118706. segments?: number;
  118707. diameter?: number;
  118708. diameterX?: number;
  118709. diameterY?: number;
  118710. diameterZ?: number;
  118711. arc?: number;
  118712. slice?: number;
  118713. sideOrientation?: number;
  118714. frontUVs?: Vector4;
  118715. backUVs?: Vector4;
  118716. updatable?: boolean;
  118717. }, scene?: Nullable<Scene>): Mesh;
  118718. /**
  118719. * Creates a plane polygonal mesh. By default, this is a disc
  118720. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  118721. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  118722. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  118723. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118724. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118725. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118726. * @param name defines the name of the mesh
  118727. * @param options defines the options used to create the mesh
  118728. * @param scene defines the hosting scene
  118729. * @returns the plane polygonal mesh
  118730. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  118731. */
  118732. static CreateDisc(name: string, options: {
  118733. radius?: number;
  118734. tessellation?: number;
  118735. arc?: number;
  118736. updatable?: boolean;
  118737. sideOrientation?: number;
  118738. frontUVs?: Vector4;
  118739. backUVs?: Vector4;
  118740. }, scene?: Nullable<Scene>): Mesh;
  118741. /**
  118742. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  118743. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  118744. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  118745. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  118746. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  118747. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118748. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118749. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118750. * @param name defines the name of the mesh
  118751. * @param options defines the options used to create the mesh
  118752. * @param scene defines the hosting scene
  118753. * @returns the icosahedron mesh
  118754. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  118755. */
  118756. static CreateIcoSphere(name: string, options: {
  118757. radius?: number;
  118758. radiusX?: number;
  118759. radiusY?: number;
  118760. radiusZ?: number;
  118761. flat?: boolean;
  118762. subdivisions?: number;
  118763. sideOrientation?: number;
  118764. frontUVs?: Vector4;
  118765. backUVs?: Vector4;
  118766. updatable?: boolean;
  118767. }, scene?: Nullable<Scene>): Mesh;
  118768. /**
  118769. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118770. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  118771. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  118772. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  118773. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  118774. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  118775. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  118776. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118777. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118778. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118779. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  118780. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  118781. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  118782. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  118783. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118784. * @param name defines the name of the mesh
  118785. * @param options defines the options used to create the mesh
  118786. * @param scene defines the hosting scene
  118787. * @returns the ribbon mesh
  118788. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  118789. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118790. */
  118791. static CreateRibbon(name: string, options: {
  118792. pathArray: Vector3[][];
  118793. closeArray?: boolean;
  118794. closePath?: boolean;
  118795. offset?: number;
  118796. updatable?: boolean;
  118797. sideOrientation?: number;
  118798. frontUVs?: Vector4;
  118799. backUVs?: Vector4;
  118800. instance?: Mesh;
  118801. invertUV?: boolean;
  118802. uvs?: Vector2[];
  118803. colors?: Color4[];
  118804. }, scene?: Nullable<Scene>): Mesh;
  118805. /**
  118806. * Creates a cylinder or a cone mesh
  118807. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  118808. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  118809. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  118810. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  118811. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  118812. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  118813. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  118814. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  118815. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  118816. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  118817. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  118818. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  118819. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  118820. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  118821. * * If `enclose` is false, a ring surface is one element.
  118822. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  118823. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  118824. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118825. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118826. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118827. * @param name defines the name of the mesh
  118828. * @param options defines the options used to create the mesh
  118829. * @param scene defines the hosting scene
  118830. * @returns the cylinder mesh
  118831. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  118832. */
  118833. static CreateCylinder(name: string, options: {
  118834. height?: number;
  118835. diameterTop?: number;
  118836. diameterBottom?: number;
  118837. diameter?: number;
  118838. tessellation?: number;
  118839. subdivisions?: number;
  118840. arc?: number;
  118841. faceColors?: Color4[];
  118842. faceUV?: Vector4[];
  118843. updatable?: boolean;
  118844. hasRings?: boolean;
  118845. enclose?: boolean;
  118846. cap?: number;
  118847. sideOrientation?: number;
  118848. frontUVs?: Vector4;
  118849. backUVs?: Vector4;
  118850. }, scene?: Nullable<Scene>): Mesh;
  118851. /**
  118852. * Creates a torus mesh
  118853. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  118854. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  118855. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  118856. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118857. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118858. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118859. * @param name defines the name of the mesh
  118860. * @param options defines the options used to create the mesh
  118861. * @param scene defines the hosting scene
  118862. * @returns the torus mesh
  118863. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  118864. */
  118865. static CreateTorus(name: string, options: {
  118866. diameter?: number;
  118867. thickness?: number;
  118868. tessellation?: number;
  118869. updatable?: boolean;
  118870. sideOrientation?: number;
  118871. frontUVs?: Vector4;
  118872. backUVs?: Vector4;
  118873. }, scene?: Nullable<Scene>): Mesh;
  118874. /**
  118875. * Creates a torus knot mesh
  118876. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118877. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118878. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118879. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118880. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118881. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118882. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118883. * @param name defines the name of the mesh
  118884. * @param options defines the options used to create the mesh
  118885. * @param scene defines the hosting scene
  118886. * @returns the torus knot mesh
  118887. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118888. */
  118889. static CreateTorusKnot(name: string, options: {
  118890. radius?: number;
  118891. tube?: number;
  118892. radialSegments?: number;
  118893. tubularSegments?: number;
  118894. p?: number;
  118895. q?: number;
  118896. updatable?: boolean;
  118897. sideOrientation?: number;
  118898. frontUVs?: Vector4;
  118899. backUVs?: Vector4;
  118900. }, scene?: Nullable<Scene>): Mesh;
  118901. /**
  118902. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  118903. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  118904. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  118905. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  118906. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  118907. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  118908. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  118909. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  118910. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  118911. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118912. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  118913. * @param name defines the name of the new line system
  118914. * @param options defines the options used to create the line system
  118915. * @param scene defines the hosting scene
  118916. * @returns a new line system mesh
  118917. */
  118918. static CreateLineSystem(name: string, options: {
  118919. lines: Vector3[][];
  118920. updatable?: boolean;
  118921. instance?: Nullable<LinesMesh>;
  118922. colors?: Nullable<Color4[][]>;
  118923. useVertexAlpha?: boolean;
  118924. }, scene: Nullable<Scene>): LinesMesh;
  118925. /**
  118926. * Creates a line mesh
  118927. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  118928. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118929. * * The parameter `points` is an array successive Vector3
  118930. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  118931. * * The optional parameter `colors` is an array of successive Color4, one per line point
  118932. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  118933. * * When updating an instance, remember that only point positions can change, not the number of points
  118934. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118935. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  118936. * @param name defines the name of the new line system
  118937. * @param options defines the options used to create the line system
  118938. * @param scene defines the hosting scene
  118939. * @returns a new line mesh
  118940. */
  118941. static CreateLines(name: string, options: {
  118942. points: Vector3[];
  118943. updatable?: boolean;
  118944. instance?: Nullable<LinesMesh>;
  118945. colors?: Color4[];
  118946. useVertexAlpha?: boolean;
  118947. }, scene?: Nullable<Scene>): LinesMesh;
  118948. /**
  118949. * Creates a dashed line mesh
  118950. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  118951. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118952. * * The parameter `points` is an array successive Vector3
  118953. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  118954. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  118955. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  118956. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  118957. * * When updating an instance, remember that only point positions can change, not the number of points
  118958. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118959. * @param name defines the name of the mesh
  118960. * @param options defines the options used to create the mesh
  118961. * @param scene defines the hosting scene
  118962. * @returns the dashed line mesh
  118963. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  118964. */
  118965. static CreateDashedLines(name: string, options: {
  118966. points: Vector3[];
  118967. dashSize?: number;
  118968. gapSize?: number;
  118969. dashNb?: number;
  118970. updatable?: boolean;
  118971. instance?: LinesMesh;
  118972. }, scene?: Nullable<Scene>): LinesMesh;
  118973. /**
  118974. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  118975. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  118976. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118977. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  118978. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  118979. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118980. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  118981. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  118982. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118983. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118984. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  118985. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118986. * @param name defines the name of the mesh
  118987. * @param options defines the options used to create the mesh
  118988. * @param scene defines the hosting scene
  118989. * @returns the extruded shape mesh
  118990. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118991. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118992. */
  118993. static ExtrudeShape(name: string, options: {
  118994. shape: Vector3[];
  118995. path: Vector3[];
  118996. scale?: number;
  118997. rotation?: number;
  118998. cap?: number;
  118999. updatable?: boolean;
  119000. sideOrientation?: number;
  119001. frontUVs?: Vector4;
  119002. backUVs?: Vector4;
  119003. instance?: Mesh;
  119004. invertUV?: boolean;
  119005. }, scene?: Nullable<Scene>): Mesh;
  119006. /**
  119007. * Creates an custom extruded shape mesh.
  119008. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119009. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  119010. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119011. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  119012. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119013. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  119014. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119015. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119016. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119017. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  119018. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  119019. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119020. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119021. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119022. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119023. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119024. * @param name defines the name of the mesh
  119025. * @param options defines the options used to create the mesh
  119026. * @param scene defines the hosting scene
  119027. * @returns the custom extruded shape mesh
  119028. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119029. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119030. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119031. */
  119032. static ExtrudeShapeCustom(name: string, options: {
  119033. shape: Vector3[];
  119034. path: Vector3[];
  119035. scaleFunction?: any;
  119036. rotationFunction?: any;
  119037. ribbonCloseArray?: boolean;
  119038. ribbonClosePath?: boolean;
  119039. cap?: number;
  119040. updatable?: boolean;
  119041. sideOrientation?: number;
  119042. frontUVs?: Vector4;
  119043. backUVs?: Vector4;
  119044. instance?: Mesh;
  119045. invertUV?: boolean;
  119046. }, scene?: Nullable<Scene>): Mesh;
  119047. /**
  119048. * Creates lathe mesh.
  119049. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119050. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  119051. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  119052. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  119053. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  119054. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  119055. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  119056. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  119057. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119058. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119059. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119060. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119061. * @param name defines the name of the mesh
  119062. * @param options defines the options used to create the mesh
  119063. * @param scene defines the hosting scene
  119064. * @returns the lathe mesh
  119065. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  119066. */
  119067. static CreateLathe(name: string, options: {
  119068. shape: Vector3[];
  119069. radius?: number;
  119070. tessellation?: number;
  119071. clip?: number;
  119072. arc?: number;
  119073. closed?: boolean;
  119074. updatable?: boolean;
  119075. sideOrientation?: number;
  119076. frontUVs?: Vector4;
  119077. backUVs?: Vector4;
  119078. cap?: number;
  119079. invertUV?: boolean;
  119080. }, scene?: Nullable<Scene>): Mesh;
  119081. /**
  119082. * Creates a tiled plane mesh
  119083. * * You can set a limited pattern arrangement with the tiles
  119084. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119085. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119086. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119087. * @param name defines the name of the mesh
  119088. * @param options defines the options used to create the mesh
  119089. * @param scene defines the hosting scene
  119090. * @returns the plane mesh
  119091. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119092. */
  119093. static CreateTiledPlane(name: string, options: {
  119094. pattern?: number;
  119095. tileSize?: number;
  119096. tileWidth?: number;
  119097. tileHeight?: number;
  119098. size?: number;
  119099. width?: number;
  119100. height?: number;
  119101. alignHorizontal?: number;
  119102. alignVertical?: number;
  119103. sideOrientation?: number;
  119104. frontUVs?: Vector4;
  119105. backUVs?: Vector4;
  119106. updatable?: boolean;
  119107. }, scene?: Nullable<Scene>): Mesh;
  119108. /**
  119109. * Creates a plane mesh
  119110. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  119111. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  119112. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  119113. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119114. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119115. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119116. * @param name defines the name of the mesh
  119117. * @param options defines the options used to create the mesh
  119118. * @param scene defines the hosting scene
  119119. * @returns the plane mesh
  119120. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119121. */
  119122. static CreatePlane(name: string, options: {
  119123. size?: number;
  119124. width?: number;
  119125. height?: number;
  119126. sideOrientation?: number;
  119127. frontUVs?: Vector4;
  119128. backUVs?: Vector4;
  119129. updatable?: boolean;
  119130. sourcePlane?: Plane;
  119131. }, scene?: Nullable<Scene>): Mesh;
  119132. /**
  119133. * Creates a ground mesh
  119134. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  119135. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  119136. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119137. * @param name defines the name of the mesh
  119138. * @param options defines the options used to create the mesh
  119139. * @param scene defines the hosting scene
  119140. * @returns the ground mesh
  119141. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  119142. */
  119143. static CreateGround(name: string, options: {
  119144. width?: number;
  119145. height?: number;
  119146. subdivisions?: number;
  119147. subdivisionsX?: number;
  119148. subdivisionsY?: number;
  119149. updatable?: boolean;
  119150. }, scene?: Nullable<Scene>): Mesh;
  119151. /**
  119152. * Creates a tiled ground mesh
  119153. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  119154. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  119155. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  119156. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  119157. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119158. * @param name defines the name of the mesh
  119159. * @param options defines the options used to create the mesh
  119160. * @param scene defines the hosting scene
  119161. * @returns the tiled ground mesh
  119162. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  119163. */
  119164. static CreateTiledGround(name: string, options: {
  119165. xmin: number;
  119166. zmin: number;
  119167. xmax: number;
  119168. zmax: number;
  119169. subdivisions?: {
  119170. w: number;
  119171. h: number;
  119172. };
  119173. precision?: {
  119174. w: number;
  119175. h: number;
  119176. };
  119177. updatable?: boolean;
  119178. }, scene?: Nullable<Scene>): Mesh;
  119179. /**
  119180. * Creates a ground mesh from a height map
  119181. * * The parameter `url` sets the URL of the height map image resource.
  119182. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  119183. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  119184. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  119185. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  119186. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  119187. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  119188. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  119189. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119190. * @param name defines the name of the mesh
  119191. * @param url defines the url to the height map
  119192. * @param options defines the options used to create the mesh
  119193. * @param scene defines the hosting scene
  119194. * @returns the ground mesh
  119195. * @see https://doc.babylonjs.com/babylon101/height_map
  119196. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  119197. */
  119198. static CreateGroundFromHeightMap(name: string, url: string, options: {
  119199. width?: number;
  119200. height?: number;
  119201. subdivisions?: number;
  119202. minHeight?: number;
  119203. maxHeight?: number;
  119204. colorFilter?: Color3;
  119205. alphaFilter?: number;
  119206. updatable?: boolean;
  119207. onReady?: (mesh: GroundMesh) => void;
  119208. }, scene?: Nullable<Scene>): GroundMesh;
  119209. /**
  119210. * Creates a polygon mesh
  119211. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  119212. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  119213. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119214. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119215. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  119216. * * Remember you can only change the shape positions, not their number when updating a polygon
  119217. * @param name defines the name of the mesh
  119218. * @param options defines the options used to create the mesh
  119219. * @param scene defines the hosting scene
  119220. * @param earcutInjection can be used to inject your own earcut reference
  119221. * @returns the polygon mesh
  119222. */
  119223. static CreatePolygon(name: string, options: {
  119224. shape: Vector3[];
  119225. holes?: Vector3[][];
  119226. depth?: number;
  119227. faceUV?: Vector4[];
  119228. faceColors?: Color4[];
  119229. updatable?: boolean;
  119230. sideOrientation?: number;
  119231. frontUVs?: Vector4;
  119232. backUVs?: Vector4;
  119233. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119234. /**
  119235. * Creates an extruded polygon mesh, with depth in the Y direction.
  119236. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  119237. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119238. * @param name defines the name of the mesh
  119239. * @param options defines the options used to create the mesh
  119240. * @param scene defines the hosting scene
  119241. * @param earcutInjection can be used to inject your own earcut reference
  119242. * @returns the polygon mesh
  119243. */
  119244. static ExtrudePolygon(name: string, options: {
  119245. shape: Vector3[];
  119246. holes?: Vector3[][];
  119247. depth?: number;
  119248. faceUV?: Vector4[];
  119249. faceColors?: Color4[];
  119250. updatable?: boolean;
  119251. sideOrientation?: number;
  119252. frontUVs?: Vector4;
  119253. backUVs?: Vector4;
  119254. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119255. /**
  119256. * Creates a tube mesh.
  119257. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119258. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  119259. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  119260. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  119261. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  119262. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  119263. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  119264. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  119265. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  119266. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119267. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119268. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119269. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119270. * @param name defines the name of the mesh
  119271. * @param options defines the options used to create the mesh
  119272. * @param scene defines the hosting scene
  119273. * @returns the tube mesh
  119274. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119275. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  119276. */
  119277. static CreateTube(name: string, options: {
  119278. path: Vector3[];
  119279. radius?: number;
  119280. tessellation?: number;
  119281. radiusFunction?: {
  119282. (i: number, distance: number): number;
  119283. };
  119284. cap?: number;
  119285. arc?: number;
  119286. updatable?: boolean;
  119287. sideOrientation?: number;
  119288. frontUVs?: Vector4;
  119289. backUVs?: Vector4;
  119290. instance?: Mesh;
  119291. invertUV?: boolean;
  119292. }, scene?: Nullable<Scene>): Mesh;
  119293. /**
  119294. * Creates a polyhedron mesh
  119295. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  119296. * * The parameter `size` (positive float, default 1) sets the polygon size
  119297. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  119298. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  119299. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  119300. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  119301. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119302. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  119303. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119304. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119305. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119306. * @param name defines the name of the mesh
  119307. * @param options defines the options used to create the mesh
  119308. * @param scene defines the hosting scene
  119309. * @returns the polyhedron mesh
  119310. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  119311. */
  119312. static CreatePolyhedron(name: string, options: {
  119313. type?: number;
  119314. size?: number;
  119315. sizeX?: number;
  119316. sizeY?: number;
  119317. sizeZ?: number;
  119318. custom?: any;
  119319. faceUV?: Vector4[];
  119320. faceColors?: Color4[];
  119321. flat?: boolean;
  119322. updatable?: boolean;
  119323. sideOrientation?: number;
  119324. frontUVs?: Vector4;
  119325. backUVs?: Vector4;
  119326. }, scene?: Nullable<Scene>): Mesh;
  119327. /**
  119328. * Creates a decal mesh.
  119329. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  119330. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119331. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119332. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119333. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119334. * @param name defines the name of the mesh
  119335. * @param sourceMesh defines the mesh where the decal must be applied
  119336. * @param options defines the options used to create the mesh
  119337. * @param scene defines the hosting scene
  119338. * @returns the decal mesh
  119339. * @see https://doc.babylonjs.com/how_to/decals
  119340. */
  119341. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119342. position?: Vector3;
  119343. normal?: Vector3;
  119344. size?: Vector3;
  119345. angle?: number;
  119346. }): Mesh;
  119347. }
  119348. }
  119349. declare module BABYLON {
  119350. /**
  119351. * A simplifier interface for future simplification implementations
  119352. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119353. */
  119354. export interface ISimplifier {
  119355. /**
  119356. * Simplification of a given mesh according to the given settings.
  119357. * Since this requires computation, it is assumed that the function runs async.
  119358. * @param settings The settings of the simplification, including quality and distance
  119359. * @param successCallback A callback that will be called after the mesh was simplified.
  119360. * @param errorCallback in case of an error, this callback will be called. optional.
  119361. */
  119362. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  119363. }
  119364. /**
  119365. * Expected simplification settings.
  119366. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  119367. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119368. */
  119369. export interface ISimplificationSettings {
  119370. /**
  119371. * Gets or sets the expected quality
  119372. */
  119373. quality: number;
  119374. /**
  119375. * Gets or sets the distance when this optimized version should be used
  119376. */
  119377. distance: number;
  119378. /**
  119379. * Gets an already optimized mesh
  119380. */
  119381. optimizeMesh?: boolean;
  119382. }
  119383. /**
  119384. * Class used to specify simplification options
  119385. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119386. */
  119387. export class SimplificationSettings implements ISimplificationSettings {
  119388. /** expected quality */
  119389. quality: number;
  119390. /** distance when this optimized version should be used */
  119391. distance: number;
  119392. /** already optimized mesh */
  119393. optimizeMesh?: boolean | undefined;
  119394. /**
  119395. * Creates a SimplificationSettings
  119396. * @param quality expected quality
  119397. * @param distance distance when this optimized version should be used
  119398. * @param optimizeMesh already optimized mesh
  119399. */
  119400. constructor(
  119401. /** expected quality */
  119402. quality: number,
  119403. /** distance when this optimized version should be used */
  119404. distance: number,
  119405. /** already optimized mesh */
  119406. optimizeMesh?: boolean | undefined);
  119407. }
  119408. /**
  119409. * Interface used to define a simplification task
  119410. */
  119411. export interface ISimplificationTask {
  119412. /**
  119413. * Array of settings
  119414. */
  119415. settings: Array<ISimplificationSettings>;
  119416. /**
  119417. * Simplification type
  119418. */
  119419. simplificationType: SimplificationType;
  119420. /**
  119421. * Mesh to simplify
  119422. */
  119423. mesh: Mesh;
  119424. /**
  119425. * Callback called on success
  119426. */
  119427. successCallback?: () => void;
  119428. /**
  119429. * Defines if parallel processing can be used
  119430. */
  119431. parallelProcessing: boolean;
  119432. }
  119433. /**
  119434. * Queue used to order the simplification tasks
  119435. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119436. */
  119437. export class SimplificationQueue {
  119438. private _simplificationArray;
  119439. /**
  119440. * Gets a boolean indicating that the process is still running
  119441. */
  119442. running: boolean;
  119443. /**
  119444. * Creates a new queue
  119445. */
  119446. constructor();
  119447. /**
  119448. * Adds a new simplification task
  119449. * @param task defines a task to add
  119450. */
  119451. addTask(task: ISimplificationTask): void;
  119452. /**
  119453. * Execute next task
  119454. */
  119455. executeNext(): void;
  119456. /**
  119457. * Execute a simplification task
  119458. * @param task defines the task to run
  119459. */
  119460. runSimplification(task: ISimplificationTask): void;
  119461. private getSimplifier;
  119462. }
  119463. /**
  119464. * The implemented types of simplification
  119465. * At the moment only Quadratic Error Decimation is implemented
  119466. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119467. */
  119468. export enum SimplificationType {
  119469. /** Quadratic error decimation */
  119470. QUADRATIC = 0
  119471. }
  119472. }
  119473. declare module BABYLON {
  119474. interface Scene {
  119475. /** @hidden (Backing field) */
  119476. _simplificationQueue: SimplificationQueue;
  119477. /**
  119478. * Gets or sets the simplification queue attached to the scene
  119479. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119480. */
  119481. simplificationQueue: SimplificationQueue;
  119482. }
  119483. interface Mesh {
  119484. /**
  119485. * Simplify the mesh according to the given array of settings.
  119486. * Function will return immediately and will simplify async
  119487. * @param settings a collection of simplification settings
  119488. * @param parallelProcessing should all levels calculate parallel or one after the other
  119489. * @param simplificationType the type of simplification to run
  119490. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  119491. * @returns the current mesh
  119492. */
  119493. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  119494. }
  119495. /**
  119496. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  119497. * created in a scene
  119498. */
  119499. export class SimplicationQueueSceneComponent implements ISceneComponent {
  119500. /**
  119501. * The component name helpfull to identify the component in the list of scene components.
  119502. */
  119503. readonly name: string;
  119504. /**
  119505. * The scene the component belongs to.
  119506. */
  119507. scene: Scene;
  119508. /**
  119509. * Creates a new instance of the component for the given scene
  119510. * @param scene Defines the scene to register the component in
  119511. */
  119512. constructor(scene: Scene);
  119513. /**
  119514. * Registers the component in a given scene
  119515. */
  119516. register(): void;
  119517. /**
  119518. * Rebuilds the elements related to this component in case of
  119519. * context lost for instance.
  119520. */
  119521. rebuild(): void;
  119522. /**
  119523. * Disposes the component and the associated ressources
  119524. */
  119525. dispose(): void;
  119526. private _beforeCameraUpdate;
  119527. }
  119528. }
  119529. declare module BABYLON {
  119530. /**
  119531. * Navigation plugin interface to add navigation constrained by a navigation mesh
  119532. */
  119533. export interface INavigationEnginePlugin {
  119534. /**
  119535. * plugin name
  119536. */
  119537. name: string;
  119538. /**
  119539. * Creates a navigation mesh
  119540. * @param meshes array of all the geometry used to compute the navigatio mesh
  119541. * @param parameters bunch of parameters used to filter geometry
  119542. */
  119543. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  119544. /**
  119545. * Create a navigation mesh debug mesh
  119546. * @param scene is where the mesh will be added
  119547. * @returns debug display mesh
  119548. */
  119549. createDebugNavMesh(scene: Scene): Mesh;
  119550. /**
  119551. * Get a navigation mesh constrained position, closest to the parameter position
  119552. * @param position world position
  119553. * @returns the closest point to position constrained by the navigation mesh
  119554. */
  119555. getClosestPoint(position: Vector3): Vector3;
  119556. /**
  119557. * Get a navigation mesh constrained position, within a particular radius
  119558. * @param position world position
  119559. * @param maxRadius the maximum distance to the constrained world position
  119560. * @returns the closest point to position constrained by the navigation mesh
  119561. */
  119562. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  119563. /**
  119564. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  119565. * @param start world position
  119566. * @param end world position
  119567. * @returns array containing world position composing the path
  119568. */
  119569. computePath(start: Vector3, end: Vector3): Vector3[];
  119570. /**
  119571. * If this plugin is supported
  119572. * @returns true if plugin is supported
  119573. */
  119574. isSupported(): boolean;
  119575. /**
  119576. * Create a new Crowd so you can add agents
  119577. * @param maxAgents the maximum agent count in the crowd
  119578. * @param maxAgentRadius the maximum radius an agent can have
  119579. * @param scene to attach the crowd to
  119580. * @returns the crowd you can add agents to
  119581. */
  119582. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  119583. /**
  119584. * Release all resources
  119585. */
  119586. dispose(): void;
  119587. }
  119588. /**
  119589. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  119590. */
  119591. export interface ICrowd {
  119592. /**
  119593. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  119594. * You can attach anything to that node. The node position is updated in the scene update tick.
  119595. * @param pos world position that will be constrained by the navigation mesh
  119596. * @param parameters agent parameters
  119597. * @param transform hooked to the agent that will be update by the scene
  119598. * @returns agent index
  119599. */
  119600. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  119601. /**
  119602. * Returns the agent position in world space
  119603. * @param index agent index returned by addAgent
  119604. * @returns world space position
  119605. */
  119606. getAgentPosition(index: number): Vector3;
  119607. /**
  119608. * Gets the agent velocity in world space
  119609. * @param index agent index returned by addAgent
  119610. * @returns world space velocity
  119611. */
  119612. getAgentVelocity(index: number): Vector3;
  119613. /**
  119614. * remove a particular agent previously created
  119615. * @param index agent index returned by addAgent
  119616. */
  119617. removeAgent(index: number): void;
  119618. /**
  119619. * get the list of all agents attached to this crowd
  119620. * @returns list of agent indices
  119621. */
  119622. getAgents(): number[];
  119623. /**
  119624. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  119625. * @param deltaTime in seconds
  119626. */
  119627. update(deltaTime: number): void;
  119628. /**
  119629. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  119630. * @param index agent index returned by addAgent
  119631. * @param destination targeted world position
  119632. */
  119633. agentGoto(index: number, destination: Vector3): void;
  119634. /**
  119635. * Release all resources
  119636. */
  119637. dispose(): void;
  119638. }
  119639. /**
  119640. * Configures an agent
  119641. */
  119642. export interface IAgentParameters {
  119643. /**
  119644. * Agent radius. [Limit: >= 0]
  119645. */
  119646. radius: number;
  119647. /**
  119648. * Agent height. [Limit: > 0]
  119649. */
  119650. height: number;
  119651. /**
  119652. * Maximum allowed acceleration. [Limit: >= 0]
  119653. */
  119654. maxAcceleration: number;
  119655. /**
  119656. * Maximum allowed speed. [Limit: >= 0]
  119657. */
  119658. maxSpeed: number;
  119659. /**
  119660. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  119661. */
  119662. collisionQueryRange: number;
  119663. /**
  119664. * The path visibility optimization range. [Limit: > 0]
  119665. */
  119666. pathOptimizationRange: number;
  119667. /**
  119668. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  119669. */
  119670. separationWeight: number;
  119671. }
  119672. /**
  119673. * Configures the navigation mesh creation
  119674. */
  119675. export interface INavMeshParameters {
  119676. /**
  119677. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  119678. */
  119679. cs: number;
  119680. /**
  119681. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  119682. */
  119683. ch: number;
  119684. /**
  119685. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  119686. */
  119687. walkableSlopeAngle: number;
  119688. /**
  119689. * Minimum floor to 'ceiling' height that will still allow the floor area to
  119690. * be considered walkable. [Limit: >= 3] [Units: vx]
  119691. */
  119692. walkableHeight: number;
  119693. /**
  119694. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  119695. */
  119696. walkableClimb: number;
  119697. /**
  119698. * The distance to erode/shrink the walkable area of the heightfield away from
  119699. * obstructions. [Limit: >=0] [Units: vx]
  119700. */
  119701. walkableRadius: number;
  119702. /**
  119703. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  119704. */
  119705. maxEdgeLen: number;
  119706. /**
  119707. * The maximum distance a simplfied contour's border edges should deviate
  119708. * the original raw contour. [Limit: >=0] [Units: vx]
  119709. */
  119710. maxSimplificationError: number;
  119711. /**
  119712. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  119713. */
  119714. minRegionArea: number;
  119715. /**
  119716. * Any regions with a span count smaller than this value will, if possible,
  119717. * be merged with larger regions. [Limit: >=0] [Units: vx]
  119718. */
  119719. mergeRegionArea: number;
  119720. /**
  119721. * The maximum number of vertices allowed for polygons generated during the
  119722. * contour to polygon conversion process. [Limit: >= 3]
  119723. */
  119724. maxVertsPerPoly: number;
  119725. /**
  119726. * Sets the sampling distance to use when generating the detail mesh.
  119727. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  119728. */
  119729. detailSampleDist: number;
  119730. /**
  119731. * The maximum distance the detail mesh surface should deviate from heightfield
  119732. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  119733. */
  119734. detailSampleMaxError: number;
  119735. }
  119736. }
  119737. declare module BABYLON {
  119738. /**
  119739. * RecastJS navigation plugin
  119740. */
  119741. export class RecastJSPlugin implements INavigationEnginePlugin {
  119742. /**
  119743. * Reference to the Recast library
  119744. */
  119745. bjsRECAST: any;
  119746. /**
  119747. * plugin name
  119748. */
  119749. name: string;
  119750. /**
  119751. * the first navmesh created. We might extend this to support multiple navmeshes
  119752. */
  119753. navMesh: any;
  119754. /**
  119755. * Initializes the recastJS plugin
  119756. * @param recastInjection can be used to inject your own recast reference
  119757. */
  119758. constructor(recastInjection?: any);
  119759. /**
  119760. * Creates a navigation mesh
  119761. * @param meshes array of all the geometry used to compute the navigatio mesh
  119762. * @param parameters bunch of parameters used to filter geometry
  119763. */
  119764. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  119765. /**
  119766. * Create a navigation mesh debug mesh
  119767. * @param scene is where the mesh will be added
  119768. * @returns debug display mesh
  119769. */
  119770. createDebugNavMesh(scene: Scene): Mesh;
  119771. /**
  119772. * Get a navigation mesh constrained position, closest to the parameter position
  119773. * @param position world position
  119774. * @returns the closest point to position constrained by the navigation mesh
  119775. */
  119776. getClosestPoint(position: Vector3): Vector3;
  119777. /**
  119778. * Get a navigation mesh constrained position, within a particular radius
  119779. * @param position world position
  119780. * @param maxRadius the maximum distance to the constrained world position
  119781. * @returns the closest point to position constrained by the navigation mesh
  119782. */
  119783. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  119784. /**
  119785. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  119786. * @param start world position
  119787. * @param end world position
  119788. * @returns array containing world position composing the path
  119789. */
  119790. computePath(start: Vector3, end: Vector3): Vector3[];
  119791. /**
  119792. * Create a new Crowd so you can add agents
  119793. * @param maxAgents the maximum agent count in the crowd
  119794. * @param maxAgentRadius the maximum radius an agent can have
  119795. * @param scene to attach the crowd to
  119796. * @returns the crowd you can add agents to
  119797. */
  119798. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  119799. /**
  119800. * Disposes
  119801. */
  119802. dispose(): void;
  119803. /**
  119804. * If this plugin is supported
  119805. * @returns true if plugin is supported
  119806. */
  119807. isSupported(): boolean;
  119808. }
  119809. /**
  119810. * Recast detour crowd implementation
  119811. */
  119812. export class RecastJSCrowd implements ICrowd {
  119813. /**
  119814. * Recast/detour plugin
  119815. */
  119816. bjsRECASTPlugin: RecastJSPlugin;
  119817. /**
  119818. * Link to the detour crowd
  119819. */
  119820. recastCrowd: any;
  119821. /**
  119822. * One transform per agent
  119823. */
  119824. transforms: TransformNode[];
  119825. /**
  119826. * All agents created
  119827. */
  119828. agents: number[];
  119829. /**
  119830. * Link to the scene is kept to unregister the crowd from the scene
  119831. */
  119832. private _scene;
  119833. /**
  119834. * Observer for crowd updates
  119835. */
  119836. private _onBeforeAnimationsObserver;
  119837. /**
  119838. * Constructor
  119839. * @param plugin recastJS plugin
  119840. * @param maxAgents the maximum agent count in the crowd
  119841. * @param maxAgentRadius the maximum radius an agent can have
  119842. * @param scene to attach the crowd to
  119843. * @returns the crowd you can add agents to
  119844. */
  119845. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  119846. /**
  119847. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  119848. * You can attach anything to that node. The node position is updated in the scene update tick.
  119849. * @param pos world position that will be constrained by the navigation mesh
  119850. * @param parameters agent parameters
  119851. * @param transform hooked to the agent that will be update by the scene
  119852. * @returns agent index
  119853. */
  119854. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  119855. /**
  119856. * Returns the agent position in world space
  119857. * @param index agent index returned by addAgent
  119858. * @returns world space position
  119859. */
  119860. getAgentPosition(index: number): Vector3;
  119861. /**
  119862. * Returns the agent velocity in world space
  119863. * @param index agent index returned by addAgent
  119864. * @returns world space velocity
  119865. */
  119866. getAgentVelocity(index: number): Vector3;
  119867. /**
  119868. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  119869. * @param index agent index returned by addAgent
  119870. * @param destination targeted world position
  119871. */
  119872. agentGoto(index: number, destination: Vector3): void;
  119873. /**
  119874. * remove a particular agent previously created
  119875. * @param index agent index returned by addAgent
  119876. */
  119877. removeAgent(index: number): void;
  119878. /**
  119879. * get the list of all agents attached to this crowd
  119880. * @returns list of agent indices
  119881. */
  119882. getAgents(): number[];
  119883. /**
  119884. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  119885. * @param deltaTime in seconds
  119886. */
  119887. update(deltaTime: number): void;
  119888. /**
  119889. * Release all resources
  119890. */
  119891. dispose(): void;
  119892. }
  119893. }
  119894. declare module BABYLON {
  119895. /**
  119896. * Class used to enable access to IndexedDB
  119897. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  119898. */
  119899. export class Database implements IOfflineProvider {
  119900. private _callbackManifestChecked;
  119901. private _currentSceneUrl;
  119902. private _db;
  119903. private _enableSceneOffline;
  119904. private _enableTexturesOffline;
  119905. private _manifestVersionFound;
  119906. private _mustUpdateRessources;
  119907. private _hasReachedQuota;
  119908. private _isSupported;
  119909. private _idbFactory;
  119910. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  119911. private static IsUASupportingBlobStorage;
  119912. /**
  119913. * Gets a boolean indicating if Database storate is enabled (off by default)
  119914. */
  119915. static IDBStorageEnabled: boolean;
  119916. /**
  119917. * Gets a boolean indicating if scene must be saved in the database
  119918. */
  119919. readonly enableSceneOffline: boolean;
  119920. /**
  119921. * Gets a boolean indicating if textures must be saved in the database
  119922. */
  119923. readonly enableTexturesOffline: boolean;
  119924. /**
  119925. * Creates a new Database
  119926. * @param urlToScene defines the url to load the scene
  119927. * @param callbackManifestChecked defines the callback to use when manifest is checked
  119928. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  119929. */
  119930. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  119931. private static _ParseURL;
  119932. private static _ReturnFullUrlLocation;
  119933. private _checkManifestFile;
  119934. /**
  119935. * Open the database and make it available
  119936. * @param successCallback defines the callback to call on success
  119937. * @param errorCallback defines the callback to call on error
  119938. */
  119939. open(successCallback: () => void, errorCallback: () => void): void;
  119940. /**
  119941. * Loads an image from the database
  119942. * @param url defines the url to load from
  119943. * @param image defines the target DOM image
  119944. */
  119945. loadImage(url: string, image: HTMLImageElement): void;
  119946. private _loadImageFromDBAsync;
  119947. private _saveImageIntoDBAsync;
  119948. private _checkVersionFromDB;
  119949. private _loadVersionFromDBAsync;
  119950. private _saveVersionIntoDBAsync;
  119951. /**
  119952. * Loads a file from database
  119953. * @param url defines the URL to load from
  119954. * @param sceneLoaded defines a callback to call on success
  119955. * @param progressCallBack defines a callback to call when progress changed
  119956. * @param errorCallback defines a callback to call on error
  119957. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  119958. */
  119959. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  119960. private _loadFileAsync;
  119961. private _saveFileAsync;
  119962. /**
  119963. * Validates if xhr data is correct
  119964. * @param xhr defines the request to validate
  119965. * @param dataType defines the expected data type
  119966. * @returns true if data is correct
  119967. */
  119968. private static _ValidateXHRData;
  119969. }
  119970. }
  119971. declare module BABYLON {
  119972. /** @hidden */
  119973. export var gpuUpdateParticlesPixelShader: {
  119974. name: string;
  119975. shader: string;
  119976. };
  119977. }
  119978. declare module BABYLON {
  119979. /** @hidden */
  119980. export var gpuUpdateParticlesVertexShader: {
  119981. name: string;
  119982. shader: string;
  119983. };
  119984. }
  119985. declare module BABYLON {
  119986. /** @hidden */
  119987. export var clipPlaneFragmentDeclaration2: {
  119988. name: string;
  119989. shader: string;
  119990. };
  119991. }
  119992. declare module BABYLON {
  119993. /** @hidden */
  119994. export var gpuRenderParticlesPixelShader: {
  119995. name: string;
  119996. shader: string;
  119997. };
  119998. }
  119999. declare module BABYLON {
  120000. /** @hidden */
  120001. export var clipPlaneVertexDeclaration2: {
  120002. name: string;
  120003. shader: string;
  120004. };
  120005. }
  120006. declare module BABYLON {
  120007. /** @hidden */
  120008. export var gpuRenderParticlesVertexShader: {
  120009. name: string;
  120010. shader: string;
  120011. };
  120012. }
  120013. declare module BABYLON {
  120014. /**
  120015. * This represents a GPU particle system in Babylon
  120016. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  120017. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  120018. */
  120019. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  120020. /**
  120021. * The layer mask we are rendering the particles through.
  120022. */
  120023. layerMask: number;
  120024. private _capacity;
  120025. private _activeCount;
  120026. private _currentActiveCount;
  120027. private _accumulatedCount;
  120028. private _renderEffect;
  120029. private _updateEffect;
  120030. private _buffer0;
  120031. private _buffer1;
  120032. private _spriteBuffer;
  120033. private _updateVAO;
  120034. private _renderVAO;
  120035. private _targetIndex;
  120036. private _sourceBuffer;
  120037. private _targetBuffer;
  120038. private _engine;
  120039. private _currentRenderId;
  120040. private _started;
  120041. private _stopped;
  120042. private _timeDelta;
  120043. private _randomTexture;
  120044. private _randomTexture2;
  120045. private _attributesStrideSize;
  120046. private _updateEffectOptions;
  120047. private _randomTextureSize;
  120048. private _actualFrame;
  120049. private readonly _rawTextureWidth;
  120050. /**
  120051. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  120052. */
  120053. static readonly IsSupported: boolean;
  120054. /**
  120055. * An event triggered when the system is disposed.
  120056. */
  120057. onDisposeObservable: Observable<GPUParticleSystem>;
  120058. /**
  120059. * Gets the maximum number of particles active at the same time.
  120060. * @returns The max number of active particles.
  120061. */
  120062. getCapacity(): number;
  120063. /**
  120064. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  120065. * to override the particles.
  120066. */
  120067. forceDepthWrite: boolean;
  120068. /**
  120069. * Gets or set the number of active particles
  120070. */
  120071. activeParticleCount: number;
  120072. private _preWarmDone;
  120073. /**
  120074. * Is this system ready to be used/rendered
  120075. * @return true if the system is ready
  120076. */
  120077. isReady(): boolean;
  120078. /**
  120079. * Gets if the system has been started. (Note: this will still be true after stop is called)
  120080. * @returns True if it has been started, otherwise false.
  120081. */
  120082. isStarted(): boolean;
  120083. /**
  120084. * Starts the particle system and begins to emit
  120085. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  120086. */
  120087. start(delay?: number): void;
  120088. /**
  120089. * Stops the particle system.
  120090. */
  120091. stop(): void;
  120092. /**
  120093. * Remove all active particles
  120094. */
  120095. reset(): void;
  120096. /**
  120097. * Returns the string "GPUParticleSystem"
  120098. * @returns a string containing the class name
  120099. */
  120100. getClassName(): string;
  120101. private _colorGradientsTexture;
  120102. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  120103. /**
  120104. * Adds a new color gradient
  120105. * @param gradient defines the gradient to use (between 0 and 1)
  120106. * @param color1 defines the color to affect to the specified gradient
  120107. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  120108. * @returns the current particle system
  120109. */
  120110. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  120111. /**
  120112. * Remove a specific color gradient
  120113. * @param gradient defines the gradient to remove
  120114. * @returns the current particle system
  120115. */
  120116. removeColorGradient(gradient: number): GPUParticleSystem;
  120117. private _angularSpeedGradientsTexture;
  120118. private _sizeGradientsTexture;
  120119. private _velocityGradientsTexture;
  120120. private _limitVelocityGradientsTexture;
  120121. private _dragGradientsTexture;
  120122. private _addFactorGradient;
  120123. /**
  120124. * Adds a new size gradient
  120125. * @param gradient defines the gradient to use (between 0 and 1)
  120126. * @param factor defines the size factor to affect to the specified gradient
  120127. * @returns the current particle system
  120128. */
  120129. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  120130. /**
  120131. * Remove a specific size gradient
  120132. * @param gradient defines the gradient to remove
  120133. * @returns the current particle system
  120134. */
  120135. removeSizeGradient(gradient: number): GPUParticleSystem;
  120136. /**
  120137. * Adds a new angular speed gradient
  120138. * @param gradient defines the gradient to use (between 0 and 1)
  120139. * @param factor defines the angular speed to affect to the specified gradient
  120140. * @returns the current particle system
  120141. */
  120142. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  120143. /**
  120144. * Remove a specific angular speed gradient
  120145. * @param gradient defines the gradient to remove
  120146. * @returns the current particle system
  120147. */
  120148. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  120149. /**
  120150. * Adds a new velocity gradient
  120151. * @param gradient defines the gradient to use (between 0 and 1)
  120152. * @param factor defines the velocity to affect to the specified gradient
  120153. * @returns the current particle system
  120154. */
  120155. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120156. /**
  120157. * Remove a specific velocity gradient
  120158. * @param gradient defines the gradient to remove
  120159. * @returns the current particle system
  120160. */
  120161. removeVelocityGradient(gradient: number): GPUParticleSystem;
  120162. /**
  120163. * Adds a new limit velocity gradient
  120164. * @param gradient defines the gradient to use (between 0 and 1)
  120165. * @param factor defines the limit velocity value to affect to the specified gradient
  120166. * @returns the current particle system
  120167. */
  120168. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120169. /**
  120170. * Remove a specific limit velocity gradient
  120171. * @param gradient defines the gradient to remove
  120172. * @returns the current particle system
  120173. */
  120174. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  120175. /**
  120176. * Adds a new drag gradient
  120177. * @param gradient defines the gradient to use (between 0 and 1)
  120178. * @param factor defines the drag value to affect to the specified gradient
  120179. * @returns the current particle system
  120180. */
  120181. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  120182. /**
  120183. * Remove a specific drag gradient
  120184. * @param gradient defines the gradient to remove
  120185. * @returns the current particle system
  120186. */
  120187. removeDragGradient(gradient: number): GPUParticleSystem;
  120188. /**
  120189. * Not supported by GPUParticleSystem
  120190. * @param gradient defines the gradient to use (between 0 and 1)
  120191. * @param factor defines the emit rate value to affect to the specified gradient
  120192. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120193. * @returns the current particle system
  120194. */
  120195. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120196. /**
  120197. * Not supported by GPUParticleSystem
  120198. * @param gradient defines the gradient to remove
  120199. * @returns the current particle system
  120200. */
  120201. removeEmitRateGradient(gradient: number): IParticleSystem;
  120202. /**
  120203. * Not supported by GPUParticleSystem
  120204. * @param gradient defines the gradient to use (between 0 and 1)
  120205. * @param factor defines the start size value to affect to the specified gradient
  120206. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120207. * @returns the current particle system
  120208. */
  120209. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120210. /**
  120211. * Not supported by GPUParticleSystem
  120212. * @param gradient defines the gradient to remove
  120213. * @returns the current particle system
  120214. */
  120215. removeStartSizeGradient(gradient: number): IParticleSystem;
  120216. /**
  120217. * Not supported by GPUParticleSystem
  120218. * @param gradient defines the gradient to use (between 0 and 1)
  120219. * @param min defines the color remap minimal range
  120220. * @param max defines the color remap maximal range
  120221. * @returns the current particle system
  120222. */
  120223. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120224. /**
  120225. * Not supported by GPUParticleSystem
  120226. * @param gradient defines the gradient to remove
  120227. * @returns the current particle system
  120228. */
  120229. removeColorRemapGradient(): IParticleSystem;
  120230. /**
  120231. * Not supported by GPUParticleSystem
  120232. * @param gradient defines the gradient to use (between 0 and 1)
  120233. * @param min defines the alpha remap minimal range
  120234. * @param max defines the alpha remap maximal range
  120235. * @returns the current particle system
  120236. */
  120237. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120238. /**
  120239. * Not supported by GPUParticleSystem
  120240. * @param gradient defines the gradient to remove
  120241. * @returns the current particle system
  120242. */
  120243. removeAlphaRemapGradient(): IParticleSystem;
  120244. /**
  120245. * Not supported by GPUParticleSystem
  120246. * @param gradient defines the gradient to use (between 0 and 1)
  120247. * @param color defines the color to affect to the specified gradient
  120248. * @returns the current particle system
  120249. */
  120250. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  120251. /**
  120252. * Not supported by GPUParticleSystem
  120253. * @param gradient defines the gradient to remove
  120254. * @returns the current particle system
  120255. */
  120256. removeRampGradient(): IParticleSystem;
  120257. /**
  120258. * Not supported by GPUParticleSystem
  120259. * @returns the list of ramp gradients
  120260. */
  120261. getRampGradients(): Nullable<Array<Color3Gradient>>;
  120262. /**
  120263. * Not supported by GPUParticleSystem
  120264. * Gets or sets a boolean indicating that ramp gradients must be used
  120265. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  120266. */
  120267. useRampGradients: boolean;
  120268. /**
  120269. * Not supported by GPUParticleSystem
  120270. * @param gradient defines the gradient to use (between 0 and 1)
  120271. * @param factor defines the life time factor to affect to the specified gradient
  120272. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120273. * @returns the current particle system
  120274. */
  120275. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120276. /**
  120277. * Not supported by GPUParticleSystem
  120278. * @param gradient defines the gradient to remove
  120279. * @returns the current particle system
  120280. */
  120281. removeLifeTimeGradient(gradient: number): IParticleSystem;
  120282. /**
  120283. * Instantiates a GPU particle system.
  120284. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  120285. * @param name The name of the particle system
  120286. * @param options The options used to create the system
  120287. * @param scene The scene the particle system belongs to
  120288. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  120289. */
  120290. constructor(name: string, options: Partial<{
  120291. capacity: number;
  120292. randomTextureSize: number;
  120293. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  120294. protected _reset(): void;
  120295. private _createUpdateVAO;
  120296. private _createRenderVAO;
  120297. private _initialize;
  120298. /** @hidden */
  120299. _recreateUpdateEffect(): void;
  120300. /** @hidden */
  120301. _recreateRenderEffect(): void;
  120302. /**
  120303. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  120304. * @param preWarm defines if we are in the pre-warmimg phase
  120305. */
  120306. animate(preWarm?: boolean): void;
  120307. private _createFactorGradientTexture;
  120308. private _createSizeGradientTexture;
  120309. private _createAngularSpeedGradientTexture;
  120310. private _createVelocityGradientTexture;
  120311. private _createLimitVelocityGradientTexture;
  120312. private _createDragGradientTexture;
  120313. private _createColorGradientTexture;
  120314. /**
  120315. * Renders the particle system in its current state
  120316. * @param preWarm defines if the system should only update the particles but not render them
  120317. * @returns the current number of particles
  120318. */
  120319. render(preWarm?: boolean): number;
  120320. /**
  120321. * Rebuilds the particle system
  120322. */
  120323. rebuild(): void;
  120324. private _releaseBuffers;
  120325. private _releaseVAOs;
  120326. /**
  120327. * Disposes the particle system and free the associated resources
  120328. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  120329. */
  120330. dispose(disposeTexture?: boolean): void;
  120331. /**
  120332. * Clones the particle system.
  120333. * @param name The name of the cloned object
  120334. * @param newEmitter The new emitter to use
  120335. * @returns the cloned particle system
  120336. */
  120337. clone(name: string, newEmitter: any): GPUParticleSystem;
  120338. /**
  120339. * Serializes the particle system to a JSON object.
  120340. * @returns the JSON object
  120341. */
  120342. serialize(): any;
  120343. /**
  120344. * Parses a JSON object to create a GPU particle system.
  120345. * @param parsedParticleSystem The JSON object to parse
  120346. * @param scene The scene to create the particle system in
  120347. * @param rootUrl The root url to use to load external dependencies like texture
  120348. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  120349. * @returns the parsed GPU particle system
  120350. */
  120351. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  120352. }
  120353. }
  120354. declare module BABYLON {
  120355. /**
  120356. * Represents a set of particle systems working together to create a specific effect
  120357. */
  120358. export class ParticleSystemSet implements IDisposable {
  120359. private _emitterCreationOptions;
  120360. private _emitterNode;
  120361. /**
  120362. * Gets the particle system list
  120363. */
  120364. systems: IParticleSystem[];
  120365. /**
  120366. * Gets the emitter node used with this set
  120367. */
  120368. readonly emitterNode: Nullable<TransformNode>;
  120369. /**
  120370. * Creates a new emitter mesh as a sphere
  120371. * @param options defines the options used to create the sphere
  120372. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  120373. * @param scene defines the hosting scene
  120374. */
  120375. setEmitterAsSphere(options: {
  120376. diameter: number;
  120377. segments: number;
  120378. color: Color3;
  120379. }, renderingGroupId: number, scene: Scene): void;
  120380. /**
  120381. * Starts all particle systems of the set
  120382. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120383. */
  120384. start(emitter?: AbstractMesh): void;
  120385. /**
  120386. * Release all associated resources
  120387. */
  120388. dispose(): void;
  120389. /**
  120390. * Serialize the set into a JSON compatible object
  120391. * @returns a JSON compatible representation of the set
  120392. */
  120393. serialize(): any;
  120394. /**
  120395. * Parse a new ParticleSystemSet from a serialized source
  120396. * @param data defines a JSON compatible representation of the set
  120397. * @param scene defines the hosting scene
  120398. * @param gpu defines if we want GPU particles or CPU particles
  120399. * @returns a new ParticleSystemSet
  120400. */
  120401. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  120402. }
  120403. }
  120404. declare module BABYLON {
  120405. /**
  120406. * This class is made for on one-liner static method to help creating particle system set.
  120407. */
  120408. export class ParticleHelper {
  120409. /**
  120410. * Gets or sets base Assets URL
  120411. */
  120412. static BaseAssetsUrl: string;
  120413. /**
  120414. * Create a default particle system that you can tweak
  120415. * @param emitter defines the emitter to use
  120416. * @param capacity defines the system capacity (default is 500 particles)
  120417. * @param scene defines the hosting scene
  120418. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120419. * @returns the new Particle system
  120420. */
  120421. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  120422. /**
  120423. * This is the main static method (one-liner) of this helper to create different particle systems
  120424. * @param type This string represents the type to the particle system to create
  120425. * @param scene The scene where the particle system should live
  120426. * @param gpu If the system will use gpu
  120427. * @returns the ParticleSystemSet created
  120428. */
  120429. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  120430. /**
  120431. * Static function used to export a particle system to a ParticleSystemSet variable.
  120432. * Please note that the emitter shape is not exported
  120433. * @param systems defines the particle systems to export
  120434. * @returns the created particle system set
  120435. */
  120436. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  120437. }
  120438. }
  120439. declare module BABYLON {
  120440. interface Engine {
  120441. /**
  120442. * Create an effect to use with particle systems.
  120443. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  120444. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  120445. * @param uniformsNames defines a list of attribute names
  120446. * @param samplers defines an array of string used to represent textures
  120447. * @param defines defines the string containing the defines to use to compile the shaders
  120448. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  120449. * @param onCompiled defines a function to call when the effect creation is successful
  120450. * @param onError defines a function to call when the effect creation has failed
  120451. * @returns the new Effect
  120452. */
  120453. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  120454. }
  120455. interface Mesh {
  120456. /**
  120457. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  120458. * @returns an array of IParticleSystem
  120459. */
  120460. getEmittedParticleSystems(): IParticleSystem[];
  120461. /**
  120462. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  120463. * @returns an array of IParticleSystem
  120464. */
  120465. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  120466. }
  120467. /**
  120468. * @hidden
  120469. */
  120470. export var _IDoNeedToBeInTheBuild: number;
  120471. }
  120472. declare module BABYLON {
  120473. interface Scene {
  120474. /** @hidden (Backing field) */
  120475. _physicsEngine: Nullable<IPhysicsEngine>;
  120476. /**
  120477. * Gets the current physics engine
  120478. * @returns a IPhysicsEngine or null if none attached
  120479. */
  120480. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  120481. /**
  120482. * Enables physics to the current scene
  120483. * @param gravity defines the scene's gravity for the physics engine
  120484. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  120485. * @return a boolean indicating if the physics engine was initialized
  120486. */
  120487. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  120488. /**
  120489. * Disables and disposes the physics engine associated with the scene
  120490. */
  120491. disablePhysicsEngine(): void;
  120492. /**
  120493. * Gets a boolean indicating if there is an active physics engine
  120494. * @returns a boolean indicating if there is an active physics engine
  120495. */
  120496. isPhysicsEnabled(): boolean;
  120497. /**
  120498. * Deletes a physics compound impostor
  120499. * @param compound defines the compound to delete
  120500. */
  120501. deleteCompoundImpostor(compound: any): void;
  120502. /**
  120503. * An event triggered when physic simulation is about to be run
  120504. */
  120505. onBeforePhysicsObservable: Observable<Scene>;
  120506. /**
  120507. * An event triggered when physic simulation has been done
  120508. */
  120509. onAfterPhysicsObservable: Observable<Scene>;
  120510. }
  120511. interface AbstractMesh {
  120512. /** @hidden */
  120513. _physicsImpostor: Nullable<PhysicsImpostor>;
  120514. /**
  120515. * Gets or sets impostor used for physic simulation
  120516. * @see http://doc.babylonjs.com/features/physics_engine
  120517. */
  120518. physicsImpostor: Nullable<PhysicsImpostor>;
  120519. /**
  120520. * Gets the current physics impostor
  120521. * @see http://doc.babylonjs.com/features/physics_engine
  120522. * @returns a physics impostor or null
  120523. */
  120524. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  120525. /** Apply a physic impulse to the mesh
  120526. * @param force defines the force to apply
  120527. * @param contactPoint defines where to apply the force
  120528. * @returns the current mesh
  120529. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  120530. */
  120531. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  120532. /**
  120533. * Creates a physic joint between two meshes
  120534. * @param otherMesh defines the other mesh to use
  120535. * @param pivot1 defines the pivot to use on this mesh
  120536. * @param pivot2 defines the pivot to use on the other mesh
  120537. * @param options defines additional options (can be plugin dependent)
  120538. * @returns the current mesh
  120539. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  120540. */
  120541. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  120542. /** @hidden */
  120543. _disposePhysicsObserver: Nullable<Observer<Node>>;
  120544. }
  120545. /**
  120546. * Defines the physics engine scene component responsible to manage a physics engine
  120547. */
  120548. export class PhysicsEngineSceneComponent implements ISceneComponent {
  120549. /**
  120550. * The component name helpful to identify the component in the list of scene components.
  120551. */
  120552. readonly name: string;
  120553. /**
  120554. * The scene the component belongs to.
  120555. */
  120556. scene: Scene;
  120557. /**
  120558. * Creates a new instance of the component for the given scene
  120559. * @param scene Defines the scene to register the component in
  120560. */
  120561. constructor(scene: Scene);
  120562. /**
  120563. * Registers the component in a given scene
  120564. */
  120565. register(): void;
  120566. /**
  120567. * Rebuilds the elements related to this component in case of
  120568. * context lost for instance.
  120569. */
  120570. rebuild(): void;
  120571. /**
  120572. * Disposes the component and the associated ressources
  120573. */
  120574. dispose(): void;
  120575. }
  120576. }
  120577. declare module BABYLON {
  120578. /**
  120579. * A helper for physics simulations
  120580. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120581. */
  120582. export class PhysicsHelper {
  120583. private _scene;
  120584. private _physicsEngine;
  120585. /**
  120586. * Initializes the Physics helper
  120587. * @param scene Babylon.js scene
  120588. */
  120589. constructor(scene: Scene);
  120590. /**
  120591. * Applies a radial explosion impulse
  120592. * @param origin the origin of the explosion
  120593. * @param radiusOrEventOptions the radius or the options of radial explosion
  120594. * @param strength the explosion strength
  120595. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120596. * @returns A physics radial explosion event, or null
  120597. */
  120598. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  120599. /**
  120600. * Applies a radial explosion force
  120601. * @param origin the origin of the explosion
  120602. * @param radiusOrEventOptions the radius or the options of radial explosion
  120603. * @param strength the explosion strength
  120604. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120605. * @returns A physics radial explosion event, or null
  120606. */
  120607. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  120608. /**
  120609. * Creates a gravitational field
  120610. * @param origin the origin of the explosion
  120611. * @param radiusOrEventOptions the radius or the options of radial explosion
  120612. * @param strength the explosion strength
  120613. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120614. * @returns A physics gravitational field event, or null
  120615. */
  120616. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  120617. /**
  120618. * Creates a physics updraft event
  120619. * @param origin the origin of the updraft
  120620. * @param radiusOrEventOptions the radius or the options of the updraft
  120621. * @param strength the strength of the updraft
  120622. * @param height the height of the updraft
  120623. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  120624. * @returns A physics updraft event, or null
  120625. */
  120626. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  120627. /**
  120628. * Creates a physics vortex event
  120629. * @param origin the of the vortex
  120630. * @param radiusOrEventOptions the radius or the options of the vortex
  120631. * @param strength the strength of the vortex
  120632. * @param height the height of the vortex
  120633. * @returns a Physics vortex event, or null
  120634. * A physics vortex event or null
  120635. */
  120636. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  120637. }
  120638. /**
  120639. * Represents a physics radial explosion event
  120640. */
  120641. class PhysicsRadialExplosionEvent {
  120642. private _scene;
  120643. private _options;
  120644. private _sphere;
  120645. private _dataFetched;
  120646. /**
  120647. * Initializes a radial explosioin event
  120648. * @param _scene BabylonJS scene
  120649. * @param _options The options for the vortex event
  120650. */
  120651. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  120652. /**
  120653. * Returns the data related to the radial explosion event (sphere).
  120654. * @returns The radial explosion event data
  120655. */
  120656. getData(): PhysicsRadialExplosionEventData;
  120657. /**
  120658. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  120659. * @param impostor A physics imposter
  120660. * @param origin the origin of the explosion
  120661. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  120662. */
  120663. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  120664. /**
  120665. * Triggers affecterd impostors callbacks
  120666. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  120667. */
  120668. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  120669. /**
  120670. * Disposes the sphere.
  120671. * @param force Specifies if the sphere should be disposed by force
  120672. */
  120673. dispose(force?: boolean): void;
  120674. /*** Helpers ***/
  120675. private _prepareSphere;
  120676. private _intersectsWithSphere;
  120677. }
  120678. /**
  120679. * Represents a gravitational field event
  120680. */
  120681. class PhysicsGravitationalFieldEvent {
  120682. private _physicsHelper;
  120683. private _scene;
  120684. private _origin;
  120685. private _options;
  120686. private _tickCallback;
  120687. private _sphere;
  120688. private _dataFetched;
  120689. /**
  120690. * Initializes the physics gravitational field event
  120691. * @param _physicsHelper A physics helper
  120692. * @param _scene BabylonJS scene
  120693. * @param _origin The origin position of the gravitational field event
  120694. * @param _options The options for the vortex event
  120695. */
  120696. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  120697. /**
  120698. * Returns the data related to the gravitational field event (sphere).
  120699. * @returns A gravitational field event
  120700. */
  120701. getData(): PhysicsGravitationalFieldEventData;
  120702. /**
  120703. * Enables the gravitational field.
  120704. */
  120705. enable(): void;
  120706. /**
  120707. * Disables the gravitational field.
  120708. */
  120709. disable(): void;
  120710. /**
  120711. * Disposes the sphere.
  120712. * @param force The force to dispose from the gravitational field event
  120713. */
  120714. dispose(force?: boolean): void;
  120715. private _tick;
  120716. }
  120717. /**
  120718. * Represents a physics updraft event
  120719. */
  120720. class PhysicsUpdraftEvent {
  120721. private _scene;
  120722. private _origin;
  120723. private _options;
  120724. private _physicsEngine;
  120725. private _originTop;
  120726. private _originDirection;
  120727. private _tickCallback;
  120728. private _cylinder;
  120729. private _cylinderPosition;
  120730. private _dataFetched;
  120731. /**
  120732. * Initializes the physics updraft event
  120733. * @param _scene BabylonJS scene
  120734. * @param _origin The origin position of the updraft
  120735. * @param _options The options for the updraft event
  120736. */
  120737. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  120738. /**
  120739. * Returns the data related to the updraft event (cylinder).
  120740. * @returns A physics updraft event
  120741. */
  120742. getData(): PhysicsUpdraftEventData;
  120743. /**
  120744. * Enables the updraft.
  120745. */
  120746. enable(): void;
  120747. /**
  120748. * Disables the updraft.
  120749. */
  120750. disable(): void;
  120751. /**
  120752. * Disposes the cylinder.
  120753. * @param force Specifies if the updraft should be disposed by force
  120754. */
  120755. dispose(force?: boolean): void;
  120756. private getImpostorHitData;
  120757. private _tick;
  120758. /*** Helpers ***/
  120759. private _prepareCylinder;
  120760. private _intersectsWithCylinder;
  120761. }
  120762. /**
  120763. * Represents a physics vortex event
  120764. */
  120765. class PhysicsVortexEvent {
  120766. private _scene;
  120767. private _origin;
  120768. private _options;
  120769. private _physicsEngine;
  120770. private _originTop;
  120771. private _tickCallback;
  120772. private _cylinder;
  120773. private _cylinderPosition;
  120774. private _dataFetched;
  120775. /**
  120776. * Initializes the physics vortex event
  120777. * @param _scene The BabylonJS scene
  120778. * @param _origin The origin position of the vortex
  120779. * @param _options The options for the vortex event
  120780. */
  120781. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  120782. /**
  120783. * Returns the data related to the vortex event (cylinder).
  120784. * @returns The physics vortex event data
  120785. */
  120786. getData(): PhysicsVortexEventData;
  120787. /**
  120788. * Enables the vortex.
  120789. */
  120790. enable(): void;
  120791. /**
  120792. * Disables the cortex.
  120793. */
  120794. disable(): void;
  120795. /**
  120796. * Disposes the sphere.
  120797. * @param force
  120798. */
  120799. dispose(force?: boolean): void;
  120800. private getImpostorHitData;
  120801. private _tick;
  120802. /*** Helpers ***/
  120803. private _prepareCylinder;
  120804. private _intersectsWithCylinder;
  120805. }
  120806. /**
  120807. * Options fot the radial explosion event
  120808. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120809. */
  120810. export class PhysicsRadialExplosionEventOptions {
  120811. /**
  120812. * The radius of the sphere for the radial explosion.
  120813. */
  120814. radius: number;
  120815. /**
  120816. * The strenth of the explosion.
  120817. */
  120818. strength: number;
  120819. /**
  120820. * The strenght of the force in correspondence to the distance of the affected object
  120821. */
  120822. falloff: PhysicsRadialImpulseFalloff;
  120823. /**
  120824. * Sphere options for the radial explosion.
  120825. */
  120826. sphere: {
  120827. segments: number;
  120828. diameter: number;
  120829. };
  120830. /**
  120831. * Sphere options for the radial explosion.
  120832. */
  120833. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  120834. }
  120835. /**
  120836. * Options fot the updraft event
  120837. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120838. */
  120839. export class PhysicsUpdraftEventOptions {
  120840. /**
  120841. * The radius of the cylinder for the vortex
  120842. */
  120843. radius: number;
  120844. /**
  120845. * The strenth of the updraft.
  120846. */
  120847. strength: number;
  120848. /**
  120849. * The height of the cylinder for the updraft.
  120850. */
  120851. height: number;
  120852. /**
  120853. * The mode for the the updraft.
  120854. */
  120855. updraftMode: PhysicsUpdraftMode;
  120856. }
  120857. /**
  120858. * Options fot the vortex event
  120859. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120860. */
  120861. export class PhysicsVortexEventOptions {
  120862. /**
  120863. * The radius of the cylinder for the vortex
  120864. */
  120865. radius: number;
  120866. /**
  120867. * The strenth of the vortex.
  120868. */
  120869. strength: number;
  120870. /**
  120871. * The height of the cylinder for the vortex.
  120872. */
  120873. height: number;
  120874. /**
  120875. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  120876. */
  120877. centripetalForceThreshold: number;
  120878. /**
  120879. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  120880. */
  120881. centripetalForceMultiplier: number;
  120882. /**
  120883. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  120884. */
  120885. centrifugalForceMultiplier: number;
  120886. /**
  120887. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  120888. */
  120889. updraftForceMultiplier: number;
  120890. }
  120891. /**
  120892. * The strenght of the force in correspondence to the distance of the affected object
  120893. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120894. */
  120895. export enum PhysicsRadialImpulseFalloff {
  120896. /** Defines that impulse is constant in strength across it's whole radius */
  120897. Constant = 0,
  120898. /** Defines that impulse gets weaker if it's further from the origin */
  120899. Linear = 1
  120900. }
  120901. /**
  120902. * The strength of the force in correspondence to the distance of the affected object
  120903. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120904. */
  120905. export enum PhysicsUpdraftMode {
  120906. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  120907. Center = 0,
  120908. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  120909. Perpendicular = 1
  120910. }
  120911. /**
  120912. * Interface for a physics hit data
  120913. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120914. */
  120915. export interface PhysicsHitData {
  120916. /**
  120917. * The force applied at the contact point
  120918. */
  120919. force: Vector3;
  120920. /**
  120921. * The contact point
  120922. */
  120923. contactPoint: Vector3;
  120924. /**
  120925. * The distance from the origin to the contact point
  120926. */
  120927. distanceFromOrigin: number;
  120928. }
  120929. /**
  120930. * Interface for radial explosion event data
  120931. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120932. */
  120933. export interface PhysicsRadialExplosionEventData {
  120934. /**
  120935. * A sphere used for the radial explosion event
  120936. */
  120937. sphere: Mesh;
  120938. }
  120939. /**
  120940. * Interface for gravitational field event data
  120941. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120942. */
  120943. export interface PhysicsGravitationalFieldEventData {
  120944. /**
  120945. * A sphere mesh used for the gravitational field event
  120946. */
  120947. sphere: Mesh;
  120948. }
  120949. /**
  120950. * Interface for updraft event data
  120951. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120952. */
  120953. export interface PhysicsUpdraftEventData {
  120954. /**
  120955. * A cylinder used for the updraft event
  120956. */
  120957. cylinder: Mesh;
  120958. }
  120959. /**
  120960. * Interface for vortex event data
  120961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120962. */
  120963. export interface PhysicsVortexEventData {
  120964. /**
  120965. * A cylinder used for the vortex event
  120966. */
  120967. cylinder: Mesh;
  120968. }
  120969. /**
  120970. * Interface for an affected physics impostor
  120971. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120972. */
  120973. export interface PhysicsAffectedImpostorWithData {
  120974. /**
  120975. * The impostor affected by the effect
  120976. */
  120977. impostor: PhysicsImpostor;
  120978. /**
  120979. * The data about the hit/horce from the explosion
  120980. */
  120981. hitData: PhysicsHitData;
  120982. }
  120983. }
  120984. declare module BABYLON {
  120985. /** @hidden */
  120986. export var blackAndWhitePixelShader: {
  120987. name: string;
  120988. shader: string;
  120989. };
  120990. }
  120991. declare module BABYLON {
  120992. /**
  120993. * Post process used to render in black and white
  120994. */
  120995. export class BlackAndWhitePostProcess extends PostProcess {
  120996. /**
  120997. * Linear about to convert he result to black and white (default: 1)
  120998. */
  120999. degree: number;
  121000. /**
  121001. * Creates a black and white post process
  121002. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  121003. * @param name The name of the effect.
  121004. * @param options The required width/height ratio to downsize to before computing the render pass.
  121005. * @param camera The camera to apply the render pass to.
  121006. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121007. * @param engine The engine which the post process will be applied. (default: current engine)
  121008. * @param reusable If the post process can be reused on the same frame. (default: false)
  121009. */
  121010. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121011. }
  121012. }
  121013. declare module BABYLON {
  121014. /**
  121015. * This represents a set of one or more post processes in Babylon.
  121016. * A post process can be used to apply a shader to a texture after it is rendered.
  121017. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121018. */
  121019. export class PostProcessRenderEffect {
  121020. private _postProcesses;
  121021. private _getPostProcesses;
  121022. private _singleInstance;
  121023. private _cameras;
  121024. private _indicesForCamera;
  121025. /**
  121026. * Name of the effect
  121027. * @hidden
  121028. */
  121029. _name: string;
  121030. /**
  121031. * Instantiates a post process render effect.
  121032. * A post process can be used to apply a shader to a texture after it is rendered.
  121033. * @param engine The engine the effect is tied to
  121034. * @param name The name of the effect
  121035. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  121036. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  121037. */
  121038. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  121039. /**
  121040. * Checks if all the post processes in the effect are supported.
  121041. */
  121042. readonly isSupported: boolean;
  121043. /**
  121044. * Updates the current state of the effect
  121045. * @hidden
  121046. */
  121047. _update(): void;
  121048. /**
  121049. * Attaches the effect on cameras
  121050. * @param cameras The camera to attach to.
  121051. * @hidden
  121052. */
  121053. _attachCameras(cameras: Camera): void;
  121054. /**
  121055. * Attaches the effect on cameras
  121056. * @param cameras The camera to attach to.
  121057. * @hidden
  121058. */
  121059. _attachCameras(cameras: Camera[]): void;
  121060. /**
  121061. * Detaches the effect on cameras
  121062. * @param cameras The camera to detatch from.
  121063. * @hidden
  121064. */
  121065. _detachCameras(cameras: Camera): void;
  121066. /**
  121067. * Detatches the effect on cameras
  121068. * @param cameras The camera to detatch from.
  121069. * @hidden
  121070. */
  121071. _detachCameras(cameras: Camera[]): void;
  121072. /**
  121073. * Enables the effect on given cameras
  121074. * @param cameras The camera to enable.
  121075. * @hidden
  121076. */
  121077. _enable(cameras: Camera): void;
  121078. /**
  121079. * Enables the effect on given cameras
  121080. * @param cameras The camera to enable.
  121081. * @hidden
  121082. */
  121083. _enable(cameras: Nullable<Camera[]>): void;
  121084. /**
  121085. * Disables the effect on the given cameras
  121086. * @param cameras The camera to disable.
  121087. * @hidden
  121088. */
  121089. _disable(cameras: Camera): void;
  121090. /**
  121091. * Disables the effect on the given cameras
  121092. * @param cameras The camera to disable.
  121093. * @hidden
  121094. */
  121095. _disable(cameras: Nullable<Camera[]>): void;
  121096. /**
  121097. * Gets a list of the post processes contained in the effect.
  121098. * @param camera The camera to get the post processes on.
  121099. * @returns The list of the post processes in the effect.
  121100. */
  121101. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  121102. }
  121103. }
  121104. declare module BABYLON {
  121105. /** @hidden */
  121106. export var extractHighlightsPixelShader: {
  121107. name: string;
  121108. shader: string;
  121109. };
  121110. }
  121111. declare module BABYLON {
  121112. /**
  121113. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  121114. */
  121115. export class ExtractHighlightsPostProcess extends PostProcess {
  121116. /**
  121117. * The luminance threshold, pixels below this value will be set to black.
  121118. */
  121119. threshold: number;
  121120. /** @hidden */
  121121. _exposure: number;
  121122. /**
  121123. * Post process which has the input texture to be used when performing highlight extraction
  121124. * @hidden
  121125. */
  121126. _inputPostProcess: Nullable<PostProcess>;
  121127. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121128. }
  121129. }
  121130. declare module BABYLON {
  121131. /** @hidden */
  121132. export var bloomMergePixelShader: {
  121133. name: string;
  121134. shader: string;
  121135. };
  121136. }
  121137. declare module BABYLON {
  121138. /**
  121139. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121140. */
  121141. export class BloomMergePostProcess extends PostProcess {
  121142. /** Weight of the bloom to be added to the original input. */
  121143. weight: number;
  121144. /**
  121145. * Creates a new instance of @see BloomMergePostProcess
  121146. * @param name The name of the effect.
  121147. * @param originalFromInput Post process which's input will be used for the merge.
  121148. * @param blurred Blurred highlights post process which's output will be used.
  121149. * @param weight Weight of the bloom to be added to the original input.
  121150. * @param options The required width/height ratio to downsize to before computing the render pass.
  121151. * @param camera The camera to apply the render pass to.
  121152. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121153. * @param engine The engine which the post process will be applied. (default: current engine)
  121154. * @param reusable If the post process can be reused on the same frame. (default: false)
  121155. * @param textureType Type of textures used when performing the post process. (default: 0)
  121156. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121157. */
  121158. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  121159. /** Weight of the bloom to be added to the original input. */
  121160. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121161. }
  121162. }
  121163. declare module BABYLON {
  121164. /**
  121165. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  121166. */
  121167. export class BloomEffect extends PostProcessRenderEffect {
  121168. private bloomScale;
  121169. /**
  121170. * @hidden Internal
  121171. */
  121172. _effects: Array<PostProcess>;
  121173. /**
  121174. * @hidden Internal
  121175. */
  121176. _downscale: ExtractHighlightsPostProcess;
  121177. private _blurX;
  121178. private _blurY;
  121179. private _merge;
  121180. /**
  121181. * The luminance threshold to find bright areas of the image to bloom.
  121182. */
  121183. threshold: number;
  121184. /**
  121185. * The strength of the bloom.
  121186. */
  121187. weight: number;
  121188. /**
  121189. * Specifies the size of the bloom blur kernel, relative to the final output size
  121190. */
  121191. kernel: number;
  121192. /**
  121193. * Creates a new instance of @see BloomEffect
  121194. * @param scene The scene the effect belongs to.
  121195. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  121196. * @param bloomKernel The size of the kernel to be used when applying the blur.
  121197. * @param bloomWeight The the strength of bloom.
  121198. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121199. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121200. */
  121201. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  121202. /**
  121203. * Disposes each of the internal effects for a given camera.
  121204. * @param camera The camera to dispose the effect on.
  121205. */
  121206. disposeEffects(camera: Camera): void;
  121207. /**
  121208. * @hidden Internal
  121209. */
  121210. _updateEffects(): void;
  121211. /**
  121212. * Internal
  121213. * @returns if all the contained post processes are ready.
  121214. * @hidden
  121215. */
  121216. _isReady(): boolean;
  121217. }
  121218. }
  121219. declare module BABYLON {
  121220. /** @hidden */
  121221. export var chromaticAberrationPixelShader: {
  121222. name: string;
  121223. shader: string;
  121224. };
  121225. }
  121226. declare module BABYLON {
  121227. /**
  121228. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  121229. */
  121230. export class ChromaticAberrationPostProcess extends PostProcess {
  121231. /**
  121232. * The amount of seperation of rgb channels (default: 30)
  121233. */
  121234. aberrationAmount: number;
  121235. /**
  121236. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  121237. */
  121238. radialIntensity: number;
  121239. /**
  121240. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  121241. */
  121242. direction: Vector2;
  121243. /**
  121244. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  121245. */
  121246. centerPosition: Vector2;
  121247. /**
  121248. * Creates a new instance ChromaticAberrationPostProcess
  121249. * @param name The name of the effect.
  121250. * @param screenWidth The width of the screen to apply the effect on.
  121251. * @param screenHeight The height of the screen to apply the effect on.
  121252. * @param options The required width/height ratio to downsize to before computing the render pass.
  121253. * @param camera The camera to apply the render pass to.
  121254. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121255. * @param engine The engine which the post process will be applied. (default: current engine)
  121256. * @param reusable If the post process can be reused on the same frame. (default: false)
  121257. * @param textureType Type of textures used when performing the post process. (default: 0)
  121258. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121259. */
  121260. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121261. }
  121262. }
  121263. declare module BABYLON {
  121264. /** @hidden */
  121265. export var circleOfConfusionPixelShader: {
  121266. name: string;
  121267. shader: string;
  121268. };
  121269. }
  121270. declare module BABYLON {
  121271. /**
  121272. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  121273. */
  121274. export class CircleOfConfusionPostProcess extends PostProcess {
  121275. /**
  121276. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  121277. */
  121278. lensSize: number;
  121279. /**
  121280. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121281. */
  121282. fStop: number;
  121283. /**
  121284. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121285. */
  121286. focusDistance: number;
  121287. /**
  121288. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  121289. */
  121290. focalLength: number;
  121291. private _depthTexture;
  121292. /**
  121293. * Creates a new instance CircleOfConfusionPostProcess
  121294. * @param name The name of the effect.
  121295. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  121296. * @param options The required width/height ratio to downsize to before computing the render pass.
  121297. * @param camera The camera to apply the render pass to.
  121298. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121299. * @param engine The engine which the post process will be applied. (default: current engine)
  121300. * @param reusable If the post process can be reused on the same frame. (default: false)
  121301. * @param textureType Type of textures used when performing the post process. (default: 0)
  121302. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121303. */
  121304. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121305. /**
  121306. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  121307. */
  121308. depthTexture: RenderTargetTexture;
  121309. }
  121310. }
  121311. declare module BABYLON {
  121312. /** @hidden */
  121313. export var colorCorrectionPixelShader: {
  121314. name: string;
  121315. shader: string;
  121316. };
  121317. }
  121318. declare module BABYLON {
  121319. /**
  121320. *
  121321. * This post-process allows the modification of rendered colors by using
  121322. * a 'look-up table' (LUT). This effect is also called Color Grading.
  121323. *
  121324. * The object needs to be provided an url to a texture containing the color
  121325. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  121326. * Use an image editing software to tweak the LUT to match your needs.
  121327. *
  121328. * For an example of a color LUT, see here:
  121329. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  121330. * For explanations on color grading, see here:
  121331. * @see http://udn.epicgames.com/Three/ColorGrading.html
  121332. *
  121333. */
  121334. export class ColorCorrectionPostProcess extends PostProcess {
  121335. private _colorTableTexture;
  121336. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121337. }
  121338. }
  121339. declare module BABYLON {
  121340. /** @hidden */
  121341. export var convolutionPixelShader: {
  121342. name: string;
  121343. shader: string;
  121344. };
  121345. }
  121346. declare module BABYLON {
  121347. /**
  121348. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  121349. * input texture to perform effects such as edge detection or sharpening
  121350. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121351. */
  121352. export class ConvolutionPostProcess extends PostProcess {
  121353. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121354. kernel: number[];
  121355. /**
  121356. * Creates a new instance ConvolutionPostProcess
  121357. * @param name The name of the effect.
  121358. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  121359. * @param options The required width/height ratio to downsize to before computing the render pass.
  121360. * @param camera The camera to apply the render pass to.
  121361. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121362. * @param engine The engine which the post process will be applied. (default: current engine)
  121363. * @param reusable If the post process can be reused on the same frame. (default: false)
  121364. * @param textureType Type of textures used when performing the post process. (default: 0)
  121365. */
  121366. constructor(name: string,
  121367. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121368. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121369. /**
  121370. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121371. */
  121372. static EdgeDetect0Kernel: number[];
  121373. /**
  121374. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121375. */
  121376. static EdgeDetect1Kernel: number[];
  121377. /**
  121378. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121379. */
  121380. static EdgeDetect2Kernel: number[];
  121381. /**
  121382. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121383. */
  121384. static SharpenKernel: number[];
  121385. /**
  121386. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121387. */
  121388. static EmbossKernel: number[];
  121389. /**
  121390. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121391. */
  121392. static GaussianKernel: number[];
  121393. }
  121394. }
  121395. declare module BABYLON {
  121396. /**
  121397. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  121398. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  121399. * based on samples that have a large difference in distance than the center pixel.
  121400. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  121401. */
  121402. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  121403. direction: Vector2;
  121404. /**
  121405. * Creates a new instance CircleOfConfusionPostProcess
  121406. * @param name The name of the effect.
  121407. * @param scene The scene the effect belongs to.
  121408. * @param direction The direction the blur should be applied.
  121409. * @param kernel The size of the kernel used to blur.
  121410. * @param options The required width/height ratio to downsize to before computing the render pass.
  121411. * @param camera The camera to apply the render pass to.
  121412. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  121413. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  121414. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121415. * @param engine The engine which the post process will be applied. (default: current engine)
  121416. * @param reusable If the post process can be reused on the same frame. (default: false)
  121417. * @param textureType Type of textures used when performing the post process. (default: 0)
  121418. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121419. */
  121420. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121421. }
  121422. }
  121423. declare module BABYLON {
  121424. /** @hidden */
  121425. export var depthOfFieldMergePixelShader: {
  121426. name: string;
  121427. shader: string;
  121428. };
  121429. }
  121430. declare module BABYLON {
  121431. /**
  121432. * Options to be set when merging outputs from the default pipeline.
  121433. */
  121434. export class DepthOfFieldMergePostProcessOptions {
  121435. /**
  121436. * The original image to merge on top of
  121437. */
  121438. originalFromInput: PostProcess;
  121439. /**
  121440. * Parameters to perform the merge of the depth of field effect
  121441. */
  121442. depthOfField?: {
  121443. circleOfConfusion: PostProcess;
  121444. blurSteps: Array<PostProcess>;
  121445. };
  121446. /**
  121447. * Parameters to perform the merge of bloom effect
  121448. */
  121449. bloom?: {
  121450. blurred: PostProcess;
  121451. weight: number;
  121452. };
  121453. }
  121454. /**
  121455. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121456. */
  121457. export class DepthOfFieldMergePostProcess extends PostProcess {
  121458. private blurSteps;
  121459. /**
  121460. * Creates a new instance of DepthOfFieldMergePostProcess
  121461. * @param name The name of the effect.
  121462. * @param originalFromInput Post process which's input will be used for the merge.
  121463. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  121464. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  121465. * @param options The required width/height ratio to downsize to before computing the render pass.
  121466. * @param camera The camera to apply the render pass to.
  121467. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121468. * @param engine The engine which the post process will be applied. (default: current engine)
  121469. * @param reusable If the post process can be reused on the same frame. (default: false)
  121470. * @param textureType Type of textures used when performing the post process. (default: 0)
  121471. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121472. */
  121473. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121474. /**
  121475. * Updates the effect with the current post process compile time values and recompiles the shader.
  121476. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  121477. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  121478. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  121479. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  121480. * @param onCompiled Called when the shader has been compiled.
  121481. * @param onError Called if there is an error when compiling a shader.
  121482. */
  121483. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  121484. }
  121485. }
  121486. declare module BABYLON {
  121487. /**
  121488. * Specifies the level of max blur that should be applied when using the depth of field effect
  121489. */
  121490. export enum DepthOfFieldEffectBlurLevel {
  121491. /**
  121492. * Subtle blur
  121493. */
  121494. Low = 0,
  121495. /**
  121496. * Medium blur
  121497. */
  121498. Medium = 1,
  121499. /**
  121500. * Large blur
  121501. */
  121502. High = 2
  121503. }
  121504. /**
  121505. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  121506. */
  121507. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  121508. private _circleOfConfusion;
  121509. /**
  121510. * @hidden Internal, blurs from high to low
  121511. */
  121512. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  121513. private _depthOfFieldBlurY;
  121514. private _dofMerge;
  121515. /**
  121516. * @hidden Internal post processes in depth of field effect
  121517. */
  121518. _effects: Array<PostProcess>;
  121519. /**
  121520. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  121521. */
  121522. focalLength: number;
  121523. /**
  121524. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121525. */
  121526. fStop: number;
  121527. /**
  121528. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121529. */
  121530. focusDistance: number;
  121531. /**
  121532. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  121533. */
  121534. lensSize: number;
  121535. /**
  121536. * Creates a new instance DepthOfFieldEffect
  121537. * @param scene The scene the effect belongs to.
  121538. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  121539. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121540. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121541. */
  121542. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  121543. /**
  121544. * Get the current class name of the current effet
  121545. * @returns "DepthOfFieldEffect"
  121546. */
  121547. getClassName(): string;
  121548. /**
  121549. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  121550. */
  121551. depthTexture: RenderTargetTexture;
  121552. /**
  121553. * Disposes each of the internal effects for a given camera.
  121554. * @param camera The camera to dispose the effect on.
  121555. */
  121556. disposeEffects(camera: Camera): void;
  121557. /**
  121558. * @hidden Internal
  121559. */
  121560. _updateEffects(): void;
  121561. /**
  121562. * Internal
  121563. * @returns if all the contained post processes are ready.
  121564. * @hidden
  121565. */
  121566. _isReady(): boolean;
  121567. }
  121568. }
  121569. declare module BABYLON {
  121570. /** @hidden */
  121571. export var displayPassPixelShader: {
  121572. name: string;
  121573. shader: string;
  121574. };
  121575. }
  121576. declare module BABYLON {
  121577. /**
  121578. * DisplayPassPostProcess which produces an output the same as it's input
  121579. */
  121580. export class DisplayPassPostProcess extends PostProcess {
  121581. /**
  121582. * Creates the DisplayPassPostProcess
  121583. * @param name The name of the effect.
  121584. * @param options The required width/height ratio to downsize to before computing the render pass.
  121585. * @param camera The camera to apply the render pass to.
  121586. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121587. * @param engine The engine which the post process will be applied. (default: current engine)
  121588. * @param reusable If the post process can be reused on the same frame. (default: false)
  121589. */
  121590. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121591. }
  121592. }
  121593. declare module BABYLON {
  121594. /** @hidden */
  121595. export var filterPixelShader: {
  121596. name: string;
  121597. shader: string;
  121598. };
  121599. }
  121600. declare module BABYLON {
  121601. /**
  121602. * Applies a kernel filter to the image
  121603. */
  121604. export class FilterPostProcess extends PostProcess {
  121605. /** The matrix to be applied to the image */
  121606. kernelMatrix: Matrix;
  121607. /**
  121608. *
  121609. * @param name The name of the effect.
  121610. * @param kernelMatrix The matrix to be applied to the image
  121611. * @param options The required width/height ratio to downsize to before computing the render pass.
  121612. * @param camera The camera to apply the render pass to.
  121613. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121614. * @param engine The engine which the post process will be applied. (default: current engine)
  121615. * @param reusable If the post process can be reused on the same frame. (default: false)
  121616. */
  121617. constructor(name: string,
  121618. /** The matrix to be applied to the image */
  121619. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121620. }
  121621. }
  121622. declare module BABYLON {
  121623. /** @hidden */
  121624. export var fxaaPixelShader: {
  121625. name: string;
  121626. shader: string;
  121627. };
  121628. }
  121629. declare module BABYLON {
  121630. /** @hidden */
  121631. export var fxaaVertexShader: {
  121632. name: string;
  121633. shader: string;
  121634. };
  121635. }
  121636. declare module BABYLON {
  121637. /**
  121638. * Fxaa post process
  121639. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  121640. */
  121641. export class FxaaPostProcess extends PostProcess {
  121642. /** @hidden */
  121643. texelWidth: number;
  121644. /** @hidden */
  121645. texelHeight: number;
  121646. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121647. private _getDefines;
  121648. }
  121649. }
  121650. declare module BABYLON {
  121651. /** @hidden */
  121652. export var grainPixelShader: {
  121653. name: string;
  121654. shader: string;
  121655. };
  121656. }
  121657. declare module BABYLON {
  121658. /**
  121659. * The GrainPostProcess adds noise to the image at mid luminance levels
  121660. */
  121661. export class GrainPostProcess extends PostProcess {
  121662. /**
  121663. * The intensity of the grain added (default: 30)
  121664. */
  121665. intensity: number;
  121666. /**
  121667. * If the grain should be randomized on every frame
  121668. */
  121669. animated: boolean;
  121670. /**
  121671. * Creates a new instance of @see GrainPostProcess
  121672. * @param name The name of the effect.
  121673. * @param options The required width/height ratio to downsize to before computing the render pass.
  121674. * @param camera The camera to apply the render pass to.
  121675. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121676. * @param engine The engine which the post process will be applied. (default: current engine)
  121677. * @param reusable If the post process can be reused on the same frame. (default: false)
  121678. * @param textureType Type of textures used when performing the post process. (default: 0)
  121679. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121680. */
  121681. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121682. }
  121683. }
  121684. declare module BABYLON {
  121685. /** @hidden */
  121686. export var highlightsPixelShader: {
  121687. name: string;
  121688. shader: string;
  121689. };
  121690. }
  121691. declare module BABYLON {
  121692. /**
  121693. * Extracts highlights from the image
  121694. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  121695. */
  121696. export class HighlightsPostProcess extends PostProcess {
  121697. /**
  121698. * Extracts highlights from the image
  121699. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  121700. * @param name The name of the effect.
  121701. * @param options The required width/height ratio to downsize to before computing the render pass.
  121702. * @param camera The camera to apply the render pass to.
  121703. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121704. * @param engine The engine which the post process will be applied. (default: current engine)
  121705. * @param reusable If the post process can be reused on the same frame. (default: false)
  121706. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  121707. */
  121708. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121709. }
  121710. }
  121711. declare module BABYLON {
  121712. /** @hidden */
  121713. export var mrtFragmentDeclaration: {
  121714. name: string;
  121715. shader: string;
  121716. };
  121717. }
  121718. declare module BABYLON {
  121719. /** @hidden */
  121720. export var geometryPixelShader: {
  121721. name: string;
  121722. shader: string;
  121723. };
  121724. }
  121725. declare module BABYLON {
  121726. /** @hidden */
  121727. export var geometryVertexShader: {
  121728. name: string;
  121729. shader: string;
  121730. };
  121731. }
  121732. declare module BABYLON {
  121733. /** @hidden */
  121734. interface ISavedTransformationMatrix {
  121735. world: Matrix;
  121736. viewProjection: Matrix;
  121737. }
  121738. /**
  121739. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  121740. */
  121741. export class GeometryBufferRenderer {
  121742. /**
  121743. * Constant used to retrieve the position texture index in the G-Buffer textures array
  121744. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  121745. */
  121746. static readonly POSITION_TEXTURE_TYPE: number;
  121747. /**
  121748. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  121749. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  121750. */
  121751. static readonly VELOCITY_TEXTURE_TYPE: number;
  121752. /**
  121753. * Dictionary used to store the previous transformation matrices of each rendered mesh
  121754. * in order to compute objects velocities when enableVelocity is set to "true"
  121755. * @hidden
  121756. */
  121757. _previousTransformationMatrices: {
  121758. [index: number]: ISavedTransformationMatrix;
  121759. };
  121760. /**
  121761. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  121762. * in order to compute objects velocities when enableVelocity is set to "true"
  121763. * @hidden
  121764. */
  121765. _previousBonesTransformationMatrices: {
  121766. [index: number]: Float32Array;
  121767. };
  121768. /**
  121769. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  121770. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  121771. */
  121772. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  121773. private _scene;
  121774. private _multiRenderTarget;
  121775. private _ratio;
  121776. private _enablePosition;
  121777. private _enableVelocity;
  121778. private _positionIndex;
  121779. private _velocityIndex;
  121780. protected _effect: Effect;
  121781. protected _cachedDefines: string;
  121782. /**
  121783. * Set the render list (meshes to be rendered) used in the G buffer.
  121784. */
  121785. renderList: Mesh[];
  121786. /**
  121787. * Gets wether or not G buffer are supported by the running hardware.
  121788. * This requires draw buffer supports
  121789. */
  121790. readonly isSupported: boolean;
  121791. /**
  121792. * Returns the index of the given texture type in the G-Buffer textures array
  121793. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  121794. * @returns the index of the given texture type in the G-Buffer textures array
  121795. */
  121796. getTextureIndex(textureType: number): number;
  121797. /**
  121798. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  121799. */
  121800. /**
  121801. * Sets whether or not objects positions are enabled for the G buffer.
  121802. */
  121803. enablePosition: boolean;
  121804. /**
  121805. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  121806. */
  121807. /**
  121808. * Sets wether or not objects velocities are enabled for the G buffer.
  121809. */
  121810. enableVelocity: boolean;
  121811. /**
  121812. * Gets the scene associated with the buffer.
  121813. */
  121814. readonly scene: Scene;
  121815. /**
  121816. * Gets the ratio used by the buffer during its creation.
  121817. * How big is the buffer related to the main canvas.
  121818. */
  121819. readonly ratio: number;
  121820. /** @hidden */
  121821. static _SceneComponentInitialization: (scene: Scene) => void;
  121822. /**
  121823. * Creates a new G Buffer for the scene
  121824. * @param scene The scene the buffer belongs to
  121825. * @param ratio How big is the buffer related to the main canvas.
  121826. */
  121827. constructor(scene: Scene, ratio?: number);
  121828. /**
  121829. * Checks wether everything is ready to render a submesh to the G buffer.
  121830. * @param subMesh the submesh to check readiness for
  121831. * @param useInstances is the mesh drawn using instance or not
  121832. * @returns true if ready otherwise false
  121833. */
  121834. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  121835. /**
  121836. * Gets the current underlying G Buffer.
  121837. * @returns the buffer
  121838. */
  121839. getGBuffer(): MultiRenderTarget;
  121840. /**
  121841. * Gets the number of samples used to render the buffer (anti aliasing).
  121842. */
  121843. /**
  121844. * Sets the number of samples used to render the buffer (anti aliasing).
  121845. */
  121846. samples: number;
  121847. /**
  121848. * Disposes the renderer and frees up associated resources.
  121849. */
  121850. dispose(): void;
  121851. protected _createRenderTargets(): void;
  121852. private _copyBonesTransformationMatrices;
  121853. }
  121854. }
  121855. declare module BABYLON {
  121856. interface Scene {
  121857. /** @hidden (Backing field) */
  121858. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  121859. /**
  121860. * Gets or Sets the current geometry buffer associated to the scene.
  121861. */
  121862. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  121863. /**
  121864. * Enables a GeometryBufferRender and associates it with the scene
  121865. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  121866. * @returns the GeometryBufferRenderer
  121867. */
  121868. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  121869. /**
  121870. * Disables the GeometryBufferRender associated with the scene
  121871. */
  121872. disableGeometryBufferRenderer(): void;
  121873. }
  121874. /**
  121875. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  121876. * in several rendering techniques.
  121877. */
  121878. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  121879. /**
  121880. * The component name helpful to identify the component in the list of scene components.
  121881. */
  121882. readonly name: string;
  121883. /**
  121884. * The scene the component belongs to.
  121885. */
  121886. scene: Scene;
  121887. /**
  121888. * Creates a new instance of the component for the given scene
  121889. * @param scene Defines the scene to register the component in
  121890. */
  121891. constructor(scene: Scene);
  121892. /**
  121893. * Registers the component in a given scene
  121894. */
  121895. register(): void;
  121896. /**
  121897. * Rebuilds the elements related to this component in case of
  121898. * context lost for instance.
  121899. */
  121900. rebuild(): void;
  121901. /**
  121902. * Disposes the component and the associated ressources
  121903. */
  121904. dispose(): void;
  121905. private _gatherRenderTargets;
  121906. }
  121907. }
  121908. declare module BABYLON {
  121909. /** @hidden */
  121910. export var motionBlurPixelShader: {
  121911. name: string;
  121912. shader: string;
  121913. };
  121914. }
  121915. declare module BABYLON {
  121916. /**
  121917. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  121918. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  121919. * As an example, all you have to do is to create the post-process:
  121920. * var mb = new BABYLON.MotionBlurPostProcess(
  121921. * 'mb', // The name of the effect.
  121922. * scene, // The scene containing the objects to blur according to their velocity.
  121923. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  121924. * camera // The camera to apply the render pass to.
  121925. * );
  121926. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  121927. */
  121928. export class MotionBlurPostProcess extends PostProcess {
  121929. /**
  121930. * Defines how much the image is blurred by the movement. Default value is equal to 1
  121931. */
  121932. motionStrength: number;
  121933. /**
  121934. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  121935. */
  121936. /**
  121937. * Sets the number of iterations to be used for motion blur quality
  121938. */
  121939. motionBlurSamples: number;
  121940. private _motionBlurSamples;
  121941. private _geometryBufferRenderer;
  121942. /**
  121943. * Creates a new instance MotionBlurPostProcess
  121944. * @param name The name of the effect.
  121945. * @param scene The scene containing the objects to blur according to their velocity.
  121946. * @param options The required width/height ratio to downsize to before computing the render pass.
  121947. * @param camera The camera to apply the render pass to.
  121948. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121949. * @param engine The engine which the post process will be applied. (default: current engine)
  121950. * @param reusable If the post process can be reused on the same frame. (default: false)
  121951. * @param textureType Type of textures used when performing the post process. (default: 0)
  121952. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121953. */
  121954. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121955. /**
  121956. * Excludes the given skinned mesh from computing bones velocities.
  121957. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  121958. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  121959. */
  121960. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121961. /**
  121962. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  121963. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  121964. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  121965. */
  121966. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121967. /**
  121968. * Disposes the post process.
  121969. * @param camera The camera to dispose the post process on.
  121970. */
  121971. dispose(camera?: Camera): void;
  121972. }
  121973. }
  121974. declare module BABYLON {
  121975. /** @hidden */
  121976. export var refractionPixelShader: {
  121977. name: string;
  121978. shader: string;
  121979. };
  121980. }
  121981. declare module BABYLON {
  121982. /**
  121983. * Post process which applies a refractin texture
  121984. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  121985. */
  121986. export class RefractionPostProcess extends PostProcess {
  121987. /** the base color of the refraction (used to taint the rendering) */
  121988. color: Color3;
  121989. /** simulated refraction depth */
  121990. depth: number;
  121991. /** the coefficient of the base color (0 to remove base color tainting) */
  121992. colorLevel: number;
  121993. private _refTexture;
  121994. private _ownRefractionTexture;
  121995. /**
  121996. * Gets or sets the refraction texture
  121997. * Please note that you are responsible for disposing the texture if you set it manually
  121998. */
  121999. refractionTexture: Texture;
  122000. /**
  122001. * Initializes the RefractionPostProcess
  122002. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122003. * @param name The name of the effect.
  122004. * @param refractionTextureUrl Url of the refraction texture to use
  122005. * @param color the base color of the refraction (used to taint the rendering)
  122006. * @param depth simulated refraction depth
  122007. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  122008. * @param camera The camera to apply the render pass to.
  122009. * @param options The required width/height ratio to downsize to before computing the render pass.
  122010. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122011. * @param engine The engine which the post process will be applied. (default: current engine)
  122012. * @param reusable If the post process can be reused on the same frame. (default: false)
  122013. */
  122014. constructor(name: string, refractionTextureUrl: string,
  122015. /** the base color of the refraction (used to taint the rendering) */
  122016. color: Color3,
  122017. /** simulated refraction depth */
  122018. depth: number,
  122019. /** the coefficient of the base color (0 to remove base color tainting) */
  122020. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122021. /**
  122022. * Disposes of the post process
  122023. * @param camera Camera to dispose post process on
  122024. */
  122025. dispose(camera: Camera): void;
  122026. }
  122027. }
  122028. declare module BABYLON {
  122029. /** @hidden */
  122030. export var sharpenPixelShader: {
  122031. name: string;
  122032. shader: string;
  122033. };
  122034. }
  122035. declare module BABYLON {
  122036. /**
  122037. * The SharpenPostProcess applies a sharpen kernel to every pixel
  122038. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  122039. */
  122040. export class SharpenPostProcess extends PostProcess {
  122041. /**
  122042. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  122043. */
  122044. colorAmount: number;
  122045. /**
  122046. * How much sharpness should be applied (default: 0.3)
  122047. */
  122048. edgeAmount: number;
  122049. /**
  122050. * Creates a new instance ConvolutionPostProcess
  122051. * @param name The name of the effect.
  122052. * @param options The required width/height ratio to downsize to before computing the render pass.
  122053. * @param camera The camera to apply the render pass to.
  122054. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122055. * @param engine The engine which the post process will be applied. (default: current engine)
  122056. * @param reusable If the post process can be reused on the same frame. (default: false)
  122057. * @param textureType Type of textures used when performing the post process. (default: 0)
  122058. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  122059. */
  122060. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122061. }
  122062. }
  122063. declare module BABYLON {
  122064. /**
  122065. * PostProcessRenderPipeline
  122066. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122067. */
  122068. export class PostProcessRenderPipeline {
  122069. private engine;
  122070. private _renderEffects;
  122071. private _renderEffectsForIsolatedPass;
  122072. /**
  122073. * List of inspectable custom properties (used by the Inspector)
  122074. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  122075. */
  122076. inspectableCustomProperties: IInspectable[];
  122077. /**
  122078. * @hidden
  122079. */
  122080. protected _cameras: Camera[];
  122081. /** @hidden */
  122082. _name: string;
  122083. /**
  122084. * Gets pipeline name
  122085. */
  122086. readonly name: string;
  122087. /**
  122088. * Initializes a PostProcessRenderPipeline
  122089. * @param engine engine to add the pipeline to
  122090. * @param name name of the pipeline
  122091. */
  122092. constructor(engine: Engine, name: string);
  122093. /**
  122094. * Gets the class name
  122095. * @returns "PostProcessRenderPipeline"
  122096. */
  122097. getClassName(): string;
  122098. /**
  122099. * If all the render effects in the pipeline are supported
  122100. */
  122101. readonly isSupported: boolean;
  122102. /**
  122103. * Adds an effect to the pipeline
  122104. * @param renderEffect the effect to add
  122105. */
  122106. addEffect(renderEffect: PostProcessRenderEffect): void;
  122107. /** @hidden */
  122108. _rebuild(): void;
  122109. /** @hidden */
  122110. _enableEffect(renderEffectName: string, cameras: Camera): void;
  122111. /** @hidden */
  122112. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  122113. /** @hidden */
  122114. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122115. /** @hidden */
  122116. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122117. /** @hidden */
  122118. _attachCameras(cameras: Camera, unique: boolean): void;
  122119. /** @hidden */
  122120. _attachCameras(cameras: Camera[], unique: boolean): void;
  122121. /** @hidden */
  122122. _detachCameras(cameras: Camera): void;
  122123. /** @hidden */
  122124. _detachCameras(cameras: Nullable<Camera[]>): void;
  122125. /** @hidden */
  122126. _update(): void;
  122127. /** @hidden */
  122128. _reset(): void;
  122129. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  122130. /**
  122131. * Disposes of the pipeline
  122132. */
  122133. dispose(): void;
  122134. }
  122135. }
  122136. declare module BABYLON {
  122137. /**
  122138. * PostProcessRenderPipelineManager class
  122139. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122140. */
  122141. export class PostProcessRenderPipelineManager {
  122142. private _renderPipelines;
  122143. /**
  122144. * Initializes a PostProcessRenderPipelineManager
  122145. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122146. */
  122147. constructor();
  122148. /**
  122149. * Gets the list of supported render pipelines
  122150. */
  122151. readonly supportedPipelines: PostProcessRenderPipeline[];
  122152. /**
  122153. * Adds a pipeline to the manager
  122154. * @param renderPipeline The pipeline to add
  122155. */
  122156. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  122157. /**
  122158. * Attaches a camera to the pipeline
  122159. * @param renderPipelineName The name of the pipeline to attach to
  122160. * @param cameras the camera to attach
  122161. * @param unique if the camera can be attached multiple times to the pipeline
  122162. */
  122163. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  122164. /**
  122165. * Detaches a camera from the pipeline
  122166. * @param renderPipelineName The name of the pipeline to detach from
  122167. * @param cameras the camera to detach
  122168. */
  122169. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  122170. /**
  122171. * Enables an effect by name on a pipeline
  122172. * @param renderPipelineName the name of the pipeline to enable the effect in
  122173. * @param renderEffectName the name of the effect to enable
  122174. * @param cameras the cameras that the effect should be enabled on
  122175. */
  122176. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122177. /**
  122178. * Disables an effect by name on a pipeline
  122179. * @param renderPipelineName the name of the pipeline to disable the effect in
  122180. * @param renderEffectName the name of the effect to disable
  122181. * @param cameras the cameras that the effect should be disabled on
  122182. */
  122183. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122184. /**
  122185. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  122186. */
  122187. update(): void;
  122188. /** @hidden */
  122189. _rebuild(): void;
  122190. /**
  122191. * Disposes of the manager and pipelines
  122192. */
  122193. dispose(): void;
  122194. }
  122195. }
  122196. declare module BABYLON {
  122197. interface Scene {
  122198. /** @hidden (Backing field) */
  122199. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122200. /**
  122201. * Gets the postprocess render pipeline manager
  122202. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122203. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122204. */
  122205. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122206. }
  122207. /**
  122208. * Defines the Render Pipeline scene component responsible to rendering pipelines
  122209. */
  122210. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  122211. /**
  122212. * The component name helpfull to identify the component in the list of scene components.
  122213. */
  122214. readonly name: string;
  122215. /**
  122216. * The scene the component belongs to.
  122217. */
  122218. scene: Scene;
  122219. /**
  122220. * Creates a new instance of the component for the given scene
  122221. * @param scene Defines the scene to register the component in
  122222. */
  122223. constructor(scene: Scene);
  122224. /**
  122225. * Registers the component in a given scene
  122226. */
  122227. register(): void;
  122228. /**
  122229. * Rebuilds the elements related to this component in case of
  122230. * context lost for instance.
  122231. */
  122232. rebuild(): void;
  122233. /**
  122234. * Disposes the component and the associated ressources
  122235. */
  122236. dispose(): void;
  122237. private _gatherRenderTargets;
  122238. }
  122239. }
  122240. declare module BABYLON {
  122241. /**
  122242. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  122243. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122244. */
  122245. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122246. private _scene;
  122247. private _camerasToBeAttached;
  122248. /**
  122249. * ID of the sharpen post process,
  122250. */
  122251. private readonly SharpenPostProcessId;
  122252. /**
  122253. * @ignore
  122254. * ID of the image processing post process;
  122255. */
  122256. readonly ImageProcessingPostProcessId: string;
  122257. /**
  122258. * @ignore
  122259. * ID of the Fast Approximate Anti-Aliasing post process;
  122260. */
  122261. readonly FxaaPostProcessId: string;
  122262. /**
  122263. * ID of the chromatic aberration post process,
  122264. */
  122265. private readonly ChromaticAberrationPostProcessId;
  122266. /**
  122267. * ID of the grain post process
  122268. */
  122269. private readonly GrainPostProcessId;
  122270. /**
  122271. * Sharpen post process which will apply a sharpen convolution to enhance edges
  122272. */
  122273. sharpen: SharpenPostProcess;
  122274. private _sharpenEffect;
  122275. private bloom;
  122276. /**
  122277. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  122278. */
  122279. depthOfField: DepthOfFieldEffect;
  122280. /**
  122281. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122282. */
  122283. fxaa: FxaaPostProcess;
  122284. /**
  122285. * Image post processing pass used to perform operations such as tone mapping or color grading.
  122286. */
  122287. imageProcessing: ImageProcessingPostProcess;
  122288. /**
  122289. * Chromatic aberration post process which will shift rgb colors in the image
  122290. */
  122291. chromaticAberration: ChromaticAberrationPostProcess;
  122292. private _chromaticAberrationEffect;
  122293. /**
  122294. * Grain post process which add noise to the image
  122295. */
  122296. grain: GrainPostProcess;
  122297. private _grainEffect;
  122298. /**
  122299. * Glow post process which adds a glow to emissive areas of the image
  122300. */
  122301. private _glowLayer;
  122302. /**
  122303. * Animations which can be used to tweak settings over a period of time
  122304. */
  122305. animations: Animation[];
  122306. private _imageProcessingConfigurationObserver;
  122307. private _sharpenEnabled;
  122308. private _bloomEnabled;
  122309. private _depthOfFieldEnabled;
  122310. private _depthOfFieldBlurLevel;
  122311. private _fxaaEnabled;
  122312. private _imageProcessingEnabled;
  122313. private _defaultPipelineTextureType;
  122314. private _bloomScale;
  122315. private _chromaticAberrationEnabled;
  122316. private _grainEnabled;
  122317. private _buildAllowed;
  122318. /**
  122319. * Gets active scene
  122320. */
  122321. readonly scene: Scene;
  122322. /**
  122323. * Enable or disable the sharpen process from the pipeline
  122324. */
  122325. sharpenEnabled: boolean;
  122326. private _resizeObserver;
  122327. private _hardwareScaleLevel;
  122328. private _bloomKernel;
  122329. /**
  122330. * Specifies the size of the bloom blur kernel, relative to the final output size
  122331. */
  122332. bloomKernel: number;
  122333. /**
  122334. * Specifies the weight of the bloom in the final rendering
  122335. */
  122336. private _bloomWeight;
  122337. /**
  122338. * Specifies the luma threshold for the area that will be blurred by the bloom
  122339. */
  122340. private _bloomThreshold;
  122341. private _hdr;
  122342. /**
  122343. * The strength of the bloom.
  122344. */
  122345. bloomWeight: number;
  122346. /**
  122347. * The strength of the bloom.
  122348. */
  122349. bloomThreshold: number;
  122350. /**
  122351. * The scale of the bloom, lower value will provide better performance.
  122352. */
  122353. bloomScale: number;
  122354. /**
  122355. * Enable or disable the bloom from the pipeline
  122356. */
  122357. bloomEnabled: boolean;
  122358. private _rebuildBloom;
  122359. /**
  122360. * If the depth of field is enabled.
  122361. */
  122362. depthOfFieldEnabled: boolean;
  122363. /**
  122364. * Blur level of the depth of field effect. (Higher blur will effect performance)
  122365. */
  122366. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  122367. /**
  122368. * If the anti aliasing is enabled.
  122369. */
  122370. fxaaEnabled: boolean;
  122371. private _samples;
  122372. /**
  122373. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122374. */
  122375. samples: number;
  122376. /**
  122377. * If image processing is enabled.
  122378. */
  122379. imageProcessingEnabled: boolean;
  122380. /**
  122381. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  122382. */
  122383. glowLayerEnabled: boolean;
  122384. /**
  122385. * Gets the glow layer (or null if not defined)
  122386. */
  122387. readonly glowLayer: Nullable<GlowLayer>;
  122388. /**
  122389. * Enable or disable the chromaticAberration process from the pipeline
  122390. */
  122391. chromaticAberrationEnabled: boolean;
  122392. /**
  122393. * Enable or disable the grain process from the pipeline
  122394. */
  122395. grainEnabled: boolean;
  122396. /**
  122397. * @constructor
  122398. * @param name - The rendering pipeline name (default: "")
  122399. * @param hdr - If high dynamic range textures should be used (default: true)
  122400. * @param scene - The scene linked to this pipeline (default: the last created scene)
  122401. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  122402. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  122403. */
  122404. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  122405. /**
  122406. * Get the class name
  122407. * @returns "DefaultRenderingPipeline"
  122408. */
  122409. getClassName(): string;
  122410. /**
  122411. * Force the compilation of the entire pipeline.
  122412. */
  122413. prepare(): void;
  122414. private _hasCleared;
  122415. private _prevPostProcess;
  122416. private _prevPrevPostProcess;
  122417. private _setAutoClearAndTextureSharing;
  122418. private _depthOfFieldSceneObserver;
  122419. private _buildPipeline;
  122420. private _disposePostProcesses;
  122421. /**
  122422. * Adds a camera to the pipeline
  122423. * @param camera the camera to be added
  122424. */
  122425. addCamera(camera: Camera): void;
  122426. /**
  122427. * Removes a camera from the pipeline
  122428. * @param camera the camera to remove
  122429. */
  122430. removeCamera(camera: Camera): void;
  122431. /**
  122432. * Dispose of the pipeline and stop all post processes
  122433. */
  122434. dispose(): void;
  122435. /**
  122436. * Serialize the rendering pipeline (Used when exporting)
  122437. * @returns the serialized object
  122438. */
  122439. serialize(): any;
  122440. /**
  122441. * Parse the serialized pipeline
  122442. * @param source Source pipeline.
  122443. * @param scene The scene to load the pipeline to.
  122444. * @param rootUrl The URL of the serialized pipeline.
  122445. * @returns An instantiated pipeline from the serialized object.
  122446. */
  122447. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  122448. }
  122449. }
  122450. declare module BABYLON {
  122451. /** @hidden */
  122452. export var lensHighlightsPixelShader: {
  122453. name: string;
  122454. shader: string;
  122455. };
  122456. }
  122457. declare module BABYLON {
  122458. /** @hidden */
  122459. export var depthOfFieldPixelShader: {
  122460. name: string;
  122461. shader: string;
  122462. };
  122463. }
  122464. declare module BABYLON {
  122465. /**
  122466. * BABYLON.JS Chromatic Aberration GLSL Shader
  122467. * Author: Olivier Guyot
  122468. * Separates very slightly R, G and B colors on the edges of the screen
  122469. * Inspired by Francois Tarlier & Martins Upitis
  122470. */
  122471. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  122472. /**
  122473. * @ignore
  122474. * The chromatic aberration PostProcess id in the pipeline
  122475. */
  122476. LensChromaticAberrationEffect: string;
  122477. /**
  122478. * @ignore
  122479. * The highlights enhancing PostProcess id in the pipeline
  122480. */
  122481. HighlightsEnhancingEffect: string;
  122482. /**
  122483. * @ignore
  122484. * The depth-of-field PostProcess id in the pipeline
  122485. */
  122486. LensDepthOfFieldEffect: string;
  122487. private _scene;
  122488. private _depthTexture;
  122489. private _grainTexture;
  122490. private _chromaticAberrationPostProcess;
  122491. private _highlightsPostProcess;
  122492. private _depthOfFieldPostProcess;
  122493. private _edgeBlur;
  122494. private _grainAmount;
  122495. private _chromaticAberration;
  122496. private _distortion;
  122497. private _highlightsGain;
  122498. private _highlightsThreshold;
  122499. private _dofDistance;
  122500. private _dofAperture;
  122501. private _dofDarken;
  122502. private _dofPentagon;
  122503. private _blurNoise;
  122504. /**
  122505. * @constructor
  122506. *
  122507. * Effect parameters are as follow:
  122508. * {
  122509. * chromatic_aberration: number; // from 0 to x (1 for realism)
  122510. * edge_blur: number; // from 0 to x (1 for realism)
  122511. * distortion: number; // from 0 to x (1 for realism)
  122512. * grain_amount: number; // from 0 to 1
  122513. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  122514. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  122515. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  122516. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  122517. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  122518. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  122519. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  122520. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  122521. * }
  122522. * Note: if an effect parameter is unset, effect is disabled
  122523. *
  122524. * @param name The rendering pipeline name
  122525. * @param parameters - An object containing all parameters (see above)
  122526. * @param scene The scene linked to this pipeline
  122527. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  122528. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122529. */
  122530. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  122531. /**
  122532. * Get the class name
  122533. * @returns "LensRenderingPipeline"
  122534. */
  122535. getClassName(): string;
  122536. /**
  122537. * Gets associated scene
  122538. */
  122539. readonly scene: Scene;
  122540. /**
  122541. * Gets or sets the edge blur
  122542. */
  122543. edgeBlur: number;
  122544. /**
  122545. * Gets or sets the grain amount
  122546. */
  122547. grainAmount: number;
  122548. /**
  122549. * Gets or sets the chromatic aberration amount
  122550. */
  122551. chromaticAberration: number;
  122552. /**
  122553. * Gets or sets the depth of field aperture
  122554. */
  122555. dofAperture: number;
  122556. /**
  122557. * Gets or sets the edge distortion
  122558. */
  122559. edgeDistortion: number;
  122560. /**
  122561. * Gets or sets the depth of field distortion
  122562. */
  122563. dofDistortion: number;
  122564. /**
  122565. * Gets or sets the darken out of focus amount
  122566. */
  122567. darkenOutOfFocus: number;
  122568. /**
  122569. * Gets or sets a boolean indicating if blur noise is enabled
  122570. */
  122571. blurNoise: boolean;
  122572. /**
  122573. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  122574. */
  122575. pentagonBokeh: boolean;
  122576. /**
  122577. * Gets or sets the highlight grain amount
  122578. */
  122579. highlightsGain: number;
  122580. /**
  122581. * Gets or sets the highlight threshold
  122582. */
  122583. highlightsThreshold: number;
  122584. /**
  122585. * Sets the amount of blur at the edges
  122586. * @param amount blur amount
  122587. */
  122588. setEdgeBlur(amount: number): void;
  122589. /**
  122590. * Sets edge blur to 0
  122591. */
  122592. disableEdgeBlur(): void;
  122593. /**
  122594. * Sets the amout of grain
  122595. * @param amount Amount of grain
  122596. */
  122597. setGrainAmount(amount: number): void;
  122598. /**
  122599. * Set grain amount to 0
  122600. */
  122601. disableGrain(): void;
  122602. /**
  122603. * Sets the chromatic aberration amount
  122604. * @param amount amount of chromatic aberration
  122605. */
  122606. setChromaticAberration(amount: number): void;
  122607. /**
  122608. * Sets chromatic aberration amount to 0
  122609. */
  122610. disableChromaticAberration(): void;
  122611. /**
  122612. * Sets the EdgeDistortion amount
  122613. * @param amount amount of EdgeDistortion
  122614. */
  122615. setEdgeDistortion(amount: number): void;
  122616. /**
  122617. * Sets edge distortion to 0
  122618. */
  122619. disableEdgeDistortion(): void;
  122620. /**
  122621. * Sets the FocusDistance amount
  122622. * @param amount amount of FocusDistance
  122623. */
  122624. setFocusDistance(amount: number): void;
  122625. /**
  122626. * Disables depth of field
  122627. */
  122628. disableDepthOfField(): void;
  122629. /**
  122630. * Sets the Aperture amount
  122631. * @param amount amount of Aperture
  122632. */
  122633. setAperture(amount: number): void;
  122634. /**
  122635. * Sets the DarkenOutOfFocus amount
  122636. * @param amount amount of DarkenOutOfFocus
  122637. */
  122638. setDarkenOutOfFocus(amount: number): void;
  122639. private _pentagonBokehIsEnabled;
  122640. /**
  122641. * Creates a pentagon bokeh effect
  122642. */
  122643. enablePentagonBokeh(): void;
  122644. /**
  122645. * Disables the pentagon bokeh effect
  122646. */
  122647. disablePentagonBokeh(): void;
  122648. /**
  122649. * Enables noise blur
  122650. */
  122651. enableNoiseBlur(): void;
  122652. /**
  122653. * Disables noise blur
  122654. */
  122655. disableNoiseBlur(): void;
  122656. /**
  122657. * Sets the HighlightsGain amount
  122658. * @param amount amount of HighlightsGain
  122659. */
  122660. setHighlightsGain(amount: number): void;
  122661. /**
  122662. * Sets the HighlightsThreshold amount
  122663. * @param amount amount of HighlightsThreshold
  122664. */
  122665. setHighlightsThreshold(amount: number): void;
  122666. /**
  122667. * Disables highlights
  122668. */
  122669. disableHighlights(): void;
  122670. /**
  122671. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  122672. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  122673. */
  122674. dispose(disableDepthRender?: boolean): void;
  122675. private _createChromaticAberrationPostProcess;
  122676. private _createHighlightsPostProcess;
  122677. private _createDepthOfFieldPostProcess;
  122678. private _createGrainTexture;
  122679. }
  122680. }
  122681. declare module BABYLON {
  122682. /** @hidden */
  122683. export var ssao2PixelShader: {
  122684. name: string;
  122685. shader: string;
  122686. };
  122687. }
  122688. declare module BABYLON {
  122689. /** @hidden */
  122690. export var ssaoCombinePixelShader: {
  122691. name: string;
  122692. shader: string;
  122693. };
  122694. }
  122695. declare module BABYLON {
  122696. /**
  122697. * Render pipeline to produce ssao effect
  122698. */
  122699. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  122700. /**
  122701. * @ignore
  122702. * The PassPostProcess id in the pipeline that contains the original scene color
  122703. */
  122704. SSAOOriginalSceneColorEffect: string;
  122705. /**
  122706. * @ignore
  122707. * The SSAO PostProcess id in the pipeline
  122708. */
  122709. SSAORenderEffect: string;
  122710. /**
  122711. * @ignore
  122712. * The horizontal blur PostProcess id in the pipeline
  122713. */
  122714. SSAOBlurHRenderEffect: string;
  122715. /**
  122716. * @ignore
  122717. * The vertical blur PostProcess id in the pipeline
  122718. */
  122719. SSAOBlurVRenderEffect: string;
  122720. /**
  122721. * @ignore
  122722. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  122723. */
  122724. SSAOCombineRenderEffect: string;
  122725. /**
  122726. * The output strength of the SSAO post-process. Default value is 1.0.
  122727. */
  122728. totalStrength: number;
  122729. /**
  122730. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  122731. */
  122732. maxZ: number;
  122733. /**
  122734. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  122735. */
  122736. minZAspect: number;
  122737. private _samples;
  122738. /**
  122739. * Number of samples used for the SSAO calculations. Default value is 8
  122740. */
  122741. samples: number;
  122742. private _textureSamples;
  122743. /**
  122744. * Number of samples to use for antialiasing
  122745. */
  122746. textureSamples: number;
  122747. /**
  122748. * Ratio object used for SSAO ratio and blur ratio
  122749. */
  122750. private _ratio;
  122751. /**
  122752. * Dynamically generated sphere sampler.
  122753. */
  122754. private _sampleSphere;
  122755. /**
  122756. * Blur filter offsets
  122757. */
  122758. private _samplerOffsets;
  122759. private _expensiveBlur;
  122760. /**
  122761. * If bilateral blur should be used
  122762. */
  122763. expensiveBlur: boolean;
  122764. /**
  122765. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  122766. */
  122767. radius: number;
  122768. /**
  122769. * The base color of the SSAO post-process
  122770. * The final result is "base + ssao" between [0, 1]
  122771. */
  122772. base: number;
  122773. /**
  122774. * Support test.
  122775. */
  122776. static readonly IsSupported: boolean;
  122777. private _scene;
  122778. private _depthTexture;
  122779. private _normalTexture;
  122780. private _randomTexture;
  122781. private _originalColorPostProcess;
  122782. private _ssaoPostProcess;
  122783. private _blurHPostProcess;
  122784. private _blurVPostProcess;
  122785. private _ssaoCombinePostProcess;
  122786. private _firstUpdate;
  122787. /**
  122788. * Gets active scene
  122789. */
  122790. readonly scene: Scene;
  122791. /**
  122792. * @constructor
  122793. * @param name The rendering pipeline name
  122794. * @param scene The scene linked to this pipeline
  122795. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  122796. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122797. */
  122798. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  122799. /**
  122800. * Get the class name
  122801. * @returns "SSAO2RenderingPipeline"
  122802. */
  122803. getClassName(): string;
  122804. /**
  122805. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  122806. */
  122807. dispose(disableGeometryBufferRenderer?: boolean): void;
  122808. private _createBlurPostProcess;
  122809. /** @hidden */
  122810. _rebuild(): void;
  122811. private _bits;
  122812. private _radicalInverse_VdC;
  122813. private _hammersley;
  122814. private _hemisphereSample_uniform;
  122815. private _generateHemisphere;
  122816. private _createSSAOPostProcess;
  122817. private _createSSAOCombinePostProcess;
  122818. private _createRandomTexture;
  122819. /**
  122820. * Serialize the rendering pipeline (Used when exporting)
  122821. * @returns the serialized object
  122822. */
  122823. serialize(): any;
  122824. /**
  122825. * Parse the serialized pipeline
  122826. * @param source Source pipeline.
  122827. * @param scene The scene to load the pipeline to.
  122828. * @param rootUrl The URL of the serialized pipeline.
  122829. * @returns An instantiated pipeline from the serialized object.
  122830. */
  122831. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  122832. }
  122833. }
  122834. declare module BABYLON {
  122835. /** @hidden */
  122836. export var ssaoPixelShader: {
  122837. name: string;
  122838. shader: string;
  122839. };
  122840. }
  122841. declare module BABYLON {
  122842. /**
  122843. * Render pipeline to produce ssao effect
  122844. */
  122845. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  122846. /**
  122847. * @ignore
  122848. * The PassPostProcess id in the pipeline that contains the original scene color
  122849. */
  122850. SSAOOriginalSceneColorEffect: string;
  122851. /**
  122852. * @ignore
  122853. * The SSAO PostProcess id in the pipeline
  122854. */
  122855. SSAORenderEffect: string;
  122856. /**
  122857. * @ignore
  122858. * The horizontal blur PostProcess id in the pipeline
  122859. */
  122860. SSAOBlurHRenderEffect: string;
  122861. /**
  122862. * @ignore
  122863. * The vertical blur PostProcess id in the pipeline
  122864. */
  122865. SSAOBlurVRenderEffect: string;
  122866. /**
  122867. * @ignore
  122868. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  122869. */
  122870. SSAOCombineRenderEffect: string;
  122871. /**
  122872. * The output strength of the SSAO post-process. Default value is 1.0.
  122873. */
  122874. totalStrength: number;
  122875. /**
  122876. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  122877. */
  122878. radius: number;
  122879. /**
  122880. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  122881. * Must not be equal to fallOff and superior to fallOff.
  122882. * Default value is 0.0075
  122883. */
  122884. area: number;
  122885. /**
  122886. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  122887. * Must not be equal to area and inferior to area.
  122888. * Default value is 0.000001
  122889. */
  122890. fallOff: number;
  122891. /**
  122892. * The base color of the SSAO post-process
  122893. * The final result is "base + ssao" between [0, 1]
  122894. */
  122895. base: number;
  122896. private _scene;
  122897. private _depthTexture;
  122898. private _randomTexture;
  122899. private _originalColorPostProcess;
  122900. private _ssaoPostProcess;
  122901. private _blurHPostProcess;
  122902. private _blurVPostProcess;
  122903. private _ssaoCombinePostProcess;
  122904. private _firstUpdate;
  122905. /**
  122906. * Gets active scene
  122907. */
  122908. readonly scene: Scene;
  122909. /**
  122910. * @constructor
  122911. * @param name - The rendering pipeline name
  122912. * @param scene - The scene linked to this pipeline
  122913. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  122914. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  122915. */
  122916. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  122917. /**
  122918. * Get the class name
  122919. * @returns "SSAORenderingPipeline"
  122920. */
  122921. getClassName(): string;
  122922. /**
  122923. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  122924. */
  122925. dispose(disableDepthRender?: boolean): void;
  122926. private _createBlurPostProcess;
  122927. /** @hidden */
  122928. _rebuild(): void;
  122929. private _createSSAOPostProcess;
  122930. private _createSSAOCombinePostProcess;
  122931. private _createRandomTexture;
  122932. }
  122933. }
  122934. declare module BABYLON {
  122935. /** @hidden */
  122936. export var standardPixelShader: {
  122937. name: string;
  122938. shader: string;
  122939. };
  122940. }
  122941. declare module BABYLON {
  122942. /**
  122943. * Standard rendering pipeline
  122944. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122945. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  122946. */
  122947. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122948. /**
  122949. * Public members
  122950. */
  122951. /**
  122952. * Post-process which contains the original scene color before the pipeline applies all the effects
  122953. */
  122954. originalPostProcess: Nullable<PostProcess>;
  122955. /**
  122956. * Post-process used to down scale an image x4
  122957. */
  122958. downSampleX4PostProcess: Nullable<PostProcess>;
  122959. /**
  122960. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  122961. */
  122962. brightPassPostProcess: Nullable<PostProcess>;
  122963. /**
  122964. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  122965. */
  122966. blurHPostProcesses: PostProcess[];
  122967. /**
  122968. * Post-process array storing all the vertical blur post-processes used by the pipeline
  122969. */
  122970. blurVPostProcesses: PostProcess[];
  122971. /**
  122972. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  122973. */
  122974. textureAdderPostProcess: Nullable<PostProcess>;
  122975. /**
  122976. * Post-process used to create volumetric lighting effect
  122977. */
  122978. volumetricLightPostProcess: Nullable<PostProcess>;
  122979. /**
  122980. * Post-process used to smooth the previous volumetric light post-process on the X axis
  122981. */
  122982. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  122983. /**
  122984. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  122985. */
  122986. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  122987. /**
  122988. * Post-process used to merge the volumetric light effect and the real scene color
  122989. */
  122990. volumetricLightMergePostProces: Nullable<PostProcess>;
  122991. /**
  122992. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  122993. */
  122994. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  122995. /**
  122996. * Base post-process used to calculate the average luminance of the final image for HDR
  122997. */
  122998. luminancePostProcess: Nullable<PostProcess>;
  122999. /**
  123000. * Post-processes used to create down sample post-processes in order to get
  123001. * the average luminance of the final image for HDR
  123002. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  123003. */
  123004. luminanceDownSamplePostProcesses: PostProcess[];
  123005. /**
  123006. * Post-process used to create a HDR effect (light adaptation)
  123007. */
  123008. hdrPostProcess: Nullable<PostProcess>;
  123009. /**
  123010. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  123011. */
  123012. textureAdderFinalPostProcess: Nullable<PostProcess>;
  123013. /**
  123014. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  123015. */
  123016. lensFlareFinalPostProcess: Nullable<PostProcess>;
  123017. /**
  123018. * Post-process used to merge the final HDR post-process and the real scene color
  123019. */
  123020. hdrFinalPostProcess: Nullable<PostProcess>;
  123021. /**
  123022. * Post-process used to create a lens flare effect
  123023. */
  123024. lensFlarePostProcess: Nullable<PostProcess>;
  123025. /**
  123026. * Post-process that merges the result of the lens flare post-process and the real scene color
  123027. */
  123028. lensFlareComposePostProcess: Nullable<PostProcess>;
  123029. /**
  123030. * Post-process used to create a motion blur effect
  123031. */
  123032. motionBlurPostProcess: Nullable<PostProcess>;
  123033. /**
  123034. * Post-process used to create a depth of field effect
  123035. */
  123036. depthOfFieldPostProcess: Nullable<PostProcess>;
  123037. /**
  123038. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  123039. */
  123040. fxaaPostProcess: Nullable<FxaaPostProcess>;
  123041. /**
  123042. * Represents the brightness threshold in order to configure the illuminated surfaces
  123043. */
  123044. brightThreshold: number;
  123045. /**
  123046. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  123047. */
  123048. blurWidth: number;
  123049. /**
  123050. * Sets if the blur for highlighted surfaces must be only horizontal
  123051. */
  123052. horizontalBlur: boolean;
  123053. /**
  123054. * Gets the overall exposure used by the pipeline
  123055. */
  123056. /**
  123057. * Sets the overall exposure used by the pipeline
  123058. */
  123059. exposure: number;
  123060. /**
  123061. * Texture used typically to simulate "dirty" on camera lens
  123062. */
  123063. lensTexture: Nullable<Texture>;
  123064. /**
  123065. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  123066. */
  123067. volumetricLightCoefficient: number;
  123068. /**
  123069. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  123070. */
  123071. volumetricLightPower: number;
  123072. /**
  123073. * Used the set the blur intensity to smooth the volumetric lights
  123074. */
  123075. volumetricLightBlurScale: number;
  123076. /**
  123077. * Light (spot or directional) used to generate the volumetric lights rays
  123078. * The source light must have a shadow generate so the pipeline can get its
  123079. * depth map
  123080. */
  123081. sourceLight: Nullable<SpotLight | DirectionalLight>;
  123082. /**
  123083. * For eye adaptation, represents the minimum luminance the eye can see
  123084. */
  123085. hdrMinimumLuminance: number;
  123086. /**
  123087. * For eye adaptation, represents the decrease luminance speed
  123088. */
  123089. hdrDecreaseRate: number;
  123090. /**
  123091. * For eye adaptation, represents the increase luminance speed
  123092. */
  123093. hdrIncreaseRate: number;
  123094. /**
  123095. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123096. */
  123097. /**
  123098. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123099. */
  123100. hdrAutoExposure: boolean;
  123101. /**
  123102. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  123103. */
  123104. lensColorTexture: Nullable<Texture>;
  123105. /**
  123106. * The overall strengh for the lens flare effect
  123107. */
  123108. lensFlareStrength: number;
  123109. /**
  123110. * Dispersion coefficient for lens flare ghosts
  123111. */
  123112. lensFlareGhostDispersal: number;
  123113. /**
  123114. * Main lens flare halo width
  123115. */
  123116. lensFlareHaloWidth: number;
  123117. /**
  123118. * Based on the lens distortion effect, defines how much the lens flare result
  123119. * is distorted
  123120. */
  123121. lensFlareDistortionStrength: number;
  123122. /**
  123123. * Lens star texture must be used to simulate rays on the flares and is available
  123124. * in the documentation
  123125. */
  123126. lensStarTexture: Nullable<Texture>;
  123127. /**
  123128. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  123129. * flare effect by taking account of the dirt texture
  123130. */
  123131. lensFlareDirtTexture: Nullable<Texture>;
  123132. /**
  123133. * Represents the focal length for the depth of field effect
  123134. */
  123135. depthOfFieldDistance: number;
  123136. /**
  123137. * Represents the blur intensity for the blurred part of the depth of field effect
  123138. */
  123139. depthOfFieldBlurWidth: number;
  123140. /**
  123141. * Gets how much the image is blurred by the movement while using the motion blur post-process
  123142. */
  123143. /**
  123144. * Sets how much the image is blurred by the movement while using the motion blur post-process
  123145. */
  123146. motionStrength: number;
  123147. /**
  123148. * Gets wether or not the motion blur post-process is object based or screen based.
  123149. */
  123150. /**
  123151. * Sets wether or not the motion blur post-process should be object based or screen based
  123152. */
  123153. objectBasedMotionBlur: boolean;
  123154. /**
  123155. * List of animations for the pipeline (IAnimatable implementation)
  123156. */
  123157. animations: Animation[];
  123158. /**
  123159. * Private members
  123160. */
  123161. private _scene;
  123162. private _currentDepthOfFieldSource;
  123163. private _basePostProcess;
  123164. private _fixedExposure;
  123165. private _currentExposure;
  123166. private _hdrAutoExposure;
  123167. private _hdrCurrentLuminance;
  123168. private _motionStrength;
  123169. private _isObjectBasedMotionBlur;
  123170. private _floatTextureType;
  123171. private _ratio;
  123172. private _bloomEnabled;
  123173. private _depthOfFieldEnabled;
  123174. private _vlsEnabled;
  123175. private _lensFlareEnabled;
  123176. private _hdrEnabled;
  123177. private _motionBlurEnabled;
  123178. private _fxaaEnabled;
  123179. private _motionBlurSamples;
  123180. private _volumetricLightStepsCount;
  123181. private _samples;
  123182. /**
  123183. * @ignore
  123184. * Specifies if the bloom pipeline is enabled
  123185. */
  123186. BloomEnabled: boolean;
  123187. /**
  123188. * @ignore
  123189. * Specifies if the depth of field pipeline is enabed
  123190. */
  123191. DepthOfFieldEnabled: boolean;
  123192. /**
  123193. * @ignore
  123194. * Specifies if the lens flare pipeline is enabed
  123195. */
  123196. LensFlareEnabled: boolean;
  123197. /**
  123198. * @ignore
  123199. * Specifies if the HDR pipeline is enabled
  123200. */
  123201. HDREnabled: boolean;
  123202. /**
  123203. * @ignore
  123204. * Specifies if the volumetric lights scattering effect is enabled
  123205. */
  123206. VLSEnabled: boolean;
  123207. /**
  123208. * @ignore
  123209. * Specifies if the motion blur effect is enabled
  123210. */
  123211. MotionBlurEnabled: boolean;
  123212. /**
  123213. * Specifies if anti-aliasing is enabled
  123214. */
  123215. fxaaEnabled: boolean;
  123216. /**
  123217. * Specifies the number of steps used to calculate the volumetric lights
  123218. * Typically in interval [50, 200]
  123219. */
  123220. volumetricLightStepsCount: number;
  123221. /**
  123222. * Specifies the number of samples used for the motion blur effect
  123223. * Typically in interval [16, 64]
  123224. */
  123225. motionBlurSamples: number;
  123226. /**
  123227. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  123228. */
  123229. samples: number;
  123230. /**
  123231. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123232. * @constructor
  123233. * @param name The rendering pipeline name
  123234. * @param scene The scene linked to this pipeline
  123235. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  123236. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  123237. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123238. */
  123239. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  123240. private _buildPipeline;
  123241. private _createDownSampleX4PostProcess;
  123242. private _createBrightPassPostProcess;
  123243. private _createBlurPostProcesses;
  123244. private _createTextureAdderPostProcess;
  123245. private _createVolumetricLightPostProcess;
  123246. private _createLuminancePostProcesses;
  123247. private _createHdrPostProcess;
  123248. private _createLensFlarePostProcess;
  123249. private _createDepthOfFieldPostProcess;
  123250. private _createMotionBlurPostProcess;
  123251. private _getDepthTexture;
  123252. private _disposePostProcesses;
  123253. /**
  123254. * Dispose of the pipeline and stop all post processes
  123255. */
  123256. dispose(): void;
  123257. /**
  123258. * Serialize the rendering pipeline (Used when exporting)
  123259. * @returns the serialized object
  123260. */
  123261. serialize(): any;
  123262. /**
  123263. * Parse the serialized pipeline
  123264. * @param source Source pipeline.
  123265. * @param scene The scene to load the pipeline to.
  123266. * @param rootUrl The URL of the serialized pipeline.
  123267. * @returns An instantiated pipeline from the serialized object.
  123268. */
  123269. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  123270. /**
  123271. * Luminance steps
  123272. */
  123273. static LuminanceSteps: number;
  123274. }
  123275. }
  123276. declare module BABYLON {
  123277. /** @hidden */
  123278. export var tonemapPixelShader: {
  123279. name: string;
  123280. shader: string;
  123281. };
  123282. }
  123283. declare module BABYLON {
  123284. /** Defines operator used for tonemapping */
  123285. export enum TonemappingOperator {
  123286. /** Hable */
  123287. Hable = 0,
  123288. /** Reinhard */
  123289. Reinhard = 1,
  123290. /** HejiDawson */
  123291. HejiDawson = 2,
  123292. /** Photographic */
  123293. Photographic = 3
  123294. }
  123295. /**
  123296. * Defines a post process to apply tone mapping
  123297. */
  123298. export class TonemapPostProcess extends PostProcess {
  123299. private _operator;
  123300. /** Defines the required exposure adjustement */
  123301. exposureAdjustment: number;
  123302. /**
  123303. * Creates a new TonemapPostProcess
  123304. * @param name defines the name of the postprocess
  123305. * @param _operator defines the operator to use
  123306. * @param exposureAdjustment defines the required exposure adjustement
  123307. * @param camera defines the camera to use (can be null)
  123308. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  123309. * @param engine defines the hosting engine (can be ignore if camera is set)
  123310. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  123311. */
  123312. constructor(name: string, _operator: TonemappingOperator,
  123313. /** Defines the required exposure adjustement */
  123314. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  123315. }
  123316. }
  123317. declare module BABYLON {
  123318. /** @hidden */
  123319. export var depthVertexShader: {
  123320. name: string;
  123321. shader: string;
  123322. };
  123323. }
  123324. declare module BABYLON {
  123325. /** @hidden */
  123326. export var volumetricLightScatteringPixelShader: {
  123327. name: string;
  123328. shader: string;
  123329. };
  123330. }
  123331. declare module BABYLON {
  123332. /** @hidden */
  123333. export var volumetricLightScatteringPassVertexShader: {
  123334. name: string;
  123335. shader: string;
  123336. };
  123337. }
  123338. declare module BABYLON {
  123339. /** @hidden */
  123340. export var volumetricLightScatteringPassPixelShader: {
  123341. name: string;
  123342. shader: string;
  123343. };
  123344. }
  123345. declare module BABYLON {
  123346. /**
  123347. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  123348. */
  123349. export class VolumetricLightScatteringPostProcess extends PostProcess {
  123350. private _volumetricLightScatteringPass;
  123351. private _volumetricLightScatteringRTT;
  123352. private _viewPort;
  123353. private _screenCoordinates;
  123354. private _cachedDefines;
  123355. /**
  123356. * If not undefined, the mesh position is computed from the attached node position
  123357. */
  123358. attachedNode: {
  123359. position: Vector3;
  123360. };
  123361. /**
  123362. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  123363. */
  123364. customMeshPosition: Vector3;
  123365. /**
  123366. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  123367. */
  123368. useCustomMeshPosition: boolean;
  123369. /**
  123370. * If the post-process should inverse the light scattering direction
  123371. */
  123372. invert: boolean;
  123373. /**
  123374. * The internal mesh used by the post-process
  123375. */
  123376. mesh: Mesh;
  123377. /**
  123378. * @hidden
  123379. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  123380. */
  123381. useDiffuseColor: boolean;
  123382. /**
  123383. * Array containing the excluded meshes not rendered in the internal pass
  123384. */
  123385. excludedMeshes: AbstractMesh[];
  123386. /**
  123387. * Controls the overall intensity of the post-process
  123388. */
  123389. exposure: number;
  123390. /**
  123391. * Dissipates each sample's contribution in range [0, 1]
  123392. */
  123393. decay: number;
  123394. /**
  123395. * Controls the overall intensity of each sample
  123396. */
  123397. weight: number;
  123398. /**
  123399. * Controls the density of each sample
  123400. */
  123401. density: number;
  123402. /**
  123403. * @constructor
  123404. * @param name The post-process name
  123405. * @param 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)
  123406. * @param camera The camera that the post-process will be attached to
  123407. * @param mesh The mesh used to create the light scattering
  123408. * @param samples The post-process quality, default 100
  123409. * @param samplingModeThe post-process filtering mode
  123410. * @param engine The babylon engine
  123411. * @param reusable If the post-process is reusable
  123412. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  123413. */
  123414. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  123415. /**
  123416. * Returns the string "VolumetricLightScatteringPostProcess"
  123417. * @returns "VolumetricLightScatteringPostProcess"
  123418. */
  123419. getClassName(): string;
  123420. private _isReady;
  123421. /**
  123422. * Sets the new light position for light scattering effect
  123423. * @param position The new custom light position
  123424. */
  123425. setCustomMeshPosition(position: Vector3): void;
  123426. /**
  123427. * Returns the light position for light scattering effect
  123428. * @return Vector3 The custom light position
  123429. */
  123430. getCustomMeshPosition(): Vector3;
  123431. /**
  123432. * Disposes the internal assets and detaches the post-process from the camera
  123433. */
  123434. dispose(camera: Camera): void;
  123435. /**
  123436. * Returns the render target texture used by the post-process
  123437. * @return the render target texture used by the post-process
  123438. */
  123439. getPass(): RenderTargetTexture;
  123440. private _meshExcluded;
  123441. private _createPass;
  123442. private _updateMeshScreenCoordinates;
  123443. /**
  123444. * Creates a default mesh for the Volumeric Light Scattering post-process
  123445. * @param name The mesh name
  123446. * @param scene The scene where to create the mesh
  123447. * @return the default mesh
  123448. */
  123449. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  123450. }
  123451. }
  123452. declare module BABYLON {
  123453. interface Scene {
  123454. /** @hidden (Backing field) */
  123455. _boundingBoxRenderer: BoundingBoxRenderer;
  123456. /** @hidden (Backing field) */
  123457. _forceShowBoundingBoxes: boolean;
  123458. /**
  123459. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  123460. */
  123461. forceShowBoundingBoxes: boolean;
  123462. /**
  123463. * Gets the bounding box renderer associated with the scene
  123464. * @returns a BoundingBoxRenderer
  123465. */
  123466. getBoundingBoxRenderer(): BoundingBoxRenderer;
  123467. }
  123468. interface AbstractMesh {
  123469. /** @hidden (Backing field) */
  123470. _showBoundingBox: boolean;
  123471. /**
  123472. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  123473. */
  123474. showBoundingBox: boolean;
  123475. }
  123476. /**
  123477. * Component responsible of rendering the bounding box of the meshes in a scene.
  123478. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  123479. */
  123480. export class BoundingBoxRenderer implements ISceneComponent {
  123481. /**
  123482. * The component name helpfull to identify the component in the list of scene components.
  123483. */
  123484. readonly name: string;
  123485. /**
  123486. * The scene the component belongs to.
  123487. */
  123488. scene: Scene;
  123489. /**
  123490. * Color of the bounding box lines placed in front of an object
  123491. */
  123492. frontColor: Color3;
  123493. /**
  123494. * Color of the bounding box lines placed behind an object
  123495. */
  123496. backColor: Color3;
  123497. /**
  123498. * Defines if the renderer should show the back lines or not
  123499. */
  123500. showBackLines: boolean;
  123501. /**
  123502. * @hidden
  123503. */
  123504. renderList: SmartArray<BoundingBox>;
  123505. private _colorShader;
  123506. private _vertexBuffers;
  123507. private _indexBuffer;
  123508. private _fillIndexBuffer;
  123509. private _fillIndexData;
  123510. /**
  123511. * Instantiates a new bounding box renderer in a scene.
  123512. * @param scene the scene the renderer renders in
  123513. */
  123514. constructor(scene: Scene);
  123515. /**
  123516. * Registers the component in a given scene
  123517. */
  123518. register(): void;
  123519. private _evaluateSubMesh;
  123520. private _activeMesh;
  123521. private _prepareRessources;
  123522. private _createIndexBuffer;
  123523. /**
  123524. * Rebuilds the elements related to this component in case of
  123525. * context lost for instance.
  123526. */
  123527. rebuild(): void;
  123528. /**
  123529. * @hidden
  123530. */
  123531. reset(): void;
  123532. /**
  123533. * Render the bounding boxes of a specific rendering group
  123534. * @param renderingGroupId defines the rendering group to render
  123535. */
  123536. render(renderingGroupId: number): void;
  123537. /**
  123538. * In case of occlusion queries, we can render the occlusion bounding box through this method
  123539. * @param mesh Define the mesh to render the occlusion bounding box for
  123540. */
  123541. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  123542. /**
  123543. * Dispose and release the resources attached to this renderer.
  123544. */
  123545. dispose(): void;
  123546. }
  123547. }
  123548. declare module BABYLON {
  123549. /** @hidden */
  123550. export var depthPixelShader: {
  123551. name: string;
  123552. shader: string;
  123553. };
  123554. }
  123555. declare module BABYLON {
  123556. /**
  123557. * This represents a depth renderer in Babylon.
  123558. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  123559. */
  123560. export class DepthRenderer {
  123561. private _scene;
  123562. private _depthMap;
  123563. private _effect;
  123564. private readonly _storeNonLinearDepth;
  123565. private readonly _clearColor;
  123566. /** Get if the depth renderer is using packed depth or not */
  123567. readonly isPacked: boolean;
  123568. private _cachedDefines;
  123569. private _camera;
  123570. /**
  123571. * Specifiess that the depth renderer will only be used within
  123572. * the camera it is created for.
  123573. * This can help forcing its rendering during the camera processing.
  123574. */
  123575. useOnlyInActiveCamera: boolean;
  123576. /** @hidden */
  123577. static _SceneComponentInitialization: (scene: Scene) => void;
  123578. /**
  123579. * Instantiates a depth renderer
  123580. * @param scene The scene the renderer belongs to
  123581. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  123582. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  123583. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  123584. */
  123585. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  123586. /**
  123587. * Creates the depth rendering effect and checks if the effect is ready.
  123588. * @param subMesh The submesh to be used to render the depth map of
  123589. * @param useInstances If multiple world instances should be used
  123590. * @returns if the depth renderer is ready to render the depth map
  123591. */
  123592. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  123593. /**
  123594. * Gets the texture which the depth map will be written to.
  123595. * @returns The depth map texture
  123596. */
  123597. getDepthMap(): RenderTargetTexture;
  123598. /**
  123599. * Disposes of the depth renderer.
  123600. */
  123601. dispose(): void;
  123602. }
  123603. }
  123604. declare module BABYLON {
  123605. interface Scene {
  123606. /** @hidden (Backing field) */
  123607. _depthRenderer: {
  123608. [id: string]: DepthRenderer;
  123609. };
  123610. /**
  123611. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  123612. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  123613. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  123614. * @returns the created depth renderer
  123615. */
  123616. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  123617. /**
  123618. * Disables a depth renderer for a given camera
  123619. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  123620. */
  123621. disableDepthRenderer(camera?: Nullable<Camera>): void;
  123622. }
  123623. /**
  123624. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  123625. * in several rendering techniques.
  123626. */
  123627. export class DepthRendererSceneComponent implements ISceneComponent {
  123628. /**
  123629. * The component name helpfull to identify the component in the list of scene components.
  123630. */
  123631. readonly name: string;
  123632. /**
  123633. * The scene the component belongs to.
  123634. */
  123635. scene: Scene;
  123636. /**
  123637. * Creates a new instance of the component for the given scene
  123638. * @param scene Defines the scene to register the component in
  123639. */
  123640. constructor(scene: Scene);
  123641. /**
  123642. * Registers the component in a given scene
  123643. */
  123644. register(): void;
  123645. /**
  123646. * Rebuilds the elements related to this component in case of
  123647. * context lost for instance.
  123648. */
  123649. rebuild(): void;
  123650. /**
  123651. * Disposes the component and the associated ressources
  123652. */
  123653. dispose(): void;
  123654. private _gatherRenderTargets;
  123655. private _gatherActiveCameraRenderTargets;
  123656. }
  123657. }
  123658. declare module BABYLON {
  123659. /** @hidden */
  123660. export var outlinePixelShader: {
  123661. name: string;
  123662. shader: string;
  123663. };
  123664. }
  123665. declare module BABYLON {
  123666. /** @hidden */
  123667. export var outlineVertexShader: {
  123668. name: string;
  123669. shader: string;
  123670. };
  123671. }
  123672. declare module BABYLON {
  123673. interface Scene {
  123674. /** @hidden */
  123675. _outlineRenderer: OutlineRenderer;
  123676. /**
  123677. * Gets the outline renderer associated with the scene
  123678. * @returns a OutlineRenderer
  123679. */
  123680. getOutlineRenderer(): OutlineRenderer;
  123681. }
  123682. interface AbstractMesh {
  123683. /** @hidden (Backing field) */
  123684. _renderOutline: boolean;
  123685. /**
  123686. * Gets or sets a boolean indicating if the outline must be rendered as well
  123687. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  123688. */
  123689. renderOutline: boolean;
  123690. /** @hidden (Backing field) */
  123691. _renderOverlay: boolean;
  123692. /**
  123693. * Gets or sets a boolean indicating if the overlay must be rendered as well
  123694. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  123695. */
  123696. renderOverlay: boolean;
  123697. }
  123698. /**
  123699. * This class is responsible to draw bothe outline/overlay of meshes.
  123700. * It should not be used directly but through the available method on mesh.
  123701. */
  123702. export class OutlineRenderer implements ISceneComponent {
  123703. /**
  123704. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  123705. */
  123706. private static _StencilReference;
  123707. /**
  123708. * The name of the component. Each component must have a unique name.
  123709. */
  123710. name: string;
  123711. /**
  123712. * The scene the component belongs to.
  123713. */
  123714. scene: Scene;
  123715. /**
  123716. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  123717. */
  123718. zOffset: number;
  123719. private _engine;
  123720. private _effect;
  123721. private _cachedDefines;
  123722. private _savedDepthWrite;
  123723. /**
  123724. * Instantiates a new outline renderer. (There could be only one per scene).
  123725. * @param scene Defines the scene it belongs to
  123726. */
  123727. constructor(scene: Scene);
  123728. /**
  123729. * Register the component to one instance of a scene.
  123730. */
  123731. register(): void;
  123732. /**
  123733. * Rebuilds the elements related to this component in case of
  123734. * context lost for instance.
  123735. */
  123736. rebuild(): void;
  123737. /**
  123738. * Disposes the component and the associated ressources.
  123739. */
  123740. dispose(): void;
  123741. /**
  123742. * Renders the outline in the canvas.
  123743. * @param subMesh Defines the sumesh to render
  123744. * @param batch Defines the batch of meshes in case of instances
  123745. * @param useOverlay Defines if the rendering is for the overlay or the outline
  123746. */
  123747. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  123748. /**
  123749. * Returns whether or not the outline renderer is ready for a given submesh.
  123750. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  123751. * @param subMesh Defines the submesh to check readyness for
  123752. * @param useInstances Defines wheter wee are trying to render instances or not
  123753. * @returns true if ready otherwise false
  123754. */
  123755. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  123756. private _beforeRenderingMesh;
  123757. private _afterRenderingMesh;
  123758. }
  123759. }
  123760. declare module BABYLON {
  123761. /**
  123762. * Defines the list of states available for a task inside a AssetsManager
  123763. */
  123764. export enum AssetTaskState {
  123765. /**
  123766. * Initialization
  123767. */
  123768. INIT = 0,
  123769. /**
  123770. * Running
  123771. */
  123772. RUNNING = 1,
  123773. /**
  123774. * Done
  123775. */
  123776. DONE = 2,
  123777. /**
  123778. * Error
  123779. */
  123780. ERROR = 3
  123781. }
  123782. /**
  123783. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  123784. */
  123785. export abstract class AbstractAssetTask {
  123786. /**
  123787. * Task name
  123788. */ name: string;
  123789. /**
  123790. * Callback called when the task is successful
  123791. */
  123792. onSuccess: (task: any) => void;
  123793. /**
  123794. * Callback called when the task is not successful
  123795. */
  123796. onError: (task: any, message?: string, exception?: any) => void;
  123797. /**
  123798. * Creates a new AssetsManager
  123799. * @param name defines the name of the task
  123800. */
  123801. constructor(
  123802. /**
  123803. * Task name
  123804. */ name: string);
  123805. private _isCompleted;
  123806. private _taskState;
  123807. private _errorObject;
  123808. /**
  123809. * Get if the task is completed
  123810. */
  123811. readonly isCompleted: boolean;
  123812. /**
  123813. * Gets the current state of the task
  123814. */
  123815. readonly taskState: AssetTaskState;
  123816. /**
  123817. * Gets the current error object (if task is in error)
  123818. */
  123819. readonly errorObject: {
  123820. message?: string;
  123821. exception?: any;
  123822. };
  123823. /**
  123824. * Internal only
  123825. * @hidden
  123826. */
  123827. _setErrorObject(message?: string, exception?: any): void;
  123828. /**
  123829. * Execute the current task
  123830. * @param scene defines the scene where you want your assets to be loaded
  123831. * @param onSuccess is a callback called when the task is successfully executed
  123832. * @param onError is a callback called if an error occurs
  123833. */
  123834. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123835. /**
  123836. * Execute the current task
  123837. * @param scene defines the scene where you want your assets to be loaded
  123838. * @param onSuccess is a callback called when the task is successfully executed
  123839. * @param onError is a callback called if an error occurs
  123840. */
  123841. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123842. /**
  123843. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  123844. * This can be used with failed tasks that have the reason for failure fixed.
  123845. */
  123846. reset(): void;
  123847. private onErrorCallback;
  123848. private onDoneCallback;
  123849. }
  123850. /**
  123851. * Define the interface used by progress events raised during assets loading
  123852. */
  123853. export interface IAssetsProgressEvent {
  123854. /**
  123855. * Defines the number of remaining tasks to process
  123856. */
  123857. remainingCount: number;
  123858. /**
  123859. * Defines the total number of tasks
  123860. */
  123861. totalCount: number;
  123862. /**
  123863. * Defines the task that was just processed
  123864. */
  123865. task: AbstractAssetTask;
  123866. }
  123867. /**
  123868. * Class used to share progress information about assets loading
  123869. */
  123870. export class AssetsProgressEvent implements IAssetsProgressEvent {
  123871. /**
  123872. * Defines the number of remaining tasks to process
  123873. */
  123874. remainingCount: number;
  123875. /**
  123876. * Defines the total number of tasks
  123877. */
  123878. totalCount: number;
  123879. /**
  123880. * Defines the task that was just processed
  123881. */
  123882. task: AbstractAssetTask;
  123883. /**
  123884. * Creates a AssetsProgressEvent
  123885. * @param remainingCount defines the number of remaining tasks to process
  123886. * @param totalCount defines the total number of tasks
  123887. * @param task defines the task that was just processed
  123888. */
  123889. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  123890. }
  123891. /**
  123892. * Define a task used by AssetsManager to load meshes
  123893. */
  123894. export class MeshAssetTask extends AbstractAssetTask {
  123895. /**
  123896. * Defines the name of the task
  123897. */
  123898. name: string;
  123899. /**
  123900. * Defines the list of mesh's names you want to load
  123901. */
  123902. meshesNames: any;
  123903. /**
  123904. * Defines the root url to use as a base to load your meshes and associated resources
  123905. */
  123906. rootUrl: string;
  123907. /**
  123908. * Defines the filename of the scene to load from
  123909. */
  123910. sceneFilename: string;
  123911. /**
  123912. * Gets the list of loaded meshes
  123913. */
  123914. loadedMeshes: Array<AbstractMesh>;
  123915. /**
  123916. * Gets the list of loaded particle systems
  123917. */
  123918. loadedParticleSystems: Array<IParticleSystem>;
  123919. /**
  123920. * Gets the list of loaded skeletons
  123921. */
  123922. loadedSkeletons: Array<Skeleton>;
  123923. /**
  123924. * Gets the list of loaded animation groups
  123925. */
  123926. loadedAnimationGroups: Array<AnimationGroup>;
  123927. /**
  123928. * Callback called when the task is successful
  123929. */
  123930. onSuccess: (task: MeshAssetTask) => void;
  123931. /**
  123932. * Callback called when the task is successful
  123933. */
  123934. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  123935. /**
  123936. * Creates a new MeshAssetTask
  123937. * @param name defines the name of the task
  123938. * @param meshesNames defines the list of mesh's names you want to load
  123939. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  123940. * @param sceneFilename defines the filename of the scene to load from
  123941. */
  123942. constructor(
  123943. /**
  123944. * Defines the name of the task
  123945. */
  123946. name: string,
  123947. /**
  123948. * Defines the list of mesh's names you want to load
  123949. */
  123950. meshesNames: any,
  123951. /**
  123952. * Defines the root url to use as a base to load your meshes and associated resources
  123953. */
  123954. rootUrl: string,
  123955. /**
  123956. * Defines the filename of the scene to load from
  123957. */
  123958. sceneFilename: string);
  123959. /**
  123960. * Execute the current task
  123961. * @param scene defines the scene where you want your assets to be loaded
  123962. * @param onSuccess is a callback called when the task is successfully executed
  123963. * @param onError is a callback called if an error occurs
  123964. */
  123965. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123966. }
  123967. /**
  123968. * Define a task used by AssetsManager to load text content
  123969. */
  123970. export class TextFileAssetTask extends AbstractAssetTask {
  123971. /**
  123972. * Defines the name of the task
  123973. */
  123974. name: string;
  123975. /**
  123976. * Defines the location of the file to load
  123977. */
  123978. url: string;
  123979. /**
  123980. * Gets the loaded text string
  123981. */
  123982. text: string;
  123983. /**
  123984. * Callback called when the task is successful
  123985. */
  123986. onSuccess: (task: TextFileAssetTask) => void;
  123987. /**
  123988. * Callback called when the task is successful
  123989. */
  123990. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  123991. /**
  123992. * Creates a new TextFileAssetTask object
  123993. * @param name defines the name of the task
  123994. * @param url defines the location of the file to load
  123995. */
  123996. constructor(
  123997. /**
  123998. * Defines the name of the task
  123999. */
  124000. name: string,
  124001. /**
  124002. * Defines the location of the file to load
  124003. */
  124004. url: string);
  124005. /**
  124006. * Execute the current task
  124007. * @param scene defines the scene where you want your assets to be loaded
  124008. * @param onSuccess is a callback called when the task is successfully executed
  124009. * @param onError is a callback called if an error occurs
  124010. */
  124011. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124012. }
  124013. /**
  124014. * Define a task used by AssetsManager to load binary data
  124015. */
  124016. export class BinaryFileAssetTask extends AbstractAssetTask {
  124017. /**
  124018. * Defines the name of the task
  124019. */
  124020. name: string;
  124021. /**
  124022. * Defines the location of the file to load
  124023. */
  124024. url: string;
  124025. /**
  124026. * Gets the lodaded data (as an array buffer)
  124027. */
  124028. data: ArrayBuffer;
  124029. /**
  124030. * Callback called when the task is successful
  124031. */
  124032. onSuccess: (task: BinaryFileAssetTask) => void;
  124033. /**
  124034. * Callback called when the task is successful
  124035. */
  124036. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  124037. /**
  124038. * Creates a new BinaryFileAssetTask object
  124039. * @param name defines the name of the new task
  124040. * @param url defines the location of the file to load
  124041. */
  124042. constructor(
  124043. /**
  124044. * Defines the name of the task
  124045. */
  124046. name: string,
  124047. /**
  124048. * Defines the location of the file to load
  124049. */
  124050. url: string);
  124051. /**
  124052. * Execute the current task
  124053. * @param scene defines the scene where you want your assets to be loaded
  124054. * @param onSuccess is a callback called when the task is successfully executed
  124055. * @param onError is a callback called if an error occurs
  124056. */
  124057. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124058. }
  124059. /**
  124060. * Define a task used by AssetsManager to load images
  124061. */
  124062. export class ImageAssetTask extends AbstractAssetTask {
  124063. /**
  124064. * Defines the name of the task
  124065. */
  124066. name: string;
  124067. /**
  124068. * Defines the location of the image to load
  124069. */
  124070. url: string;
  124071. /**
  124072. * Gets the loaded images
  124073. */
  124074. image: HTMLImageElement;
  124075. /**
  124076. * Callback called when the task is successful
  124077. */
  124078. onSuccess: (task: ImageAssetTask) => void;
  124079. /**
  124080. * Callback called when the task is successful
  124081. */
  124082. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  124083. /**
  124084. * Creates a new ImageAssetTask
  124085. * @param name defines the name of the task
  124086. * @param url defines the location of the image to load
  124087. */
  124088. constructor(
  124089. /**
  124090. * Defines the name of the task
  124091. */
  124092. name: string,
  124093. /**
  124094. * Defines the location of the image to load
  124095. */
  124096. url: string);
  124097. /**
  124098. * Execute the current task
  124099. * @param scene defines the scene where you want your assets to be loaded
  124100. * @param onSuccess is a callback called when the task is successfully executed
  124101. * @param onError is a callback called if an error occurs
  124102. */
  124103. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124104. }
  124105. /**
  124106. * Defines the interface used by texture loading tasks
  124107. */
  124108. export interface ITextureAssetTask<TEX extends BaseTexture> {
  124109. /**
  124110. * Gets the loaded texture
  124111. */
  124112. texture: TEX;
  124113. }
  124114. /**
  124115. * Define a task used by AssetsManager to load 2D textures
  124116. */
  124117. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  124118. /**
  124119. * Defines the name of the task
  124120. */
  124121. name: string;
  124122. /**
  124123. * Defines the location of the file to load
  124124. */
  124125. url: string;
  124126. /**
  124127. * Defines if mipmap should not be generated (default is false)
  124128. */
  124129. noMipmap?: boolean | undefined;
  124130. /**
  124131. * Defines if texture must be inverted on Y axis (default is false)
  124132. */
  124133. invertY?: boolean | undefined;
  124134. /**
  124135. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124136. */
  124137. samplingMode: number;
  124138. /**
  124139. * Gets the loaded texture
  124140. */
  124141. texture: Texture;
  124142. /**
  124143. * Callback called when the task is successful
  124144. */
  124145. onSuccess: (task: TextureAssetTask) => void;
  124146. /**
  124147. * Callback called when the task is successful
  124148. */
  124149. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  124150. /**
  124151. * Creates a new TextureAssetTask object
  124152. * @param name defines the name of the task
  124153. * @param url defines the location of the file to load
  124154. * @param noMipmap defines if mipmap should not be generated (default is false)
  124155. * @param invertY defines if texture must be inverted on Y axis (default is false)
  124156. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124157. */
  124158. constructor(
  124159. /**
  124160. * Defines the name of the task
  124161. */
  124162. name: string,
  124163. /**
  124164. * Defines the location of the file to load
  124165. */
  124166. url: string,
  124167. /**
  124168. * Defines if mipmap should not be generated (default is false)
  124169. */
  124170. noMipmap?: boolean | undefined,
  124171. /**
  124172. * Defines if texture must be inverted on Y axis (default is false)
  124173. */
  124174. invertY?: boolean | undefined,
  124175. /**
  124176. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124177. */
  124178. samplingMode?: number);
  124179. /**
  124180. * Execute the current task
  124181. * @param scene defines the scene where you want your assets to be loaded
  124182. * @param onSuccess is a callback called when the task is successfully executed
  124183. * @param onError is a callback called if an error occurs
  124184. */
  124185. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124186. }
  124187. /**
  124188. * Define a task used by AssetsManager to load cube textures
  124189. */
  124190. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  124191. /**
  124192. * Defines the name of the task
  124193. */
  124194. name: string;
  124195. /**
  124196. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124197. */
  124198. url: string;
  124199. /**
  124200. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124201. */
  124202. extensions?: string[] | undefined;
  124203. /**
  124204. * Defines if mipmaps should not be generated (default is false)
  124205. */
  124206. noMipmap?: boolean | undefined;
  124207. /**
  124208. * Defines the explicit list of files (undefined by default)
  124209. */
  124210. files?: string[] | undefined;
  124211. /**
  124212. * Gets the loaded texture
  124213. */
  124214. texture: CubeTexture;
  124215. /**
  124216. * Callback called when the task is successful
  124217. */
  124218. onSuccess: (task: CubeTextureAssetTask) => void;
  124219. /**
  124220. * Callback called when the task is successful
  124221. */
  124222. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  124223. /**
  124224. * Creates a new CubeTextureAssetTask
  124225. * @param name defines the name of the task
  124226. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124227. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124228. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124229. * @param files defines the explicit list of files (undefined by default)
  124230. */
  124231. constructor(
  124232. /**
  124233. * Defines the name of the task
  124234. */
  124235. name: string,
  124236. /**
  124237. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124238. */
  124239. url: string,
  124240. /**
  124241. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124242. */
  124243. extensions?: string[] | undefined,
  124244. /**
  124245. * Defines if mipmaps should not be generated (default is false)
  124246. */
  124247. noMipmap?: boolean | undefined,
  124248. /**
  124249. * Defines the explicit list of files (undefined by default)
  124250. */
  124251. files?: string[] | undefined);
  124252. /**
  124253. * Execute the current task
  124254. * @param scene defines the scene where you want your assets to be loaded
  124255. * @param onSuccess is a callback called when the task is successfully executed
  124256. * @param onError is a callback called if an error occurs
  124257. */
  124258. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124259. }
  124260. /**
  124261. * Define a task used by AssetsManager to load HDR cube textures
  124262. */
  124263. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  124264. /**
  124265. * Defines the name of the task
  124266. */
  124267. name: string;
  124268. /**
  124269. * Defines the location of the file to load
  124270. */
  124271. url: string;
  124272. /**
  124273. * Defines the desired size (the more it increases the longer the generation will be)
  124274. */
  124275. size: number;
  124276. /**
  124277. * Defines if mipmaps should not be generated (default is false)
  124278. */
  124279. noMipmap: boolean;
  124280. /**
  124281. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124282. */
  124283. generateHarmonics: boolean;
  124284. /**
  124285. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  124286. */
  124287. gammaSpace: boolean;
  124288. /**
  124289. * Internal Use Only
  124290. */
  124291. reserved: boolean;
  124292. /**
  124293. * Gets the loaded texture
  124294. */
  124295. texture: HDRCubeTexture;
  124296. /**
  124297. * Callback called when the task is successful
  124298. */
  124299. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  124300. /**
  124301. * Callback called when the task is successful
  124302. */
  124303. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  124304. /**
  124305. * Creates a new HDRCubeTextureAssetTask object
  124306. * @param name defines the name of the task
  124307. * @param url defines the location of the file to load
  124308. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  124309. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124310. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124311. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  124312. * @param reserved Internal use only
  124313. */
  124314. constructor(
  124315. /**
  124316. * Defines the name of the task
  124317. */
  124318. name: string,
  124319. /**
  124320. * Defines the location of the file to load
  124321. */
  124322. url: string,
  124323. /**
  124324. * Defines the desired size (the more it increases the longer the generation will be)
  124325. */
  124326. size: number,
  124327. /**
  124328. * Defines if mipmaps should not be generated (default is false)
  124329. */
  124330. noMipmap?: boolean,
  124331. /**
  124332. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124333. */
  124334. generateHarmonics?: boolean,
  124335. /**
  124336. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  124337. */
  124338. gammaSpace?: boolean,
  124339. /**
  124340. * Internal Use Only
  124341. */
  124342. reserved?: boolean);
  124343. /**
  124344. * Execute the current task
  124345. * @param scene defines the scene where you want your assets to be loaded
  124346. * @param onSuccess is a callback called when the task is successfully executed
  124347. * @param onError is a callback called if an error occurs
  124348. */
  124349. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124350. }
  124351. /**
  124352. * Define a task used by AssetsManager to load Equirectangular cube textures
  124353. */
  124354. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  124355. /**
  124356. * Defines the name of the task
  124357. */
  124358. name: string;
  124359. /**
  124360. * Defines the location of the file to load
  124361. */
  124362. url: string;
  124363. /**
  124364. * Defines the desired size (the more it increases the longer the generation will be)
  124365. */
  124366. size: number;
  124367. /**
  124368. * Defines if mipmaps should not be generated (default is false)
  124369. */
  124370. noMipmap: boolean;
  124371. /**
  124372. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124373. * but the standard material would require them in Gamma space) (default is true)
  124374. */
  124375. gammaSpace: boolean;
  124376. /**
  124377. * Gets the loaded texture
  124378. */
  124379. texture: EquiRectangularCubeTexture;
  124380. /**
  124381. * Callback called when the task is successful
  124382. */
  124383. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  124384. /**
  124385. * Callback called when the task is successful
  124386. */
  124387. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  124388. /**
  124389. * Creates a new EquiRectangularCubeTextureAssetTask object
  124390. * @param name defines the name of the task
  124391. * @param url defines the location of the file to load
  124392. * @param size defines the desired size (the more it increases the longer the generation will be)
  124393. * If the size is omitted this implies you are using a preprocessed cubemap.
  124394. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124395. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  124396. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  124397. * (default is true)
  124398. */
  124399. constructor(
  124400. /**
  124401. * Defines the name of the task
  124402. */
  124403. name: string,
  124404. /**
  124405. * Defines the location of the file to load
  124406. */
  124407. url: string,
  124408. /**
  124409. * Defines the desired size (the more it increases the longer the generation will be)
  124410. */
  124411. size: number,
  124412. /**
  124413. * Defines if mipmaps should not be generated (default is false)
  124414. */
  124415. noMipmap?: boolean,
  124416. /**
  124417. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124418. * but the standard material would require them in Gamma space) (default is true)
  124419. */
  124420. gammaSpace?: boolean);
  124421. /**
  124422. * Execute the current task
  124423. * @param scene defines the scene where you want your assets to be loaded
  124424. * @param onSuccess is a callback called when the task is successfully executed
  124425. * @param onError is a callback called if an error occurs
  124426. */
  124427. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124428. }
  124429. /**
  124430. * This class can be used to easily import assets into a scene
  124431. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  124432. */
  124433. export class AssetsManager {
  124434. private _scene;
  124435. private _isLoading;
  124436. protected _tasks: AbstractAssetTask[];
  124437. protected _waitingTasksCount: number;
  124438. protected _totalTasksCount: number;
  124439. /**
  124440. * Callback called when all tasks are processed
  124441. */
  124442. onFinish: (tasks: AbstractAssetTask[]) => void;
  124443. /**
  124444. * Callback called when a task is successful
  124445. */
  124446. onTaskSuccess: (task: AbstractAssetTask) => void;
  124447. /**
  124448. * Callback called when a task had an error
  124449. */
  124450. onTaskError: (task: AbstractAssetTask) => void;
  124451. /**
  124452. * Callback called when a task is done (whatever the result is)
  124453. */
  124454. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  124455. /**
  124456. * Observable called when all tasks are processed
  124457. */
  124458. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  124459. /**
  124460. * Observable called when a task had an error
  124461. */
  124462. onTaskErrorObservable: Observable<AbstractAssetTask>;
  124463. /**
  124464. * Observable called when all tasks were executed
  124465. */
  124466. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  124467. /**
  124468. * Observable called when a task is done (whatever the result is)
  124469. */
  124470. onProgressObservable: Observable<IAssetsProgressEvent>;
  124471. /**
  124472. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  124473. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  124474. */
  124475. useDefaultLoadingScreen: boolean;
  124476. /**
  124477. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  124478. * when all assets have been downloaded.
  124479. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  124480. */
  124481. autoHideLoadingUI: boolean;
  124482. /**
  124483. * Creates a new AssetsManager
  124484. * @param scene defines the scene to work on
  124485. */
  124486. constructor(scene: Scene);
  124487. /**
  124488. * Add a MeshAssetTask to the list of active tasks
  124489. * @param taskName defines the name of the new task
  124490. * @param meshesNames defines the name of meshes to load
  124491. * @param rootUrl defines the root url to use to locate files
  124492. * @param sceneFilename defines the filename of the scene file
  124493. * @returns a new MeshAssetTask object
  124494. */
  124495. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  124496. /**
  124497. * Add a TextFileAssetTask to the list of active tasks
  124498. * @param taskName defines the name of the new task
  124499. * @param url defines the url of the file to load
  124500. * @returns a new TextFileAssetTask object
  124501. */
  124502. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  124503. /**
  124504. * Add a BinaryFileAssetTask to the list of active tasks
  124505. * @param taskName defines the name of the new task
  124506. * @param url defines the url of the file to load
  124507. * @returns a new BinaryFileAssetTask object
  124508. */
  124509. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  124510. /**
  124511. * Add a ImageAssetTask to the list of active tasks
  124512. * @param taskName defines the name of the new task
  124513. * @param url defines the url of the file to load
  124514. * @returns a new ImageAssetTask object
  124515. */
  124516. addImageTask(taskName: string, url: string): ImageAssetTask;
  124517. /**
  124518. * Add a TextureAssetTask to the list of active tasks
  124519. * @param taskName defines the name of the new task
  124520. * @param url defines the url of the file to load
  124521. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124522. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  124523. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  124524. * @returns a new TextureAssetTask object
  124525. */
  124526. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  124527. /**
  124528. * Add a CubeTextureAssetTask to the list of active tasks
  124529. * @param taskName defines the name of the new task
  124530. * @param url defines the url of the file to load
  124531. * @param extensions defines the extension to use to load the cube map (can be null)
  124532. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124533. * @param files defines the list of files to load (can be null)
  124534. * @returns a new CubeTextureAssetTask object
  124535. */
  124536. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  124537. /**
  124538. *
  124539. * Add a HDRCubeTextureAssetTask to the list of active tasks
  124540. * @param taskName defines the name of the new task
  124541. * @param url defines the url of the file to load
  124542. * @param size defines the size you want for the cubemap (can be null)
  124543. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124544. * @param generateHarmonics defines if you want to automatically generate (true by default)
  124545. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  124546. * @param reserved Internal use only
  124547. * @returns a new HDRCubeTextureAssetTask object
  124548. */
  124549. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  124550. /**
  124551. *
  124552. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  124553. * @param taskName defines the name of the new task
  124554. * @param url defines the url of the file to load
  124555. * @param size defines the size you want for the cubemap (can be null)
  124556. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124557. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  124558. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  124559. * @returns a new EquiRectangularCubeTextureAssetTask object
  124560. */
  124561. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  124562. /**
  124563. * Remove a task from the assets manager.
  124564. * @param task the task to remove
  124565. */
  124566. removeTask(task: AbstractAssetTask): void;
  124567. private _decreaseWaitingTasksCount;
  124568. private _runTask;
  124569. /**
  124570. * Reset the AssetsManager and remove all tasks
  124571. * @return the current instance of the AssetsManager
  124572. */
  124573. reset(): AssetsManager;
  124574. /**
  124575. * Start the loading process
  124576. * @return the current instance of the AssetsManager
  124577. */
  124578. load(): AssetsManager;
  124579. /**
  124580. * Start the loading process as an async operation
  124581. * @return a promise returning the list of failed tasks
  124582. */
  124583. loadAsync(): Promise<void>;
  124584. }
  124585. }
  124586. declare module BABYLON {
  124587. /**
  124588. * Wrapper class for promise with external resolve and reject.
  124589. */
  124590. export class Deferred<T> {
  124591. /**
  124592. * The promise associated with this deferred object.
  124593. */
  124594. readonly promise: Promise<T>;
  124595. private _resolve;
  124596. private _reject;
  124597. /**
  124598. * The resolve method of the promise associated with this deferred object.
  124599. */
  124600. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  124601. /**
  124602. * The reject method of the promise associated with this deferred object.
  124603. */
  124604. readonly reject: (reason?: any) => void;
  124605. /**
  124606. * Constructor for this deferred object.
  124607. */
  124608. constructor();
  124609. }
  124610. }
  124611. declare module BABYLON {
  124612. /**
  124613. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  124614. */
  124615. export class MeshExploder {
  124616. private _centerMesh;
  124617. private _meshes;
  124618. private _meshesOrigins;
  124619. private _toCenterVectors;
  124620. private _scaledDirection;
  124621. private _newPosition;
  124622. private _centerPosition;
  124623. /**
  124624. * Explodes meshes from a center mesh.
  124625. * @param meshes The meshes to explode.
  124626. * @param centerMesh The mesh to be center of explosion.
  124627. */
  124628. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  124629. private _setCenterMesh;
  124630. /**
  124631. * Get class name
  124632. * @returns "MeshExploder"
  124633. */
  124634. getClassName(): string;
  124635. /**
  124636. * "Exploded meshes"
  124637. * @returns Array of meshes with the centerMesh at index 0.
  124638. */
  124639. getMeshes(): Array<Mesh>;
  124640. /**
  124641. * Explodes meshes giving a specific direction
  124642. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  124643. */
  124644. explode(direction?: number): void;
  124645. }
  124646. }
  124647. declare module BABYLON {
  124648. /**
  124649. * Class used to help managing file picking and drag'n'drop
  124650. */
  124651. export class FilesInput {
  124652. /**
  124653. * List of files ready to be loaded
  124654. */
  124655. static readonly FilesToLoad: {
  124656. [key: string]: File;
  124657. };
  124658. /**
  124659. * Callback called when a file is processed
  124660. */
  124661. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  124662. private _engine;
  124663. private _currentScene;
  124664. private _sceneLoadedCallback;
  124665. private _progressCallback;
  124666. private _additionalRenderLoopLogicCallback;
  124667. private _textureLoadingCallback;
  124668. private _startingProcessingFilesCallback;
  124669. private _onReloadCallback;
  124670. private _errorCallback;
  124671. private _elementToMonitor;
  124672. private _sceneFileToLoad;
  124673. private _filesToLoad;
  124674. /**
  124675. * Creates a new FilesInput
  124676. * @param engine defines the rendering engine
  124677. * @param scene defines the hosting scene
  124678. * @param sceneLoadedCallback callback called when scene is loaded
  124679. * @param progressCallback callback called to track progress
  124680. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  124681. * @param textureLoadingCallback callback called when a texture is loading
  124682. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  124683. * @param onReloadCallback callback called when a reload is requested
  124684. * @param errorCallback callback call if an error occurs
  124685. */
  124686. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  124687. private _dragEnterHandler;
  124688. private _dragOverHandler;
  124689. private _dropHandler;
  124690. /**
  124691. * Calls this function to listen to drag'n'drop events on a specific DOM element
  124692. * @param elementToMonitor defines the DOM element to track
  124693. */
  124694. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  124695. /**
  124696. * Release all associated resources
  124697. */
  124698. dispose(): void;
  124699. private renderFunction;
  124700. private drag;
  124701. private drop;
  124702. private _traverseFolder;
  124703. private _processFiles;
  124704. /**
  124705. * Load files from a drop event
  124706. * @param event defines the drop event to use as source
  124707. */
  124708. loadFiles(event: any): void;
  124709. private _processReload;
  124710. /**
  124711. * Reload the current scene from the loaded files
  124712. */
  124713. reload(): void;
  124714. }
  124715. }
  124716. declare module BABYLON {
  124717. /**
  124718. * Defines the root class used to create scene optimization to use with SceneOptimizer
  124719. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124720. */
  124721. export class SceneOptimization {
  124722. /**
  124723. * Defines the priority of this optimization (0 by default which means first in the list)
  124724. */
  124725. priority: number;
  124726. /**
  124727. * Gets a string describing the action executed by the current optimization
  124728. * @returns description string
  124729. */
  124730. getDescription(): string;
  124731. /**
  124732. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124733. * @param scene defines the current scene where to apply this optimization
  124734. * @param optimizer defines the current optimizer
  124735. * @returns true if everything that can be done was applied
  124736. */
  124737. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124738. /**
  124739. * Creates the SceneOptimization object
  124740. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124741. * @param desc defines the description associated with the optimization
  124742. */
  124743. constructor(
  124744. /**
  124745. * Defines the priority of this optimization (0 by default which means first in the list)
  124746. */
  124747. priority?: number);
  124748. }
  124749. /**
  124750. * Defines an optimization used to reduce the size of render target textures
  124751. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124752. */
  124753. export class TextureOptimization extends SceneOptimization {
  124754. /**
  124755. * Defines the priority of this optimization (0 by default which means first in the list)
  124756. */
  124757. priority: number;
  124758. /**
  124759. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  124760. */
  124761. maximumSize: number;
  124762. /**
  124763. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  124764. */
  124765. step: number;
  124766. /**
  124767. * Gets a string describing the action executed by the current optimization
  124768. * @returns description string
  124769. */
  124770. getDescription(): string;
  124771. /**
  124772. * Creates the TextureOptimization object
  124773. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124774. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  124775. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  124776. */
  124777. constructor(
  124778. /**
  124779. * Defines the priority of this optimization (0 by default which means first in the list)
  124780. */
  124781. priority?: number,
  124782. /**
  124783. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  124784. */
  124785. maximumSize?: number,
  124786. /**
  124787. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  124788. */
  124789. step?: number);
  124790. /**
  124791. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124792. * @param scene defines the current scene where to apply this optimization
  124793. * @param optimizer defines the current optimizer
  124794. * @returns true if everything that can be done was applied
  124795. */
  124796. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124797. }
  124798. /**
  124799. * Defines an optimization used to increase or decrease the rendering resolution
  124800. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124801. */
  124802. export class HardwareScalingOptimization extends SceneOptimization {
  124803. /**
  124804. * Defines the priority of this optimization (0 by default which means first in the list)
  124805. */
  124806. priority: number;
  124807. /**
  124808. * Defines the maximum scale to use (2 by default)
  124809. */
  124810. maximumScale: number;
  124811. /**
  124812. * Defines the step to use between two passes (0.5 by default)
  124813. */
  124814. step: number;
  124815. private _currentScale;
  124816. private _directionOffset;
  124817. /**
  124818. * Gets a string describing the action executed by the current optimization
  124819. * @return description string
  124820. */
  124821. getDescription(): string;
  124822. /**
  124823. * Creates the HardwareScalingOptimization object
  124824. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124825. * @param maximumScale defines the maximum scale to use (2 by default)
  124826. * @param step defines the step to use between two passes (0.5 by default)
  124827. */
  124828. constructor(
  124829. /**
  124830. * Defines the priority of this optimization (0 by default which means first in the list)
  124831. */
  124832. priority?: number,
  124833. /**
  124834. * Defines the maximum scale to use (2 by default)
  124835. */
  124836. maximumScale?: number,
  124837. /**
  124838. * Defines the step to use between two passes (0.5 by default)
  124839. */
  124840. step?: number);
  124841. /**
  124842. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124843. * @param scene defines the current scene where to apply this optimization
  124844. * @param optimizer defines the current optimizer
  124845. * @returns true if everything that can be done was applied
  124846. */
  124847. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124848. }
  124849. /**
  124850. * Defines an optimization used to remove shadows
  124851. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124852. */
  124853. export class ShadowsOptimization extends SceneOptimization {
  124854. /**
  124855. * Gets a string describing the action executed by the current optimization
  124856. * @return description string
  124857. */
  124858. getDescription(): string;
  124859. /**
  124860. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124861. * @param scene defines the current scene where to apply this optimization
  124862. * @param optimizer defines the current optimizer
  124863. * @returns true if everything that can be done was applied
  124864. */
  124865. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124866. }
  124867. /**
  124868. * Defines an optimization used to turn post-processes off
  124869. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124870. */
  124871. export class PostProcessesOptimization extends SceneOptimization {
  124872. /**
  124873. * Gets a string describing the action executed by the current optimization
  124874. * @return description string
  124875. */
  124876. getDescription(): string;
  124877. /**
  124878. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124879. * @param scene defines the current scene where to apply this optimization
  124880. * @param optimizer defines the current optimizer
  124881. * @returns true if everything that can be done was applied
  124882. */
  124883. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124884. }
  124885. /**
  124886. * Defines an optimization used to turn lens flares off
  124887. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124888. */
  124889. export class LensFlaresOptimization extends SceneOptimization {
  124890. /**
  124891. * Gets a string describing the action executed by the current optimization
  124892. * @return description string
  124893. */
  124894. getDescription(): string;
  124895. /**
  124896. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124897. * @param scene defines the current scene where to apply this optimization
  124898. * @param optimizer defines the current optimizer
  124899. * @returns true if everything that can be done was applied
  124900. */
  124901. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124902. }
  124903. /**
  124904. * Defines an optimization based on user defined callback.
  124905. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124906. */
  124907. export class CustomOptimization extends SceneOptimization {
  124908. /**
  124909. * Callback called to apply the custom optimization.
  124910. */
  124911. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  124912. /**
  124913. * Callback called to get custom description
  124914. */
  124915. onGetDescription: () => string;
  124916. /**
  124917. * Gets a string describing the action executed by the current optimization
  124918. * @returns description string
  124919. */
  124920. getDescription(): string;
  124921. /**
  124922. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124923. * @param scene defines the current scene where to apply this optimization
  124924. * @param optimizer defines the current optimizer
  124925. * @returns true if everything that can be done was applied
  124926. */
  124927. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124928. }
  124929. /**
  124930. * Defines an optimization used to turn particles off
  124931. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124932. */
  124933. export class ParticlesOptimization extends SceneOptimization {
  124934. /**
  124935. * Gets a string describing the action executed by the current optimization
  124936. * @return description string
  124937. */
  124938. getDescription(): string;
  124939. /**
  124940. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124941. * @param scene defines the current scene where to apply this optimization
  124942. * @param optimizer defines the current optimizer
  124943. * @returns true if everything that can be done was applied
  124944. */
  124945. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124946. }
  124947. /**
  124948. * Defines an optimization used to turn render targets off
  124949. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124950. */
  124951. export class RenderTargetsOptimization extends SceneOptimization {
  124952. /**
  124953. * Gets a string describing the action executed by the current optimization
  124954. * @return description string
  124955. */
  124956. getDescription(): string;
  124957. /**
  124958. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124959. * @param scene defines the current scene where to apply this optimization
  124960. * @param optimizer defines the current optimizer
  124961. * @returns true if everything that can be done was applied
  124962. */
  124963. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124964. }
  124965. /**
  124966. * Defines an optimization used to merge meshes with compatible materials
  124967. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124968. */
  124969. export class MergeMeshesOptimization extends SceneOptimization {
  124970. private static _UpdateSelectionTree;
  124971. /**
  124972. * Gets or sets a boolean which defines if optimization octree has to be updated
  124973. */
  124974. /**
  124975. * Gets or sets a boolean which defines if optimization octree has to be updated
  124976. */
  124977. static UpdateSelectionTree: boolean;
  124978. /**
  124979. * Gets a string describing the action executed by the current optimization
  124980. * @return description string
  124981. */
  124982. getDescription(): string;
  124983. private _canBeMerged;
  124984. /**
  124985. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124986. * @param scene defines the current scene where to apply this optimization
  124987. * @param optimizer defines the current optimizer
  124988. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  124989. * @returns true if everything that can be done was applied
  124990. */
  124991. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  124992. }
  124993. /**
  124994. * Defines a list of options used by SceneOptimizer
  124995. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124996. */
  124997. export class SceneOptimizerOptions {
  124998. /**
  124999. * Defines the target frame rate to reach (60 by default)
  125000. */
  125001. targetFrameRate: number;
  125002. /**
  125003. * Defines the interval between two checkes (2000ms by default)
  125004. */
  125005. trackerDuration: number;
  125006. /**
  125007. * Gets the list of optimizations to apply
  125008. */
  125009. optimizations: SceneOptimization[];
  125010. /**
  125011. * Creates a new list of options used by SceneOptimizer
  125012. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  125013. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  125014. */
  125015. constructor(
  125016. /**
  125017. * Defines the target frame rate to reach (60 by default)
  125018. */
  125019. targetFrameRate?: number,
  125020. /**
  125021. * Defines the interval between two checkes (2000ms by default)
  125022. */
  125023. trackerDuration?: number);
  125024. /**
  125025. * Add a new optimization
  125026. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  125027. * @returns the current SceneOptimizerOptions
  125028. */
  125029. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  125030. /**
  125031. * Add a new custom optimization
  125032. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  125033. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  125034. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125035. * @returns the current SceneOptimizerOptions
  125036. */
  125037. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  125038. /**
  125039. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  125040. * @param targetFrameRate defines the target frame rate (60 by default)
  125041. * @returns a SceneOptimizerOptions object
  125042. */
  125043. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125044. /**
  125045. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  125046. * @param targetFrameRate defines the target frame rate (60 by default)
  125047. * @returns a SceneOptimizerOptions object
  125048. */
  125049. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125050. /**
  125051. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  125052. * @param targetFrameRate defines the target frame rate (60 by default)
  125053. * @returns a SceneOptimizerOptions object
  125054. */
  125055. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125056. }
  125057. /**
  125058. * Class used to run optimizations in order to reach a target frame rate
  125059. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125060. */
  125061. export class SceneOptimizer implements IDisposable {
  125062. private _isRunning;
  125063. private _options;
  125064. private _scene;
  125065. private _currentPriorityLevel;
  125066. private _targetFrameRate;
  125067. private _trackerDuration;
  125068. private _currentFrameRate;
  125069. private _sceneDisposeObserver;
  125070. private _improvementMode;
  125071. /**
  125072. * Defines an observable called when the optimizer reaches the target frame rate
  125073. */
  125074. onSuccessObservable: Observable<SceneOptimizer>;
  125075. /**
  125076. * Defines an observable called when the optimizer enables an optimization
  125077. */
  125078. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  125079. /**
  125080. * Defines an observable called when the optimizer is not able to reach the target frame rate
  125081. */
  125082. onFailureObservable: Observable<SceneOptimizer>;
  125083. /**
  125084. * Gets a boolean indicating if the optimizer is in improvement mode
  125085. */
  125086. readonly isInImprovementMode: boolean;
  125087. /**
  125088. * Gets the current priority level (0 at start)
  125089. */
  125090. readonly currentPriorityLevel: number;
  125091. /**
  125092. * Gets the current frame rate checked by the SceneOptimizer
  125093. */
  125094. readonly currentFrameRate: number;
  125095. /**
  125096. * Gets or sets the current target frame rate (60 by default)
  125097. */
  125098. /**
  125099. * Gets or sets the current target frame rate (60 by default)
  125100. */
  125101. targetFrameRate: number;
  125102. /**
  125103. * Gets or sets the current interval between two checks (every 2000ms by default)
  125104. */
  125105. /**
  125106. * Gets or sets the current interval between two checks (every 2000ms by default)
  125107. */
  125108. trackerDuration: number;
  125109. /**
  125110. * Gets the list of active optimizations
  125111. */
  125112. readonly optimizations: SceneOptimization[];
  125113. /**
  125114. * Creates a new SceneOptimizer
  125115. * @param scene defines the scene to work on
  125116. * @param options defines the options to use with the SceneOptimizer
  125117. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  125118. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  125119. */
  125120. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  125121. /**
  125122. * Stops the current optimizer
  125123. */
  125124. stop(): void;
  125125. /**
  125126. * Reset the optimizer to initial step (current priority level = 0)
  125127. */
  125128. reset(): void;
  125129. /**
  125130. * Start the optimizer. By default it will try to reach a specific framerate
  125131. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  125132. */
  125133. start(): void;
  125134. private _checkCurrentState;
  125135. /**
  125136. * Release all resources
  125137. */
  125138. dispose(): void;
  125139. /**
  125140. * Helper function to create a SceneOptimizer with one single line of code
  125141. * @param scene defines the scene to work on
  125142. * @param options defines the options to use with the SceneOptimizer
  125143. * @param onSuccess defines a callback to call on success
  125144. * @param onFailure defines a callback to call on failure
  125145. * @returns the new SceneOptimizer object
  125146. */
  125147. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  125148. }
  125149. }
  125150. declare module BABYLON {
  125151. /**
  125152. * Class used to serialize a scene into a string
  125153. */
  125154. export class SceneSerializer {
  125155. /**
  125156. * Clear cache used by a previous serialization
  125157. */
  125158. static ClearCache(): void;
  125159. /**
  125160. * Serialize a scene into a JSON compatible object
  125161. * @param scene defines the scene to serialize
  125162. * @returns a JSON compatible object
  125163. */
  125164. static Serialize(scene: Scene): any;
  125165. /**
  125166. * Serialize a mesh into a JSON compatible object
  125167. * @param toSerialize defines the mesh to serialize
  125168. * @param withParents defines if parents must be serialized as well
  125169. * @param withChildren defines if children must be serialized as well
  125170. * @returns a JSON compatible object
  125171. */
  125172. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  125173. }
  125174. }
  125175. declare module BABYLON {
  125176. /**
  125177. * Class used to host texture specific utilities
  125178. */
  125179. export class TextureTools {
  125180. /**
  125181. * Uses the GPU to create a copy texture rescaled at a given size
  125182. * @param texture Texture to copy from
  125183. * @param width defines the desired width
  125184. * @param height defines the desired height
  125185. * @param useBilinearMode defines if bilinear mode has to be used
  125186. * @return the generated texture
  125187. */
  125188. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  125189. }
  125190. }
  125191. declare module BABYLON {
  125192. /**
  125193. * This represents the different options available for the video capture.
  125194. */
  125195. export interface VideoRecorderOptions {
  125196. /** Defines the mime type of the video. */
  125197. mimeType: string;
  125198. /** Defines the FPS the video should be recorded at. */
  125199. fps: number;
  125200. /** Defines the chunk size for the recording data. */
  125201. recordChunckSize: number;
  125202. /** The audio tracks to attach to the recording. */
  125203. audioTracks?: MediaStreamTrack[];
  125204. }
  125205. /**
  125206. * This can help with recording videos from BabylonJS.
  125207. * This is based on the available WebRTC functionalities of the browser.
  125208. *
  125209. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  125210. */
  125211. export class VideoRecorder {
  125212. private static readonly _defaultOptions;
  125213. /**
  125214. * Returns whether or not the VideoRecorder is available in your browser.
  125215. * @param engine Defines the Babylon Engine.
  125216. * @returns true if supported otherwise false.
  125217. */
  125218. static IsSupported(engine: Engine): boolean;
  125219. private readonly _options;
  125220. private _canvas;
  125221. private _mediaRecorder;
  125222. private _recordedChunks;
  125223. private _fileName;
  125224. private _resolve;
  125225. private _reject;
  125226. /**
  125227. * True when a recording is already in progress.
  125228. */
  125229. readonly isRecording: boolean;
  125230. /**
  125231. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  125232. * @param engine Defines the BabylonJS Engine you wish to record.
  125233. * @param options Defines options that can be used to customize the capture.
  125234. */
  125235. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  125236. /**
  125237. * Stops the current recording before the default capture timeout passed in the startRecording function.
  125238. */
  125239. stopRecording(): void;
  125240. /**
  125241. * Starts recording the canvas for a max duration specified in parameters.
  125242. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  125243. * If null no automatic download will start and you can rely on the promise to get the data back.
  125244. * @param maxDuration Defines the maximum recording time in seconds.
  125245. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  125246. * @return A promise callback at the end of the recording with the video data in Blob.
  125247. */
  125248. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  125249. /**
  125250. * Releases internal resources used during the recording.
  125251. */
  125252. dispose(): void;
  125253. private _handleDataAvailable;
  125254. private _handleError;
  125255. private _handleStop;
  125256. }
  125257. }
  125258. declare module BABYLON {
  125259. /**
  125260. * Class containing a set of static utilities functions for screenshots
  125261. */
  125262. export class ScreenshotTools {
  125263. /**
  125264. * Captures a screenshot of the current rendering
  125265. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125266. * @param engine defines the rendering engine
  125267. * @param camera defines the source camera
  125268. * @param size This parameter can be set to a single number or to an object with the
  125269. * following (optional) properties: precision, width, height. If a single number is passed,
  125270. * it will be used for both width and height. If an object is passed, the screenshot size
  125271. * will be derived from the parameters. The precision property is a multiplier allowing
  125272. * rendering at a higher or lower resolution
  125273. * @param successCallback defines the callback receives a single parameter which contains the
  125274. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125275. * src parameter of an <img> to display it
  125276. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125277. * Check your browser for supported MIME types
  125278. */
  125279. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  125280. /**
  125281. * Captures a screenshot of the current rendering
  125282. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125283. * @param engine defines the rendering engine
  125284. * @param camera defines the source camera
  125285. * @param size This parameter can be set to a single number or to an object with the
  125286. * following (optional) properties: precision, width, height. If a single number is passed,
  125287. * it will be used for both width and height. If an object is passed, the screenshot size
  125288. * will be derived from the parameters. The precision property is a multiplier allowing
  125289. * rendering at a higher or lower resolution
  125290. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125291. * Check your browser for supported MIME types
  125292. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125293. * to the src parameter of an <img> to display it
  125294. */
  125295. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  125296. /**
  125297. * Generates an image screenshot from the specified camera.
  125298. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125299. * @param engine The engine to use for rendering
  125300. * @param camera The camera to use for rendering
  125301. * @param size This parameter can be set to a single number or to an object with the
  125302. * following (optional) properties: precision, width, height. If a single number is passed,
  125303. * it will be used for both width and height. If an object is passed, the screenshot size
  125304. * will be derived from the parameters. The precision property is a multiplier allowing
  125305. * rendering at a higher or lower resolution
  125306. * @param successCallback The callback receives a single parameter which contains the
  125307. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125308. * src parameter of an <img> to display it
  125309. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125310. * Check your browser for supported MIME types
  125311. * @param samples Texture samples (default: 1)
  125312. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125313. * @param fileName A name for for the downloaded file.
  125314. */
  125315. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  125316. /**
  125317. * Generates an image screenshot from the specified camera.
  125318. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125319. * @param engine The engine to use for rendering
  125320. * @param camera The camera to use for rendering
  125321. * @param size This parameter can be set to a single number or to an object with the
  125322. * following (optional) properties: precision, width, height. If a single number is passed,
  125323. * it will be used for both width and height. If an object is passed, the screenshot size
  125324. * will be derived from the parameters. The precision property is a multiplier allowing
  125325. * rendering at a higher or lower resolution
  125326. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125327. * Check your browser for supported MIME types
  125328. * @param samples Texture samples (default: 1)
  125329. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125330. * @param fileName A name for for the downloaded file.
  125331. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125332. * to the src parameter of an <img> to display it
  125333. */
  125334. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  125335. /**
  125336. * Gets height and width for screenshot size
  125337. * @private
  125338. */
  125339. private static _getScreenshotSize;
  125340. }
  125341. }
  125342. declare module BABYLON {
  125343. /**
  125344. * A cursor which tracks a point on a path
  125345. */
  125346. export class PathCursor {
  125347. private path;
  125348. /**
  125349. * Stores path cursor callbacks for when an onchange event is triggered
  125350. */
  125351. private _onchange;
  125352. /**
  125353. * The value of the path cursor
  125354. */
  125355. value: number;
  125356. /**
  125357. * The animation array of the path cursor
  125358. */
  125359. animations: Animation[];
  125360. /**
  125361. * Initializes the path cursor
  125362. * @param path The path to track
  125363. */
  125364. constructor(path: Path2);
  125365. /**
  125366. * Gets the cursor point on the path
  125367. * @returns A point on the path cursor at the cursor location
  125368. */
  125369. getPoint(): Vector3;
  125370. /**
  125371. * Moves the cursor ahead by the step amount
  125372. * @param step The amount to move the cursor forward
  125373. * @returns This path cursor
  125374. */
  125375. moveAhead(step?: number): PathCursor;
  125376. /**
  125377. * Moves the cursor behind by the step amount
  125378. * @param step The amount to move the cursor back
  125379. * @returns This path cursor
  125380. */
  125381. moveBack(step?: number): PathCursor;
  125382. /**
  125383. * Moves the cursor by the step amount
  125384. * If the step amount is greater than one, an exception is thrown
  125385. * @param step The amount to move the cursor
  125386. * @returns This path cursor
  125387. */
  125388. move(step: number): PathCursor;
  125389. /**
  125390. * Ensures that the value is limited between zero and one
  125391. * @returns This path cursor
  125392. */
  125393. private ensureLimits;
  125394. /**
  125395. * Runs onchange callbacks on change (used by the animation engine)
  125396. * @returns This path cursor
  125397. */
  125398. private raiseOnChange;
  125399. /**
  125400. * Executes a function on change
  125401. * @param f A path cursor onchange callback
  125402. * @returns This path cursor
  125403. */
  125404. onchange(f: (cursor: PathCursor) => void): PathCursor;
  125405. }
  125406. }
  125407. declare module BABYLON {
  125408. /** @hidden */
  125409. export var blurPixelShader: {
  125410. name: string;
  125411. shader: string;
  125412. };
  125413. }
  125414. declare module BABYLON {
  125415. /** @hidden */
  125416. export var pointCloudVertexDeclaration: {
  125417. name: string;
  125418. shader: string;
  125419. };
  125420. }
  125421. // Mixins
  125422. interface Window {
  125423. mozIndexedDB: IDBFactory;
  125424. webkitIndexedDB: IDBFactory;
  125425. msIndexedDB: IDBFactory;
  125426. webkitURL: typeof URL;
  125427. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  125428. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  125429. WebGLRenderingContext: WebGLRenderingContext;
  125430. MSGesture: MSGesture;
  125431. CANNON: any;
  125432. AudioContext: AudioContext;
  125433. webkitAudioContext: AudioContext;
  125434. PointerEvent: any;
  125435. Math: Math;
  125436. Uint8Array: Uint8ArrayConstructor;
  125437. Float32Array: Float32ArrayConstructor;
  125438. mozURL: typeof URL;
  125439. msURL: typeof URL;
  125440. VRFrameData: any; // WebVR, from specs 1.1
  125441. DracoDecoderModule: any;
  125442. setImmediate(handler: (...args: any[]) => void): number;
  125443. }
  125444. interface HTMLCanvasElement {
  125445. requestPointerLock(): void;
  125446. msRequestPointerLock?(): void;
  125447. mozRequestPointerLock?(): void;
  125448. webkitRequestPointerLock?(): void;
  125449. /** Track wether a record is in progress */
  125450. isRecording: boolean;
  125451. /** Capture Stream method defined by some browsers */
  125452. captureStream(fps?: number): MediaStream;
  125453. }
  125454. interface CanvasRenderingContext2D {
  125455. msImageSmoothingEnabled: boolean;
  125456. }
  125457. interface MouseEvent {
  125458. mozMovementX: number;
  125459. mozMovementY: number;
  125460. webkitMovementX: number;
  125461. webkitMovementY: number;
  125462. msMovementX: number;
  125463. msMovementY: number;
  125464. }
  125465. interface Navigator {
  125466. mozGetVRDevices: (any: any) => any;
  125467. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125468. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125469. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125470. webkitGetGamepads(): Gamepad[];
  125471. msGetGamepads(): Gamepad[];
  125472. webkitGamepads(): Gamepad[];
  125473. }
  125474. interface HTMLVideoElement {
  125475. mozSrcObject: any;
  125476. }
  125477. interface Math {
  125478. fround(x: number): number;
  125479. imul(a: number, b: number): number;
  125480. }
  125481. interface WebGLRenderingContext {
  125482. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  125483. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  125484. vertexAttribDivisor(index: number, divisor: number): void;
  125485. createVertexArray(): any;
  125486. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  125487. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  125488. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  125489. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  125490. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  125491. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  125492. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  125493. // Queries
  125494. createQuery(): WebGLQuery;
  125495. deleteQuery(query: WebGLQuery): void;
  125496. beginQuery(target: number, query: WebGLQuery): void;
  125497. endQuery(target: number): void;
  125498. getQueryParameter(query: WebGLQuery, pname: number): any;
  125499. getQuery(target: number, pname: number): any;
  125500. MAX_SAMPLES: number;
  125501. RGBA8: number;
  125502. READ_FRAMEBUFFER: number;
  125503. DRAW_FRAMEBUFFER: number;
  125504. UNIFORM_BUFFER: number;
  125505. HALF_FLOAT_OES: number;
  125506. RGBA16F: number;
  125507. RGBA32F: number;
  125508. R32F: number;
  125509. RG32F: number;
  125510. RGB32F: number;
  125511. R16F: number;
  125512. RG16F: number;
  125513. RGB16F: number;
  125514. RED: number;
  125515. RG: number;
  125516. R8: number;
  125517. RG8: number;
  125518. UNSIGNED_INT_24_8: number;
  125519. DEPTH24_STENCIL8: number;
  125520. /* Multiple Render Targets */
  125521. drawBuffers(buffers: number[]): void;
  125522. readBuffer(src: number): void;
  125523. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  125524. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  125525. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  125526. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  125527. // Occlusion Query
  125528. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  125529. ANY_SAMPLES_PASSED: number;
  125530. QUERY_RESULT_AVAILABLE: number;
  125531. QUERY_RESULT: number;
  125532. }
  125533. interface WebGLProgram {
  125534. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  125535. }
  125536. interface EXT_disjoint_timer_query {
  125537. QUERY_COUNTER_BITS_EXT: number;
  125538. TIME_ELAPSED_EXT: number;
  125539. TIMESTAMP_EXT: number;
  125540. GPU_DISJOINT_EXT: number;
  125541. QUERY_RESULT_EXT: number;
  125542. QUERY_RESULT_AVAILABLE_EXT: number;
  125543. queryCounterEXT(query: WebGLQuery, target: number): void;
  125544. createQueryEXT(): WebGLQuery;
  125545. beginQueryEXT(target: number, query: WebGLQuery): void;
  125546. endQueryEXT(target: number): void;
  125547. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  125548. deleteQueryEXT(query: WebGLQuery): void;
  125549. }
  125550. interface WebGLUniformLocation {
  125551. _currentState: any;
  125552. }
  125553. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  125554. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  125555. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  125556. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  125557. interface WebGLRenderingContext {
  125558. readonly RASTERIZER_DISCARD: number;
  125559. readonly DEPTH_COMPONENT24: number;
  125560. readonly TEXTURE_3D: number;
  125561. readonly TEXTURE_2D_ARRAY: number;
  125562. readonly TEXTURE_COMPARE_FUNC: number;
  125563. readonly TEXTURE_COMPARE_MODE: number;
  125564. readonly COMPARE_REF_TO_TEXTURE: number;
  125565. readonly TEXTURE_WRAP_R: number;
  125566. readonly HALF_FLOAT: number;
  125567. readonly RGB8: number;
  125568. readonly RED_INTEGER: number;
  125569. readonly RG_INTEGER: number;
  125570. readonly RGB_INTEGER: number;
  125571. readonly RGBA_INTEGER: number;
  125572. readonly R8_SNORM: number;
  125573. readonly RG8_SNORM: number;
  125574. readonly RGB8_SNORM: number;
  125575. readonly RGBA8_SNORM: number;
  125576. readonly R8I: number;
  125577. readonly RG8I: number;
  125578. readonly RGB8I: number;
  125579. readonly RGBA8I: number;
  125580. readonly R8UI: number;
  125581. readonly RG8UI: number;
  125582. readonly RGB8UI: number;
  125583. readonly RGBA8UI: number;
  125584. readonly R16I: number;
  125585. readonly RG16I: number;
  125586. readonly RGB16I: number;
  125587. readonly RGBA16I: number;
  125588. readonly R16UI: number;
  125589. readonly RG16UI: number;
  125590. readonly RGB16UI: number;
  125591. readonly RGBA16UI: number;
  125592. readonly R32I: number;
  125593. readonly RG32I: number;
  125594. readonly RGB32I: number;
  125595. readonly RGBA32I: number;
  125596. readonly R32UI: number;
  125597. readonly RG32UI: number;
  125598. readonly RGB32UI: number;
  125599. readonly RGBA32UI: number;
  125600. readonly RGB10_A2UI: number;
  125601. readonly R11F_G11F_B10F: number;
  125602. readonly RGB9_E5: number;
  125603. readonly RGB10_A2: number;
  125604. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  125605. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  125606. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  125607. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  125608. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  125609. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  125610. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  125611. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  125612. readonly TRANSFORM_FEEDBACK: number;
  125613. readonly INTERLEAVED_ATTRIBS: number;
  125614. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  125615. createTransformFeedback(): WebGLTransformFeedback;
  125616. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  125617. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  125618. beginTransformFeedback(primitiveMode: number): void;
  125619. endTransformFeedback(): void;
  125620. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  125621. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125622. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125623. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125624. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  125625. }
  125626. interface ImageBitmap {
  125627. readonly width: number;
  125628. readonly height: number;
  125629. close(): void;
  125630. }
  125631. interface WebGLQuery extends WebGLObject {
  125632. }
  125633. declare var WebGLQuery: {
  125634. prototype: WebGLQuery;
  125635. new(): WebGLQuery;
  125636. };
  125637. interface WebGLSampler extends WebGLObject {
  125638. }
  125639. declare var WebGLSampler: {
  125640. prototype: WebGLSampler;
  125641. new(): WebGLSampler;
  125642. };
  125643. interface WebGLSync extends WebGLObject {
  125644. }
  125645. declare var WebGLSync: {
  125646. prototype: WebGLSync;
  125647. new(): WebGLSync;
  125648. };
  125649. interface WebGLTransformFeedback extends WebGLObject {
  125650. }
  125651. declare var WebGLTransformFeedback: {
  125652. prototype: WebGLTransformFeedback;
  125653. new(): WebGLTransformFeedback;
  125654. };
  125655. interface WebGLVertexArrayObject extends WebGLObject {
  125656. }
  125657. declare var WebGLVertexArrayObject: {
  125658. prototype: WebGLVertexArrayObject;
  125659. new(): WebGLVertexArrayObject;
  125660. };
  125661. // Type definitions for WebVR API
  125662. // Project: https://w3c.github.io/webvr/
  125663. // Definitions by: six a <https://github.com/lostfictions>
  125664. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  125665. interface VRDisplay extends EventTarget {
  125666. /**
  125667. * Dictionary of capabilities describing the VRDisplay.
  125668. */
  125669. readonly capabilities: VRDisplayCapabilities;
  125670. /**
  125671. * z-depth defining the far plane of the eye view frustum
  125672. * enables mapping of values in the render target depth
  125673. * attachment to scene coordinates. Initially set to 10000.0.
  125674. */
  125675. depthFar: number;
  125676. /**
  125677. * z-depth defining the near plane of the eye view frustum
  125678. * enables mapping of values in the render target depth
  125679. * attachment to scene coordinates. Initially set to 0.01.
  125680. */
  125681. depthNear: number;
  125682. /**
  125683. * An identifier for this distinct VRDisplay. Used as an
  125684. * association point in the Gamepad API.
  125685. */
  125686. readonly displayId: number;
  125687. /**
  125688. * A display name, a user-readable name identifying it.
  125689. */
  125690. readonly displayName: string;
  125691. readonly isConnected: boolean;
  125692. readonly isPresenting: boolean;
  125693. /**
  125694. * If this VRDisplay supports room-scale experiences, the optional
  125695. * stage attribute contains details on the room-scale parameters.
  125696. */
  125697. readonly stageParameters: VRStageParameters | null;
  125698. /**
  125699. * Passing the value returned by `requestAnimationFrame` to
  125700. * `cancelAnimationFrame` will unregister the callback.
  125701. * @param handle Define the hanle of the request to cancel
  125702. */
  125703. cancelAnimationFrame(handle: number): void;
  125704. /**
  125705. * Stops presenting to the VRDisplay.
  125706. * @returns a promise to know when it stopped
  125707. */
  125708. exitPresent(): Promise<void>;
  125709. /**
  125710. * Return the current VREyeParameters for the given eye.
  125711. * @param whichEye Define the eye we want the parameter for
  125712. * @returns the eye parameters
  125713. */
  125714. getEyeParameters(whichEye: string): VREyeParameters;
  125715. /**
  125716. * Populates the passed VRFrameData with the information required to render
  125717. * the current frame.
  125718. * @param frameData Define the data structure to populate
  125719. * @returns true if ok otherwise false
  125720. */
  125721. getFrameData(frameData: VRFrameData): boolean;
  125722. /**
  125723. * Get the layers currently being presented.
  125724. * @returns the list of VR layers
  125725. */
  125726. getLayers(): VRLayer[];
  125727. /**
  125728. * Return a VRPose containing the future predicted pose of the VRDisplay
  125729. * when the current frame will be presented. The value returned will not
  125730. * change until JavaScript has returned control to the browser.
  125731. *
  125732. * The VRPose will contain the position, orientation, velocity,
  125733. * and acceleration of each of these properties.
  125734. * @returns the pose object
  125735. */
  125736. getPose(): VRPose;
  125737. /**
  125738. * Return the current instantaneous pose of the VRDisplay, with no
  125739. * prediction applied.
  125740. * @returns the current instantaneous pose
  125741. */
  125742. getImmediatePose(): VRPose;
  125743. /**
  125744. * The callback passed to `requestAnimationFrame` will be called
  125745. * any time a new frame should be rendered. When the VRDisplay is
  125746. * presenting the callback will be called at the native refresh
  125747. * rate of the HMD. When not presenting this function acts
  125748. * identically to how window.requestAnimationFrame acts. Content should
  125749. * make no assumptions of frame rate or vsync behavior as the HMD runs
  125750. * asynchronously from other displays and at differing refresh rates.
  125751. * @param callback Define the eaction to run next frame
  125752. * @returns the request handle it
  125753. */
  125754. requestAnimationFrame(callback: FrameRequestCallback): number;
  125755. /**
  125756. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  125757. * Repeat calls while already presenting will update the VRLayers being displayed.
  125758. * @param layers Define the list of layer to present
  125759. * @returns a promise to know when the request has been fulfilled
  125760. */
  125761. requestPresent(layers: VRLayer[]): Promise<void>;
  125762. /**
  125763. * Reset the pose for this display, treating its current position and
  125764. * orientation as the "origin/zero" values. VRPose.position,
  125765. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  125766. * updated when calling resetPose(). This should be called in only
  125767. * sitting-space experiences.
  125768. */
  125769. resetPose(): void;
  125770. /**
  125771. * The VRLayer provided to the VRDisplay will be captured and presented
  125772. * in the HMD. Calling this function has the same effect on the source
  125773. * canvas as any other operation that uses its source image, and canvases
  125774. * created without preserveDrawingBuffer set to true will be cleared.
  125775. * @param pose Define the pose to submit
  125776. */
  125777. submitFrame(pose?: VRPose): void;
  125778. }
  125779. declare var VRDisplay: {
  125780. prototype: VRDisplay;
  125781. new(): VRDisplay;
  125782. };
  125783. interface VRLayer {
  125784. leftBounds?: number[] | Float32Array | null;
  125785. rightBounds?: number[] | Float32Array | null;
  125786. source?: HTMLCanvasElement | null;
  125787. }
  125788. interface VRDisplayCapabilities {
  125789. readonly canPresent: boolean;
  125790. readonly hasExternalDisplay: boolean;
  125791. readonly hasOrientation: boolean;
  125792. readonly hasPosition: boolean;
  125793. readonly maxLayers: number;
  125794. }
  125795. interface VREyeParameters {
  125796. /** @deprecated */
  125797. readonly fieldOfView: VRFieldOfView;
  125798. readonly offset: Float32Array;
  125799. readonly renderHeight: number;
  125800. readonly renderWidth: number;
  125801. }
  125802. interface VRFieldOfView {
  125803. readonly downDegrees: number;
  125804. readonly leftDegrees: number;
  125805. readonly rightDegrees: number;
  125806. readonly upDegrees: number;
  125807. }
  125808. interface VRFrameData {
  125809. readonly leftProjectionMatrix: Float32Array;
  125810. readonly leftViewMatrix: Float32Array;
  125811. readonly pose: VRPose;
  125812. readonly rightProjectionMatrix: Float32Array;
  125813. readonly rightViewMatrix: Float32Array;
  125814. readonly timestamp: number;
  125815. }
  125816. interface VRPose {
  125817. readonly angularAcceleration: Float32Array | null;
  125818. readonly angularVelocity: Float32Array | null;
  125819. readonly linearAcceleration: Float32Array | null;
  125820. readonly linearVelocity: Float32Array | null;
  125821. readonly orientation: Float32Array | null;
  125822. readonly position: Float32Array | null;
  125823. readonly timestamp: number;
  125824. }
  125825. interface VRStageParameters {
  125826. sittingToStandingTransform?: Float32Array;
  125827. sizeX?: number;
  125828. sizeY?: number;
  125829. }
  125830. interface Navigator {
  125831. getVRDisplays(): Promise<VRDisplay[]>;
  125832. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  125833. }
  125834. interface Window {
  125835. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  125836. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  125837. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  125838. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  125839. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  125840. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  125841. }
  125842. interface Gamepad {
  125843. readonly displayId: number;
  125844. }
  125845. type XRSessionMode =
  125846. | "inline"
  125847. | "immersive-vr"
  125848. | "immersive-ar";
  125849. type XRReferenceSpaceType =
  125850. | "viewer"
  125851. | "local"
  125852. | "local-floor"
  125853. | "bounded-floor"
  125854. | "unbounded";
  125855. type XREnvironmentBlendMode =
  125856. | "opaque"
  125857. | "additive"
  125858. | "alpha-blend";
  125859. type XRVisibilityState =
  125860. | "visible"
  125861. | "visible-blurred"
  125862. | "hidden";
  125863. type XRHandedness =
  125864. | "none"
  125865. | "left"
  125866. | "right";
  125867. type XRTargetRayMode =
  125868. | "gaze"
  125869. | "tracked-pointer"
  125870. | "screen";
  125871. type XREye =
  125872. | "none"
  125873. | "left"
  125874. | "right";
  125875. interface XRSpace extends EventTarget {
  125876. }
  125877. interface XRRenderState {
  125878. depthNear?: number;
  125879. depthFar?: number;
  125880. inlineVerticalFieldOfView?: number;
  125881. baseLayer?: XRWebGLLayer;
  125882. }
  125883. interface XRInputSource {
  125884. handedness: XRHandedness;
  125885. targetRayMode: XRTargetRayMode;
  125886. targetRaySpace: XRSpace;
  125887. gripSpace: XRSpace | undefined;
  125888. gamepad: Gamepad | undefined;
  125889. profiles: Array<string>;
  125890. }
  125891. interface XRSession {
  125892. addEventListener: Function;
  125893. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  125894. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  125895. requestAnimationFrame: Function;
  125896. end(): Promise<void>;
  125897. renderState: XRRenderState;
  125898. inputSources: Array<XRInputSource>;
  125899. }
  125900. interface XRReferenceSpace extends XRSpace {
  125901. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  125902. onreset: any;
  125903. }
  125904. interface XRFrame {
  125905. session: XRSession;
  125906. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  125907. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  125908. }
  125909. interface XRViewerPose extends XRPose {
  125910. views: Array<XRView>;
  125911. }
  125912. interface XRPose {
  125913. transform: XRRigidTransform;
  125914. emulatedPosition: boolean;
  125915. }
  125916. declare var XRWebGLLayer: {
  125917. prototype: XRWebGLLayer;
  125918. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  125919. };
  125920. interface XRWebGLLayer {
  125921. framebuffer: WebGLFramebuffer;
  125922. framebufferWidth: number;
  125923. framebufferHeight: number;
  125924. getViewport: Function;
  125925. }
  125926. interface XRRigidTransform {
  125927. position: DOMPointReadOnly;
  125928. orientation: DOMPointReadOnly;
  125929. matrix: Float32Array;
  125930. inverse: XRRigidTransform;
  125931. }
  125932. interface XRView {
  125933. eye: XREye;
  125934. projectionMatrix: Float32Array;
  125935. transform: XRRigidTransform;
  125936. }
  125937. interface XRInputSourceChangeEvent {
  125938. session: XRSession;
  125939. removed: Array<XRInputSource>;
  125940. added: Array<XRInputSource>;
  125941. }